//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:39 2025

#include "../SDK.hpp"

namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------

// Function Engine.Actor.WasRecentlyRendered
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Tolerance                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::WasRecentlyRendered(float Tolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.WasRecentlyRendered");

	AActor_WasRecentlyRendered_Params params;
	params.Tolerance = Tolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.UserConstructionScript
// (Event, Public, BlueprintEvent)

void AActor::UserConstructionScript()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.UserConstructionScript");

	AActor_UserConstructionScript_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.TearOff
// (Native, Public, BlueprintCallable)

void AActor::TearOff()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.TearOff");

	AActor_TearOff_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SnapRootComponentTo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  InParentActor                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SnapRootComponentTo(class AActor* InParentActor, const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SnapRootComponentTo");

	AActor_SnapRootComponentTo_Params params;
	params.InParentActor = InParentActor;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetTickGroup
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ETickingGroup>     NewTickGroup                   (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetTickGroup(TEnumAsByte<ETickingGroup> NewTickGroup)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetTickGroup");

	AActor_SetTickGroup_Params params;
	params.NewTickGroup = NewTickGroup;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetTickableWhenPaused
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bTickableWhenPaused            (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetTickableWhenPaused(bool bTickableWhenPaused)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetTickableWhenPaused");

	AActor_SetTickableWhenPaused_Params params;
	params.bTickableWhenPaused = bTickableWhenPaused;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetReplicates
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInReplicates                  (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetReplicates(bool bInReplicates)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetReplicates");

	AActor_SetReplicates_Params params;
	params.bInReplicates = bInReplicates;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetReplicateMovement
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInReplicateMovement           (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetReplicateMovement(bool bInReplicateMovement)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetReplicateMovement");

	AActor_SetReplicateMovement_Params params;
	params.bInReplicateMovement = bInReplicateMovement;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetOwner
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  NewOwner                       (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetOwner(class AActor* NewOwner)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetOwner");

	AActor_SetOwner_Params params;
	params.NewOwner = NewOwner;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetNetDormancy
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ENetDormancy>      NewDormancy                    (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetNetDormancy(TEnumAsByte<ENetDormancy> NewDormancy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetNetDormancy");

	AActor_SetNetDormancy_Params params;
	params.NewDormancy = NewDormancy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetLifeSpan
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          InLifespan                     (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetLifeSpan(float InLifespan)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetLifeSpan");

	AActor_SetLifeSpan_Params params;
	params.InLifespan = InLifespan;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetActorTickInterval
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          TickInterval                   (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetActorTickInterval(float TickInterval)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetActorTickInterval");

	AActor_SetActorTickInterval_Params params;
	params.TickInterval = TickInterval;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetActorTickEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnabled                       (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetActorTickEnabled(bool bEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetActorTickEnabled");

	AActor_SetActorTickEnabled_Params params;
	params.bEnabled = bEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetActorScale3D
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewScale3D                     (Parm, IsPlainOldData)

void AActor::SetActorScale3D(const struct FVector& NewScale3D)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetActorScale3D");

	AActor_SetActorScale3D_Params params;
	params.NewScale3D = NewScale3D;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetActorRelativeScale3D
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewRelativeScale               (Parm, IsPlainOldData)

void AActor::SetActorRelativeScale3D(const struct FVector& NewRelativeScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetActorRelativeScale3D");

	AActor_SetActorRelativeScale3D_Params params;
	params.NewRelativeScale = NewRelativeScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetActorHiddenInGame
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewHidden                     (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetActorHiddenInGame(bool bNewHidden)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetActorHiddenInGame");

	AActor_SetActorHiddenInGame_Params params;
	params.bNewHidden = bNewHidden;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.SetActorEnableCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewActorEnableCollision       (Parm, ZeroConstructor, IsPlainOldData)

void AActor::SetActorEnableCollision(bool bNewActorEnableCollision)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.SetActorEnableCollision");

	AActor_SetActorEnableCollision_Params params;
	params.bNewActorEnableCollision = bNewActorEnableCollision;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.RemoveTickPrerequisiteComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UActorComponent*         PrerequisiteComponent          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void AActor::RemoveTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.RemoveTickPrerequisiteComponent");

	AActor_RemoveTickPrerequisiteComponent_Params params;
	params.PrerequisiteComponent = PrerequisiteComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.RemoveTickPrerequisiteActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  PrerequisiteActor              (Parm, ZeroConstructor, IsPlainOldData)

void AActor::RemoveTickPrerequisiteActor(class AActor* PrerequisiteActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.RemoveTickPrerequisiteActor");

	AActor_RemoveTickPrerequisiteActor_Params params;
	params.PrerequisiteActor = PrerequisiteActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          DeltaSeconds                   (Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveTick(float DeltaSeconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveTick");

	AActor_ReceiveTick_Params params;
	params.DeltaSeconds = DeltaSeconds;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveRadialDamage
// (BlueprintAuthorityOnly, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// float                          DamageReceived                 (Parm, ZeroConstructor, IsPlainOldData)
// class UDamageType*             DamageType                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (Parm, IsPlainOldData)
// struct FHitResult              HitInfo                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class AController*             InstigatedBy                   (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveRadialDamage(float DamageReceived, class UDamageType* DamageType, const struct FVector& Origin, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveRadialDamage");

	AActor_ReceiveRadialDamage_Params params;
	params.DamageReceived = DamageReceived;
	params.DamageType = DamageType;
	params.Origin = Origin;
	params.HitInfo = HitInfo;
	params.InstigatedBy = InstigatedBy;
	params.DamageCauser = DamageCauser;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceivePointDamage
// (BlueprintAuthorityOnly, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// float                          Damage                         (Parm, ZeroConstructor, IsPlainOldData)
// class UDamageType*             DamageType                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 HitLocation                    (Parm, IsPlainOldData)
// struct FVector                 HitNormal                      (Parm, IsPlainOldData)
// class UPrimitiveComponent*     HitComponent                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ShotFromDirection              (Parm, IsPlainOldData)
// class AController*             InstigatedBy                   (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitInfo                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void AActor::ReceivePointDamage(float Damage, class UDamageType* DamageType, const struct FVector& HitLocation, const struct FVector& HitNormal, class UPrimitiveComponent* HitComponent, const struct FName& BoneName, const struct FVector& ShotFromDirection, class AController* InstigatedBy, class AActor* DamageCauser, const struct FHitResult& HitInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceivePointDamage");

	AActor_ReceivePointDamage_Params params;
	params.Damage = Damage;
	params.DamageType = DamageType;
	params.HitLocation = HitLocation;
	params.HitNormal = HitNormal;
	params.HitComponent = HitComponent;
	params.BoneName = BoneName;
	params.ShotFromDirection = ShotFromDirection;
	params.InstigatedBy = InstigatedBy;
	params.DamageCauser = DamageCauser;
	params.HitInfo = HitInfo;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveHit
// (Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent*     MyComp                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class AActor*                  Other                          (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     OtherComp                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// bool                           bSelfMoved                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 HitLocation                    (Parm, IsPlainOldData)
// struct FVector                 HitNormal                      (Parm, IsPlainOldData)
// struct FVector                 NormalImpulse                  (Parm, IsPlainOldData)
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void AActor::ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, const struct FVector& HitLocation, const struct FVector& HitNormal, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveHit");

	AActor_ReceiveHit_Params params;
	params.MyComp = MyComp;
	params.Other = Other;
	params.OtherComp = OtherComp;
	params.bSelfMoved = bSelfMoved;
	params.HitLocation = HitLocation;
	params.HitNormal = HitNormal;
	params.NormalImpulse = NormalImpulse;
	params.Hit = Hit;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveEndPlay
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<EEndPlayReason>    EndPlayReason                  (Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveEndPlay(TEnumAsByte<EEndPlayReason> EndPlayReason)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveEndPlay");

	AActor_ReceiveEndPlay_Params params;
	params.EndPlayReason = EndPlayReason;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveDestroyed
// (Event, Public, BlueprintEvent)

void AActor::ReceiveDestroyed()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveDestroyed");

	AActor_ReceiveDestroyed_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

void AActor::ReceiveBeginPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveBeginPlay");

	AActor_ReceiveBeginPlay_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveAnyDamage
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// float                          Damage                         (Parm, ZeroConstructor, IsPlainOldData)
// class UDamageType*             DamageType                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class AController*             InstigatedBy                   (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveAnyDamage(float Damage, class UDamageType* DamageType, class AController* InstigatedBy, class AActor* DamageCauser)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveAnyDamage");

	AActor_ReceiveAnyDamage_Params params;
	params.Damage = Damage;
	params.DamageType = DamageType;
	params.InstigatedBy = InstigatedBy;
	params.DamageCauser = DamageCauser;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorOnReleased
// (Event, Public, BlueprintEvent)
// Parameters:
// struct FKey                    ButtonReleased                 (Parm)

void AActor::ReceiveActorOnReleased(const struct FKey& ButtonReleased)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorOnReleased");

	AActor_ReceiveActorOnReleased_Params params;
	params.ButtonReleased = ButtonReleased;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorOnInputTouchLeave
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveActorOnInputTouchLeave(TEnumAsByte<ETouchIndex> FingerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorOnInputTouchLeave");

	AActor_ReceiveActorOnInputTouchLeave_Params params;
	params.FingerIndex = FingerIndex;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorOnInputTouchEnter
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveActorOnInputTouchEnter(TEnumAsByte<ETouchIndex> FingerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorOnInputTouchEnter");

	AActor_ReceiveActorOnInputTouchEnter_Params params;
	params.FingerIndex = FingerIndex;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorOnInputTouchEnd
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveActorOnInputTouchEnd(TEnumAsByte<ETouchIndex> FingerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorOnInputTouchEnd");

	AActor_ReceiveActorOnInputTouchEnd_Params params;
	params.FingerIndex = FingerIndex;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorOnInputTouchBegin
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveActorOnInputTouchBegin(TEnumAsByte<ETouchIndex> FingerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorOnInputTouchBegin");

	AActor_ReceiveActorOnInputTouchBegin_Params params;
	params.FingerIndex = FingerIndex;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorOnClicked
// (Event, Public, BlueprintEvent)
// Parameters:
// struct FKey                    ButtonPressed                  (Parm)

void AActor::ReceiveActorOnClicked(const struct FKey& ButtonPressed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorOnClicked");

	AActor_ReceiveActorOnClicked_Params params;
	params.ButtonPressed = ButtonPressed;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorEndOverlap
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                  OtherActor                     (Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveActorEndOverlap(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorEndOverlap");

	AActor_ReceiveActorEndOverlap_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorEndCursorOver
// (Event, Public, BlueprintEvent)

void AActor::ReceiveActorEndCursorOver()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorEndCursorOver");

	AActor_ReceiveActorEndCursorOver_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorBeginOverlap
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                  OtherActor                     (Parm, ZeroConstructor, IsPlainOldData)

void AActor::ReceiveActorBeginOverlap(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorBeginOverlap");

	AActor_ReceiveActorBeginOverlap_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ReceiveActorBeginCursorOver
// (Event, Public, BlueprintEvent)

void AActor::ReceiveActorBeginCursorOver()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ReceiveActorBeginCursorOver");

	AActor_ReceiveActorBeginCursorOver_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.PrestreamTextures
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Seconds                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableStreaming               (Parm, ZeroConstructor, IsPlainOldData)
// int                            CinematicTextureGroups         (Parm, ZeroConstructor, IsPlainOldData)

void AActor::PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.PrestreamTextures");

	AActor_PrestreamTextures_Params params;
	params.Seconds = Seconds;
	params.bEnableStreaming = bEnableStreaming;
	params.CinematicTextureGroups = CinematicTextureGroups;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.OnRep_ReplicateMovement
// (Native, Public)

void AActor::OnRep_ReplicateMovement()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.OnRep_ReplicateMovement");

	AActor_OnRep_ReplicateMovement_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.OnRep_ReplicatedMovement
// (Native, Public)

void AActor::OnRep_ReplicatedMovement()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.OnRep_ReplicatedMovement");

	AActor_OnRep_ReplicatedMovement_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.OnRep_Owner
// (Native, Protected)

void AActor::OnRep_Owner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.OnRep_Owner");

	AActor_OnRep_Owner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.OnRep_Instigator
// (Native, Public)

void AActor::OnRep_Instigator()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.OnRep_Instigator");

	AActor_OnRep_Instigator_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.OnRep_AttachmentReplication
// (Native, Public)

void AActor::OnRep_AttachmentReplication()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.OnRep_AttachmentReplication");

	AActor_OnRep_AttachmentReplication_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.MakeNoise
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                          Loudness                       (Parm, ZeroConstructor, IsPlainOldData)
// class APawn*                   NoiseInstigator                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NoiseLocation                  (Parm, IsPlainOldData)
// float                          MaxRange                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)

void AActor::MakeNoise(float Loudness, class APawn* NoiseInstigator, const struct FVector& NoiseLocation, float MaxRange, const struct FName& Tag)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.MakeNoise");

	AActor_MakeNoise_Params params;
	params.Loudness = Loudness;
	params.NoiseInstigator = NoiseInstigator;
	params.NoiseLocation = NoiseLocation;
	params.MaxRange = MaxRange;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.MakeMIDForMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Parent                         (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* AActor::MakeMIDForMaterial(class UMaterialInterface* Parent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.MakeMIDForMaterial");

	AActor_MakeMIDForMaterial_Params params;
	params.Parent = Parent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_TeleportTo
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 DestLocation                   (Parm, IsPlainOldData)
// struct FRotator                DestRotation                   (Parm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::K2_TeleportTo(const struct FVector& DestLocation, const struct FRotator& DestRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_TeleportTo");

	AActor_K2_TeleportTo_Params params;
	params.DestLocation = DestLocation;
	params.DestRotation = DestRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_SetActorTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              NewTransform                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::K2_SetActorTransform(const struct FTransform& NewTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorTransform");

	AActor_K2_SetActorTransform_Params params;
	params.NewTransform = NewTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_SetActorRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bTeleportPhysics               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::K2_SetActorRotation(const struct FRotator& NewRotation, bool bTeleportPhysics)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorRotation");

	AActor_K2_SetActorRotation_Params params;
	params.NewRotation = NewRotation;
	params.bTeleportPhysics = bTeleportPhysics;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_SetActorRelativeTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              NewRelativeTransform           (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_SetActorRelativeTransform(const struct FTransform& NewRelativeTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorRelativeTransform");

	AActor_K2_SetActorRelativeTransform_Params params;
	params.NewRelativeTransform = NewRelativeTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_SetActorRelativeRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                NewRelativeRotation            (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_SetActorRelativeRotation(const struct FRotator& NewRelativeRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorRelativeRotation");

	AActor_K2_SetActorRelativeRotation_Params params;
	params.NewRelativeRotation = NewRelativeRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_SetActorRelativeLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewRelativeLocation            (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_SetActorRelativeLocation(const struct FVector& NewRelativeLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorRelativeLocation");

	AActor_K2_SetActorRelativeLocation_Params params;
	params.NewRelativeLocation = NewRelativeLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_SetActorLocationAndRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::K2_SetActorLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorLocationAndRotation");

	AActor_K2_SetActorLocationAndRotation_Params params;
	params.NewLocation = NewLocation;
	params.NewRotation = NewRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_SetActorLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::K2_SetActorLocation(const struct FVector& NewLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_SetActorLocation");

	AActor_K2_SetActorLocation_Params params;
	params.NewLocation = NewLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_OnReset
// (Event, Public, BlueprintEvent)

void AActor::K2_OnReset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_OnReset");

	AActor_K2_OnReset_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_OnEndViewTarget
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       PC                             (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_OnEndViewTarget(class APlayerController* PC)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_OnEndViewTarget");

	AActor_K2_OnEndViewTarget_Params params;
	params.PC = PC;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_OnBecomeViewTarget
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       PC                             (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_OnBecomeViewTarget(class APlayerController* PC)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_OnBecomeViewTarget");

	AActor_K2_OnBecomeViewTarget_Params params;
	params.PC = PC;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_GetRootComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USceneComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class USceneComponent* AActor::K2_GetRootComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_GetRootComponent");

	AActor_K2_GetRootComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_GetActorRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator AActor::K2_GetActorRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_GetActorRotation");

	AActor_K2_GetActorRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_GetActorLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::K2_GetActorLocation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_GetActorLocation");

	AActor_K2_GetActorLocation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.K2_DetachFromActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EDetachmentRule                LocationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EDetachmentRule                RotationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EDetachmentRule                ScaleRule                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_DetachFromActor");

	AActor_K2_DetachFromActor_Params params;
	params.LocationRule = LocationRule;
	params.RotationRule = RotationRule;
	params.ScaleRule = ScaleRule;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_DestroyComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UActorComponent*         Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void AActor::K2_DestroyComponent(class UActorComponent* Component)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_DestroyComponent");

	AActor_K2_DestroyComponent_Params params;
	params.Component = Component;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_DestroyActor
// (Native, Public, BlueprintCallable)

void AActor::K2_DestroyActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_DestroyActor");

	AActor_K2_DestroyActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_AttachToComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         Parent                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   SocketName                     (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                LocationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                RotationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                ScaleRule                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bWeldSimulatedBodies           (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AttachToComponent(class USceneComponent* Parent, const struct FName& SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AttachToComponent");

	AActor_K2_AttachToComponent_Params params;
	params.Parent = Parent;
	params.SocketName = SocketName;
	params.LocationRule = LocationRule;
	params.RotationRule = RotationRule;
	params.ScaleRule = ScaleRule;
	params.bWeldSimulatedBodies = bWeldSimulatedBodies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_AttachToActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  ParentActor                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   SocketName                     (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                LocationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                RotationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                ScaleRule                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bWeldSimulatedBodies           (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AttachToActor(class AActor* ParentActor, const struct FName& SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AttachToActor");

	AActor_K2_AttachToActor_Params params;
	params.ParentActor = ParentActor;
	params.SocketName = SocketName;
	params.LocationRule = LocationRule;
	params.RotationRule = RotationRule;
	params.ScaleRule = ScaleRule;
	params.bWeldSimulatedBodies = bWeldSimulatedBodies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_AttachRootComponentToActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  InParentActor                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   AttachLocationType             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bWeldSimulatedBodies           (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AttachRootComponentToActor(class AActor* InParentActor, const struct FName& InSocketName, TEnumAsByte<EAttachLocation> AttachLocationType, bool bWeldSimulatedBodies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AttachRootComponentToActor");

	AActor_K2_AttachRootComponentToActor_Params params;
	params.InParentActor = InParentActor;
	params.InSocketName = InSocketName;
	params.AttachLocationType = AttachLocationType;
	params.bWeldSimulatedBodies = bWeldSimulatedBodies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_AttachRootComponentTo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         InParent                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   AttachLocationType             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bWeldSimulatedBodies           (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AttachRootComponentTo(class USceneComponent* InParent, const struct FName& InSocketName, TEnumAsByte<EAttachLocation> AttachLocationType, bool bWeldSimulatedBodies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AttachRootComponentTo");

	AActor_K2_AttachRootComponentTo_Params params;
	params.InParent = InParent;
	params.InSocketName = InSocketName;
	params.AttachLocationType = AttachLocationType;
	params.bWeldSimulatedBodies = bWeldSimulatedBodies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.K2_AddActorWorldTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              DeltaTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AddActorWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AddActorWorldTransform");

	AActor_K2_AddActorWorldTransform_Params params;
	params.DeltaTransform = DeltaTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_AddActorWorldRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                DeltaRotation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AddActorWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AddActorWorldRotation");

	AActor_K2_AddActorWorldRotation_Params params;
	params.DeltaRotation = DeltaRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_AddActorWorldOffset
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 DeltaLocation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AddActorWorldOffset(const struct FVector& DeltaLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AddActorWorldOffset");

	AActor_K2_AddActorWorldOffset_Params params;
	params.DeltaLocation = DeltaLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_AddActorLocalTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              NewTransform                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AddActorLocalTransform(const struct FTransform& NewTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AddActorLocalTransform");

	AActor_K2_AddActorLocalTransform_Params params;
	params.NewTransform = NewTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_AddActorLocalRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                DeltaRotation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AddActorLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AddActorLocalRotation");

	AActor_K2_AddActorLocalRotation_Params params;
	params.DeltaRotation = DeltaRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.K2_AddActorLocalOffset
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 DeltaLocation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void AActor::K2_AddActorLocalOffset(const struct FVector& DeltaLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.K2_AddActorLocalOffset");

	AActor_K2_AddActorLocalOffset_Params params;
	params.DeltaLocation = DeltaLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.Actor.IsOverlappingActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  Other                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::IsOverlappingActor(class AActor* Other)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.IsOverlappingActor");

	AActor_IsOverlappingActor_Params params;
	params.Other = Other;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.IsChildActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::IsChildActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.IsChildActor");

	AActor_IsChildActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.IsActorTickEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::IsActorTickEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.IsActorTickEnabled");

	AActor_IsActorTickEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.IsActorBeingDestroyed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::IsActorBeingDestroyed()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.IsActorBeingDestroyed");

	AActor_IsActorBeingDestroyed_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.HasAuthority
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::HasAuthority()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.HasAuthority");

	AActor_HasAuthority_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetVerticalDistanceTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  OtherActor                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetVerticalDistanceTo(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetVerticalDistanceTo");

	AActor_GetVerticalDistanceTo_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetVelocity
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetVelocity()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetVelocity");

	AActor_GetVelocity_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform AActor::GetTransform()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetTransform");

	AActor_GetTransform_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetTickableWhenPaused
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::GetTickableWhenPaused()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetTickableWhenPaused");

	AActor_GetTickableWhenPaused_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetSquaredDistanceTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  OtherActor                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetSquaredDistanceTo(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetSquaredDistanceTo");

	AActor_GetSquaredDistanceTo_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetRemoteRole
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ENetRole>          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ENetRole> AActor::GetRemoteRole()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetRemoteRole");

	AActor_GetRemoteRole_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetParentComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UChildActorComponent*    ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UChildActorComponent* AActor::GetParentComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetParentComponent");

	AActor_GetParentComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetParentActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AActor::GetParentActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetParentActor");

	AActor_GetParentActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AActor::GetOwner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetOwner");

	AActor_GetOwner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetOverlappingComponents
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UPrimitiveComponent*> OverlappingComponents          (Parm, OutParm, ZeroConstructor)

void AActor::GetOverlappingComponents(TArray<class UPrimitiveComponent*>* OverlappingComponents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetOverlappingComponents");

	AActor_GetOverlappingComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OverlappingComponents != nullptr)
		*OverlappingComponents = params.OverlappingComponents;
}


// Function Engine.Actor.GetOverlappingActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>          OverlappingActors              (Parm, OutParm, ZeroConstructor)
// class UClass*                  ClassFilter                    (Parm, ZeroConstructor, IsPlainOldData)

void AActor::GetOverlappingActors(class UClass* ClassFilter, TArray<class AActor*>* OverlappingActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetOverlappingActors");

	AActor_GetOverlappingActors_Params params;
	params.ClassFilter = ClassFilter;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OverlappingActors != nullptr)
		*OverlappingActors = params.OverlappingActors;
}


// Function Engine.Actor.GetLifeSpan
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetLifeSpan()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetLifeSpan");

	AActor_GetLifeSpan_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetInstigatorController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AController*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AController* AActor::GetInstigatorController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetInstigatorController");

	AActor_GetInstigatorController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetInstigator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* AActor::GetInstigator()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetInstigator");

	AActor_GetInstigator_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetInputVectorAxisValue
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    InputAxisKey                   (ConstParm, Parm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetInputVectorAxisValue(const struct FKey& InputAxisKey)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetInputVectorAxisValue");

	AActor_GetInputVectorAxisValue_Params params;
	params.InputAxisKey = InputAxisKey;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetInputAxisValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InputAxisName                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetInputAxisValue(const struct FName& InputAxisName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetInputAxisValue");

	AActor_GetInputAxisValue_Params params;
	params.InputAxisName = InputAxisName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetInputAxisKeyValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    InputAxisKey                   (ConstParm, Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetInputAxisKeyValue(const struct FKey& InputAxisKey)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetInputAxisKeyValue");

	AActor_GetInputAxisKeyValue_Params params;
	params.InputAxisKey = InputAxisKey;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetHorizontalDotProductTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  OtherActor                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetHorizontalDotProductTo(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetHorizontalDotProductTo");

	AActor_GetHorizontalDotProductTo_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetHorizontalDistanceTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  OtherActor                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetHorizontalDistanceTo(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetHorizontalDistanceTo");

	AActor_GetHorizontalDistanceTo_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetGameTimeSinceCreation
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetGameTimeSinceCreation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetGameTimeSinceCreation");

	AActor_GetGameTimeSinceCreation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetDotProductTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  OtherActor                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetDotProductTo(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetDotProductTo");

	AActor_GetDotProductTo_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetDistanceTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  OtherActor                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetDistanceTo(class AActor* OtherActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetDistanceTo");

	AActor_GetDistanceTo_Params params;
	params.OtherActor = OtherActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetComponentsByTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UClass*                  ComponentClass                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class UActorComponent*> ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<class UActorComponent*> AActor::GetComponentsByTag(class UClass* ComponentClass, const struct FName& Tag)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetComponentsByTag");

	AActor_GetComponentsByTag_Params params;
	params.ComponentClass = ComponentClass;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetComponentsByClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UClass*                  ComponentClass                 (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class UActorComponent*> ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<class UActorComponent*> AActor::GetComponentsByClass(class UClass* ComponentClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetComponentsByClass");

	AActor_GetComponentsByClass_Params params;
	params.ComponentClass = ComponentClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetComponentByClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UClass*                  ComponentClass                 (Parm, ZeroConstructor, IsPlainOldData)
// class UActorComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UActorComponent* AActor::GetComponentByClass(class UClass* ComponentClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetComponentByClass");

	AActor_GetComponentByClass_Params params;
	params.ComponentClass = ComponentClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetAttachParentSocketName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName AActor::GetAttachParentSocketName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetAttachParentSocketName");

	AActor_GetAttachParentSocketName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetAttachParentActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AActor::GetAttachParentActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetAttachParentActor");

	AActor_GetAttachParentActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetAttachedActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)

void AActor::GetAttachedActors(TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetAttachedActors");

	AActor_GetAttachedActors_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;
}


// Function Engine.Actor.GetAllChildActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>          ChildActors                    (Parm, OutParm, ZeroConstructor)
// bool                           bIncludeDescendants            (Parm, ZeroConstructor, IsPlainOldData)

void AActor::GetAllChildActors(bool bIncludeDescendants, TArray<class AActor*>* ChildActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetAllChildActors");

	AActor_GetAllChildActors_Params params;
	params.bIncludeDescendants = bIncludeDescendants;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ChildActors != nullptr)
		*ChildActors = params.ChildActors;
}


// Function Engine.Actor.GetActorUpVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetActorUpVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorUpVector");

	AActor_GetActorUpVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorTimeDilation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetActorTimeDilation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorTimeDilation");

	AActor_GetActorTimeDilation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorTickInterval
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AActor::GetActorTickInterval()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorTickInterval");

	AActor_GetActorTickInterval_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorScale3D
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetActorScale3D()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorScale3D");

	AActor_GetActorScale3D_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorRightVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetActorRightVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorRightVector");

	AActor_GetActorRightVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorRelativeScale3D
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetActorRelativeScale3D()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorRelativeScale3D");

	AActor_GetActorRelativeScale3D_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorForwardVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AActor::GetActorForwardVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorForwardVector");

	AActor_GetActorForwardVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorEyesViewPoint
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 OutLocation                    (Parm, OutParm, IsPlainOldData)
// struct FRotator                OutRotation                    (Parm, OutParm, IsPlainOldData)

void AActor::GetActorEyesViewPoint(struct FVector* OutLocation, struct FRotator* OutRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorEyesViewPoint");

	AActor_GetActorEyesViewPoint_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutLocation != nullptr)
		*OutLocation = params.OutLocation;
	if (OutRotation != nullptr)
		*OutRotation = params.OutRotation;
}


// Function Engine.Actor.GetActorEnableCollision
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::GetActorEnableCollision()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorEnableCollision");

	AActor_GetActorEnableCollision_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.GetActorBounds
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           bOnlyCollidingComponents       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (Parm, OutParm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, OutParm, IsPlainOldData)

void AActor::GetActorBounds(bool bOnlyCollidingComponents, struct FVector* Origin, struct FVector* BoxExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.GetActorBounds");

	AActor_GetActorBounds_Params params;
	params.bOnlyCollidingComponents = bOnlyCollidingComponents;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Origin != nullptr)
		*Origin = params.Origin;
	if (BoxExtent != nullptr)
		*BoxExtent = params.BoxExtent;
}


// Function Engine.Actor.ForceNetUpdate
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AActor::ForceNetUpdate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ForceNetUpdate");

	AActor_ForceNetUpdate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.ForceNetConsider
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AActor::ForceNetConsider()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ForceNetConsider");

	AActor_ForceNetConsider_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.FlushNetDormancy
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AActor::FlushNetDormancy()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.FlushNetDormancy");

	AActor_FlushNetDormancy_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.EnableInput
// (Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       PlayerController               (Parm, ZeroConstructor, IsPlainOldData)

void AActor::EnableInput(class APlayerController* PlayerController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.EnableInput");

	AActor_EnableInput_Params params;
	params.PlayerController = PlayerController;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.DisableInput
// (Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       PlayerController               (Parm, ZeroConstructor, IsPlainOldData)

void AActor::DisableInput(class APlayerController* PlayerController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.DisableInput");

	AActor_DisableInput_Params params;
	params.PlayerController = PlayerController;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.DetachRootComponentFromParent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bMaintainWorldPosition         (Parm, ZeroConstructor, IsPlainOldData)

void AActor::DetachRootComponentFromParent(bool bMaintainWorldPosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.DetachRootComponentFromParent");

	AActor_DetachRootComponentFromParent_Params params;
	params.bMaintainWorldPosition = bMaintainWorldPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.AddTickPrerequisiteComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UActorComponent*         PrerequisiteComponent          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void AActor::AddTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.AddTickPrerequisiteComponent");

	AActor_AddTickPrerequisiteComponent_Params params;
	params.PrerequisiteComponent = PrerequisiteComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.AddTickPrerequisiteActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  PrerequisiteActor              (Parm, ZeroConstructor, IsPlainOldData)

void AActor::AddTickPrerequisiteActor(class AActor* PrerequisiteActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.AddTickPrerequisiteActor");

	AActor_AddTickPrerequisiteActor_Params params;
	params.PrerequisiteActor = PrerequisiteActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Actor.AddComponent
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   TemplateName                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bManualAttachment              (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              RelativeTransform              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class UObject*                 ComponentTemplateContext       (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UActorComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UActorComponent* AActor::AddComponent(const struct FName& TemplateName, bool bManualAttachment, const struct FTransform& RelativeTransform, class UObject* ComponentTemplateContext)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.AddComponent");

	AActor_AddComponent_Params params;
	params.TemplateName = TemplateName;
	params.bManualAttachment = bManualAttachment;
	params.RelativeTransform = RelativeTransform;
	params.ComponentTemplateContext = ComponentTemplateContext;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Actor.ActorHasTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AActor::ActorHasTag(const struct FName& Tag)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Actor.ActorHasTag");

	AActor_ActorHasTag_Params params;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.ToggleActive
// (Native, Public, BlueprintCallable)

void UActorComponent::ToggleActive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.ToggleActive");

	UActorComponent_ToggleActive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetTickGroup
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ETickingGroup>     NewTickGroup                   (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetTickGroup(TEnumAsByte<ETickingGroup> NewTickGroup)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetTickGroup");

	UActorComponent_SetTickGroup_Params params;
	params.NewTickGroup = NewTickGroup;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetTickableWhenPaused
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bTickableWhenPaused            (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetTickableWhenPaused(bool bTickableWhenPaused)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetTickableWhenPaused");

	UActorComponent_SetTickableWhenPaused_Params params;
	params.bTickableWhenPaused = bTickableWhenPaused;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetIsReplicated
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ShouldReplicate                (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetIsReplicated(bool ShouldReplicate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetIsReplicated");

	UActorComponent_SetIsReplicated_Params params;
	params.ShouldReplicate = ShouldReplicate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetComponentTickInterval
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          TickInterval                   (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetComponentTickInterval(float TickInterval)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetComponentTickInterval");

	UActorComponent_SetComponentTickInterval_Params params;
	params.TickInterval = TickInterval;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetComponentTickEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnabled                       (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetComponentTickEnabled(bool bEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetComponentTickEnabled");

	UActorComponent_SetComponentTickEnabled_Params params;
	params.bEnabled = bEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetAutoActivate
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewAutoActivate               (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetAutoActivate(bool bNewAutoActivate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetAutoActivate");

	UActorComponent_SetAutoActivate_Params params;
	params.bNewAutoActivate = bNewAutoActivate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.SetActive
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewActive                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bReset                         (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::SetActive(bool bNewActive, bool bReset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.SetActive");

	UActorComponent_SetActive_Params params;
	params.bNewActive = bNewActive;
	params.bReset = bReset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.RemoveTickPrerequisiteComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UActorComponent*         PrerequisiteComponent          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void UActorComponent::RemoveTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.RemoveTickPrerequisiteComponent");

	UActorComponent_RemoveTickPrerequisiteComponent_Params params;
	params.PrerequisiteComponent = PrerequisiteComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.RemoveTickPrerequisiteActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  PrerequisiteActor              (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::RemoveTickPrerequisiteActor(class AActor* PrerequisiteActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.RemoveTickPrerequisiteActor");

	UActorComponent_RemoveTickPrerequisiteActor_Params params;
	params.PrerequisiteActor = PrerequisiteActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          DeltaSeconds                   (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::ReceiveTick(float DeltaSeconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.ReceiveTick");

	UActorComponent_ReceiveTick_Params params;
	params.DeltaSeconds = DeltaSeconds;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.ReceiveEndPlay
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<EEndPlayReason>    EndPlayReason                  (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::ReceiveEndPlay(TEnumAsByte<EEndPlayReason> EndPlayReason)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.ReceiveEndPlay");

	UActorComponent_ReceiveEndPlay_Params params;
	params.EndPlayReason = EndPlayReason;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)

void UActorComponent::ReceiveBeginPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.ReceiveBeginPlay");

	UActorComponent_ReceiveBeginPlay_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.OnRep_IsActive
// (Final, Native, Public)

void UActorComponent::OnRep_IsActive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.OnRep_IsActive");

	UActorComponent_OnRep_IsActive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.K2_DestroyComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::K2_DestroyComponent(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.K2_DestroyComponent");

	UActorComponent_K2_DestroyComponent_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.IsComponentTickEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UActorComponent::IsComponentTickEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.IsComponentTickEnabled");

	UActorComponent_IsComponentTickEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.IsBeingDestroyed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UActorComponent::IsBeingDestroyed()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.IsBeingDestroyed");

	UActorComponent_IsBeingDestroyed_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.IsActive
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UActorComponent::IsActive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.IsActive");

	UActorComponent_IsActive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.GetOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UActorComponent::GetOwner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.GetOwner");

	UActorComponent_GetOwner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.GetComponentTickInterval
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UActorComponent::GetComponentTickInterval()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.GetComponentTickInterval");

	UActorComponent_GetComponentTickInterval_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.ForceNetUpdate
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UActorComponent::ForceNetUpdate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.ForceNetUpdate");

	UActorComponent_ForceNetUpdate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.Deactivate
// (Native, Public, BlueprintCallable)

void UActorComponent::Deactivate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.Deactivate");

	UActorComponent_Deactivate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.ComponentHasTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UActorComponent::ComponentHasTag(const struct FName& Tag)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.ComponentHasTag");

	UActorComponent_ComponentHasTag_Params params;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ActorComponent.AddTickPrerequisiteComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UActorComponent*         PrerequisiteComponent          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void UActorComponent::AddTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.AddTickPrerequisiteComponent");

	UActorComponent_AddTickPrerequisiteComponent_Params params;
	params.PrerequisiteComponent = PrerequisiteComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.AddTickPrerequisiteActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  PrerequisiteActor              (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::AddTickPrerequisiteActor(class AActor* PrerequisiteActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.AddTickPrerequisiteActor");

	UActorComponent_AddTickPrerequisiteActor_Params params;
	params.PrerequisiteActor = PrerequisiteActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ActorComponent.Activate
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bReset                         (Parm, ZeroConstructor, IsPlainOldData)

void UActorComponent::Activate(bool bReset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ActorComponent.Activate");

	UActorComponent_Activate_Params params;
	params.bReset = bReset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.ToggleVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bPropagateToChildren           (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::ToggleVisibility(bool bPropagateToChildren)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.ToggleVisibility");

	USceneComponent_ToggleVisibility_Params params;
	params.bPropagateToChildren = bPropagateToChildren;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.SnapTo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         InParent                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::SnapTo(class USceneComponent* InParent, const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.SnapTo");

	USceneComponent_SnapTo_Params params;
	params.InParent = InParent;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.SetWorldScale3D
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewScale                       (Parm, IsPlainOldData)

void USceneComponent::SetWorldScale3D(const struct FVector& NewScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.SetWorldScale3D");

	USceneComponent_SetWorldScale3D_Params params;
	params.NewScale = NewScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.SetVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewVisibility                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPropagateToChildren           (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::SetVisibility(bool bNewVisibility, bool bPropagateToChildren)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.SetVisibility");

	USceneComponent_SetVisibility_Params params;
	params.bNewVisibility = bNewVisibility;
	params.bPropagateToChildren = bPropagateToChildren;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.SetRelativeScale3D
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewScale3D                     (Parm, IsPlainOldData)

void USceneComponent::SetRelativeScale3D(const struct FVector& NewScale3D)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.SetRelativeScale3D");

	USceneComponent_SetRelativeScale3D_Params params;
	params.NewScale3D = NewScale3D;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.SetHiddenInGame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           NewHidden                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPropagateToChildren           (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::SetHiddenInGame(bool NewHidden, bool bPropagateToChildren)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.SetHiddenInGame");

	USceneComponent_SetHiddenInGame_Params params;
	params.NewHidden = NewHidden;
	params.bPropagateToChildren = bPropagateToChildren;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.SetAbsolute
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewAbsoluteLocation           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bNewAbsoluteRotation           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bNewAbsoluteScale              (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.SetAbsolute");

	USceneComponent_SetAbsolute_Params params;
	params.bNewAbsoluteLocation = bNewAbsoluteLocation;
	params.bNewAbsoluteRotation = bNewAbsoluteRotation;
	params.bNewAbsoluteScale = bNewAbsoluteScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.ResetRelativeTransform
// (Final, Native, Public, BlueprintCallable)

void USceneComponent::ResetRelativeTransform()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.ResetRelativeTransform");

	USceneComponent_ResetRelativeTransform_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.OnRep_Visibility
// (Final, Native, Private)
// Parameters:
// bool                           OldValue                       (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::OnRep_Visibility(bool OldValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.OnRep_Visibility");

	USceneComponent_OnRep_Visibility_Params params;
	params.OldValue = OldValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.OnRep_Transform
// (Final, Native, Private)

void USceneComponent::OnRep_Transform()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.OnRep_Transform");

	USceneComponent_OnRep_Transform_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.OnRep_AttachSocketName
// (Final, Native, Private)

void USceneComponent::OnRep_AttachSocketName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.OnRep_AttachSocketName");

	USceneComponent_OnRep_AttachSocketName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.OnRep_AttachParent
// (Final, Native, Private)

void USceneComponent::OnRep_AttachParent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.OnRep_AttachParent");

	USceneComponent_OnRep_AttachParent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.OnRep_AttachChildren
// (Final, Native, Private)

void USceneComponent::OnRep_AttachChildren()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.OnRep_AttachChildren");

	USceneComponent_OnRep_AttachChildren_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.K2_SetWorldTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              NewTransform                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetWorldTransform(const struct FTransform& NewTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetWorldTransform");

	USceneComponent_K2_SetWorldTransform_Params params;
	params.NewTransform = NewTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetWorldRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetWorldRotation(const struct FRotator& NewRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetWorldRotation");

	USceneComponent_K2_SetWorldRotation_Params params;
	params.NewRotation = NewRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetWorldLocationAndRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetWorldLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetWorldLocationAndRotation");

	USceneComponent_K2_SetWorldLocationAndRotation_Params params;
	params.NewLocation = NewLocation;
	params.NewRotation = NewRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetWorldLocation(const struct FVector& NewLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetWorldLocation");

	USceneComponent_K2_SetWorldLocation_Params params;
	params.NewLocation = NewLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetRelativeTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              NewTransform                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetRelativeTransform(const struct FTransform& NewTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetRelativeTransform");

	USceneComponent_K2_SetRelativeTransform_Params params;
	params.NewTransform = NewTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetRelativeRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetRelativeRotation(const struct FRotator& NewRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetRelativeRotation");

	USceneComponent_K2_SetRelativeRotation_Params params;
	params.NewRotation = NewRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetRelativeLocationAndRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetRelativeLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetRelativeLocationAndRotation");

	USceneComponent_K2_SetRelativeLocationAndRotation_Params params;
	params.NewLocation = NewLocation;
	params.NewRotation = NewRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_SetRelativeLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_SetRelativeLocation(const struct FVector& NewLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_SetRelativeLocation");

	USceneComponent_K2_SetRelativeLocation_Params params;
	params.NewLocation = NewLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_GetComponentToWorld
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USceneComponent::K2_GetComponentToWorld()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_GetComponentToWorld");

	USceneComponent_K2_GetComponentToWorld_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.K2_GetComponentScale
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::K2_GetComponentScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_GetComponentScale");

	USceneComponent_K2_GetComponentScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.K2_GetComponentRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USceneComponent::K2_GetComponentRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_GetComponentRotation");

	USceneComponent_K2_GetComponentRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.K2_GetComponentLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::K2_GetComponentLocation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_GetComponentLocation");

	USceneComponent_K2_GetComponentLocation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.K2_DetachFromComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EDetachmentRule                LocationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EDetachmentRule                RotationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EDetachmentRule                ScaleRule                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bCallModify                    (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_DetachFromComponent(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_DetachFromComponent");

	USceneComponent_K2_DetachFromComponent_Params params;
	params.LocationRule = LocationRule;
	params.RotationRule = RotationRule;
	params.ScaleRule = ScaleRule;
	params.bCallModify = bCallModify;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneComponent.K2_AttachToComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         Parent                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   SocketName                     (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                LocationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                RotationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                ScaleRule                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bWeldSimulatedBodies           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::K2_AttachToComponent(class USceneComponent* Parent, const struct FName& SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AttachToComponent");

	USceneComponent_K2_AttachToComponent_Params params;
	params.Parent = Parent;
	params.SocketName = SocketName;
	params.LocationRule = LocationRule;
	params.RotationRule = RotationRule;
	params.ScaleRule = ScaleRule;
	params.bWeldSimulatedBodies = bWeldSimulatedBodies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.K2_AttachTo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         InParent                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   AttachType                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bWeldSimulatedBodies           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::K2_AttachTo(class USceneComponent* InParent, const struct FName& InSocketName, TEnumAsByte<EAttachLocation> AttachType, bool bWeldSimulatedBodies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AttachTo");

	USceneComponent_K2_AttachTo_Params params;
	params.InParent = InParent;
	params.InSocketName = InSocketName;
	params.AttachType = AttachType;
	params.bWeldSimulatedBodies = bWeldSimulatedBodies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.K2_AddWorldTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              DeltaTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddWorldTransform");

	USceneComponent_K2_AddWorldTransform_Params params;
	params.DeltaTransform = DeltaTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddWorldRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                DeltaRotation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddWorldRotation");

	USceneComponent_K2_AddWorldRotation_Params params;
	params.DeltaRotation = DeltaRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddWorldOffset
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 DeltaLocation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddWorldOffset(const struct FVector& DeltaLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddWorldOffset");

	USceneComponent_K2_AddWorldOffset_Params params;
	params.DeltaLocation = DeltaLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddRelativeRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                DeltaRotation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddRelativeRotation(const struct FRotator& DeltaRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddRelativeRotation");

	USceneComponent_K2_AddRelativeRotation_Params params;
	params.DeltaRotation = DeltaRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddRelativeLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 DeltaLocation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddRelativeLocation(const struct FVector& DeltaLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddRelativeLocation");

	USceneComponent_K2_AddRelativeLocation_Params params;
	params.DeltaLocation = DeltaLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddLocalTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              DeltaTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddLocalTransform(const struct FTransform& DeltaTransform, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddLocalTransform");

	USceneComponent_K2_AddLocalTransform_Params params;
	params.DeltaTransform = DeltaTransform;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddLocalRotation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                DeltaRotation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddLocalRotation");

	USceneComponent_K2_AddLocalRotation_Params params;
	params.DeltaRotation = DeltaRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.K2_AddLocalOffset
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 DeltaLocation                  (Parm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepHitResult                 (Parm, OutParm, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::K2_AddLocalOffset(const struct FVector& DeltaLocation, bool bSweep, bool bTeleport, struct FHitResult* SweepHitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.K2_AddLocalOffset");

	USceneComponent_K2_AddLocalOffset_Params params;
	params.DeltaLocation = DeltaLocation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SweepHitResult != nullptr)
		*SweepHitResult = params.SweepHitResult;
}


// Function Engine.SceneComponent.IsVisible
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::IsVisible()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.IsVisible");

	USceneComponent_IsVisible_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.IsSimulatingPhysics
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::IsSimulatingPhysics(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.IsSimulatingPhysics");

	USceneComponent_IsSimulatingPhysics_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.IsAnySimulatingPhysics
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::IsAnySimulatingPhysics()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.IsAnySimulatingPhysics");

	USceneComponent_IsAnySimulatingPhysics_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetUpVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::GetUpVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetUpVector");

	USceneComponent_GetUpVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetSocketTransform
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERelativeTransformSpace> TransformSpace                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USceneComponent::GetSocketTransform(const struct FName& InSocketName, TEnumAsByte<ERelativeTransformSpace> TransformSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetSocketTransform");

	USceneComponent_GetSocketTransform_Params params;
	params.InSocketName = InSocketName;
	params.TransformSpace = TransformSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetSocketRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USceneComponent::GetSocketRotation(const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetSocketRotation");

	USceneComponent_GetSocketRotation_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetSocketQuaternion
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FQuat                   ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FQuat USceneComponent::GetSocketQuaternion(const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetSocketQuaternion");

	USceneComponent_GetSocketQuaternion_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetSocketLocation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::GetSocketLocation(const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetSocketLocation");

	USceneComponent_GetSocketLocation_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetRightVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::GetRightVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetRightVector");

	USceneComponent_GetRightVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetRelativeTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USceneComponent::GetRelativeTransform()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetRelativeTransform");

	USceneComponent_GetRelativeTransform_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetPhysicsVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APhysicsVolume*          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APhysicsVolume* USceneComponent::GetPhysicsVolume()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetPhysicsVolume");

	USceneComponent_GetPhysicsVolume_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetParentComponents
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class USceneComponent*> Parents                        (Parm, OutParm, ZeroConstructor)

void USceneComponent::GetParentComponents(TArray<class USceneComponent*>* Parents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetParentComponents");

	USceneComponent_GetParentComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Parents != nullptr)
		*Parents = params.Parents;
}


// Function Engine.SceneComponent.GetNumChildrenComponents
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int USceneComponent::GetNumChildrenComponents()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetNumChildrenComponents");

	USceneComponent_GetNumChildrenComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetForwardVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::GetForwardVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetForwardVector");

	USceneComponent_GetForwardVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetComponentVelocity
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USceneComponent::GetComponentVelocity()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetComponentVelocity");

	USceneComponent_GetComponentVelocity_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetComponentTransformViewTranslatedBP
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USceneComponent::GetComponentTransformViewTranslatedBP()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetComponentTransformViewTranslatedBP");

	USceneComponent_GetComponentTransformViewTranslatedBP_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetComponentLocal
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              LocalTransform                 (Parm, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USceneComponent::GetComponentLocal(const struct FTransform& LocalTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetComponentLocal");

	USceneComponent_GetComponentLocal_Params params;
	params.LocalTransform = LocalTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetChildrenComponents
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           bIncludeAllDescendants         (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class USceneComponent*> Children                       (Parm, OutParm, ZeroConstructor)

void USceneComponent::GetChildrenComponents(bool bIncludeAllDescendants, TArray<class USceneComponent*>* Children)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetChildrenComponents");

	USceneComponent_GetChildrenComponents_Params params;
	params.bIncludeAllDescendants = bIncludeAllDescendants;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Children != nullptr)
		*Children = params.Children;
}


// Function Engine.SceneComponent.GetChildComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ChildIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// class USceneComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class USceneComponent* USceneComponent::GetChildComponent(int ChildIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetChildComponent");

	USceneComponent_GetChildComponent_Params params;
	params.ChildIndex = ChildIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetAttachSocketName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName USceneComponent::GetAttachSocketName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetAttachSocketName");

	USceneComponent_GetAttachSocketName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetAttachParent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USceneComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class USceneComponent* USceneComponent::GetAttachParent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetAttachParent");

	USceneComponent_GetAttachParent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.GetAllSocketNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FName>           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FName> USceneComponent::GetAllSocketNames()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.GetAllSocketNames");

	USceneComponent_GetAllSocketNames_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.DoesSocketExist
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USceneComponent::DoesSocketExist(const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.DoesSocketExist");

	USceneComponent_DoesSocketExist_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SceneComponent.DetachFromParent
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bMaintainWorldPosition         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bCallModify                    (Parm, ZeroConstructor, IsPlainOldData)

void USceneComponent::DetachFromParent(bool bMaintainWorldPosition, bool bCallModify)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneComponent.DetachFromParent");

	USceneComponent_DetachFromParent_Params params;
	params.bMaintainWorldPosition = bMaintainWorldPosition;
	params.bCallModify = bCallModify;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.UnPossess
// (Native, Public, BlueprintCallable)

void AController::UnPossess()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.UnPossess");

	AController_UnPossess_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.StopMovement
// (Native, Public, BlueprintCallable)

void AController::StopMovement()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.StopMovement");

	AController_StopMovement_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.SetInitialLocationAndRotation
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                NewRotation                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void AController::SetInitialLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.SetInitialLocationAndRotation");

	AController_SetInitialLocationAndRotation_Params params;
	params.NewLocation = NewLocation;
	params.NewRotation = NewRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.SetIgnoreMoveInput
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewMoveInput                  (Parm, ZeroConstructor, IsPlainOldData)

void AController::SetIgnoreMoveInput(bool bNewMoveInput)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.SetIgnoreMoveInput");

	AController_SetIgnoreMoveInput_Params params;
	params.bNewMoveInput = bNewMoveInput;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.SetIgnoreLookInput
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewLookInput                  (Parm, ZeroConstructor, IsPlainOldData)

void AController::SetIgnoreLookInput(bool bNewLookInput)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.SetIgnoreLookInput");

	AController_SetIgnoreLookInput_Params params;
	params.bNewLookInput = bNewLookInput;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.SetControlRotation
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                NewRotation                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void AController::SetControlRotation(const struct FRotator& NewRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.SetControlRotation");

	AController_SetControlRotation_Params params;
	params.NewRotation = NewRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.ResetIgnoreMoveInput
// (Native, Public, BlueprintCallable)

void AController::ResetIgnoreMoveInput()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.ResetIgnoreMoveInput");

	AController_ResetIgnoreMoveInput_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.ResetIgnoreLookInput
// (Native, Public, BlueprintCallable)

void AController::ResetIgnoreLookInput()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.ResetIgnoreLookInput");

	AController_ResetIgnoreLookInput_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.ResetIgnoreInputFlags
// (Native, Public, BlueprintCallable)

void AController::ResetIgnoreInputFlags()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.ResetIgnoreInputFlags");

	AController_ResetIgnoreInputFlags_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.ReceiveInstigatedAnyDamage
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
// Parameters:
// float                          Damage                         (Parm, ZeroConstructor, IsPlainOldData)
// class UDamageType*             DamageType                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamagedActor                   (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)

void AController::ReceiveInstigatedAnyDamage(float Damage, class UDamageType* DamageType, class AActor* DamagedActor, class AActor* DamageCauser)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.ReceiveInstigatedAnyDamage");

	AController_ReceiveInstigatedAnyDamage_Params params;
	params.Damage = Damage;
	params.DamageType = DamageType;
	params.DamagedActor = DamagedActor;
	params.DamageCauser = DamageCauser;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.Possess
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class APawn*                   InPawn                         (Parm, ZeroConstructor, IsPlainOldData)

void AController::Possess(class APawn* InPawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.Possess");

	AController_Possess_Params params;
	params.InPawn = InPawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.OnRep_PlayerState
// (Native, Public)

void AController::OnRep_PlayerState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.OnRep_PlayerState");

	AController_OnRep_PlayerState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.OnRep_Pawn
// (Native, Public)

void AController::OnRep_Pawn()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.OnRep_Pawn");

	AController_OnRep_Pawn_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.LineOfSightTo
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  Other                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ViewPoint                      (Parm, IsPlainOldData)
// bool                           bAlternateChecks               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AController::LineOfSightTo(class AActor* Other, const struct FVector& ViewPoint, bool bAlternateChecks)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.LineOfSightTo");

	AController_LineOfSightTo_Params params;
	params.Other = Other;
	params.ViewPoint = ViewPoint;
	params.bAlternateChecks = bAlternateChecks;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.K2_GetPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* AController::K2_GetPawn()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.K2_GetPawn");

	AController_K2_GetPawn_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.IsPlayerController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AController::IsPlayerController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.IsPlayerController");

	AController_IsPlayerController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.IsMoveInputIgnored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AController::IsMoveInputIgnored()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.IsMoveInputIgnored");

	AController_IsMoveInputIgnored_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.IsLookInputIgnored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AController::IsLookInputIgnored()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.IsLookInputIgnored");

	AController_IsLookInputIgnored_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.IsLocalPlayerController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AController::IsLocalPlayerController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.IsLocalPlayerController");

	AController_IsLocalPlayerController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.IsLocalController
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AController::IsLocalController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.IsLocalController");

	AController_IsLocalController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.GetViewTarget
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AController::GetViewTarget()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.GetViewTarget");

	AController_GetViewTarget_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.GetDesiredRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator AController::GetDesiredRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.GetDesiredRotation");

	AController_GetDesiredRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.GetControlRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator AController::GetControlRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.GetControlRotation");

	AController_GetControlRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Controller.ClientSetRotation
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// bool                           bResetCamera                   (Parm, ZeroConstructor, IsPlainOldData)

void AController::ClientSetRotation(const struct FRotator& NewRotation, bool bResetCamera)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.ClientSetRotation");

	AController_ClientSetRotation_Params params;
	params.NewRotation = NewRotation;
	params.bResetCamera = bResetCamera;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.ClientSetLocation
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)

void AController::ClientSetLocation(const struct FVector& NewLocation, const struct FRotator& NewRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.ClientSetLocation");

	AController_ClientSetLocation_Params params;
	params.NewLocation = NewLocation;
	params.NewRotation = NewRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Controller.CastToPlayerController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APlayerController* AController::CastToPlayerController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Controller.CastToPlayerController");

	AController_CastToPlayerController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.StartPlay
// (Native, Public, BlueprintCallable)

void AGameModeBase::StartPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.StartPlay");

	AGameModeBase_StartPlay_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.SpawnDefaultPawnFor
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  StartSpot                      (Parm, ZeroConstructor, IsPlainOldData)
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* AGameModeBase::SpawnDefaultPawnFor(class AController* NewPlayer, class AActor* StartSpot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.SpawnDefaultPawnFor");

	AGameModeBase_SpawnDefaultPawnFor_Params params;
	params.NewPlayer = NewPlayer;
	params.StartSpot = StartSpot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.SpawnDefaultPawnAtTransform
// (Native, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              SpawnTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* AGameModeBase::SpawnDefaultPawnAtTransform(class AController* NewPlayer, const struct FTransform& SpawnTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.SpawnDefaultPawnAtTransform");

	AGameModeBase_SpawnDefaultPawnAtTransform_Params params;
	params.NewPlayer = NewPlayer;
	params.SpawnTransform = SpawnTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.ShouldReset
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                  ActorToReset                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameModeBase::ShouldReset(class AActor* ActorToReset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.ShouldReset");

	AGameModeBase_ShouldReset_Params params;
	params.ActorToReset = ActorToReset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.ReturnToMainMenuHost
// (Native, Public, BlueprintCallable)

void AGameModeBase::ReturnToMainMenuHost()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.ReturnToMainMenuHost");

	AGameModeBase_ReturnToMainMenuHost_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.RestartPlayerAtTransform
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              SpawnTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void AGameModeBase::RestartPlayerAtTransform(class AController* NewPlayer, const struct FTransform& SpawnTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.RestartPlayerAtTransform");

	AGameModeBase_RestartPlayerAtTransform_Params params;
	params.NewPlayer = NewPlayer;
	params.SpawnTransform = SpawnTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.RestartPlayerAtPlayerStart
// (Native, Public, BlueprintCallable)
// Parameters:
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  StartSpot                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::RestartPlayerAtPlayerStart(class AController* NewPlayer, class AActor* StartSpot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.RestartPlayerAtPlayerStart");

	AGameModeBase_RestartPlayerAtPlayerStart_Params params;
	params.NewPlayer = NewPlayer;
	params.StartSpot = StartSpot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.RestartPlayer
// (Native, Public, BlueprintCallable)
// Parameters:
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::RestartPlayer(class AController* NewPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.RestartPlayer");

	AGameModeBase_RestartPlayer_Params params;
	params.NewPlayer = NewPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.ResetLevel
// (Native, Public, BlueprintCallable)

void AGameModeBase::ResetLevel()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.ResetLevel");

	AGameModeBase_ResetLevel_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.PlayerCanRestart
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       Player                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameModeBase::PlayerCanRestart(class APlayerController* Player)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.PlayerCanRestart");

	AGameModeBase_PlayerCanRestart_Params params;
	params.Player = Player;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.MustSpectate
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class APlayerController*       NewPlayerController            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameModeBase::MustSpectate(class APlayerController* NewPlayerController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.MustSpectate");

	AGameModeBase_MustSpectate_Params params;
	params.NewPlayerController = NewPlayerController;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.K2_PostLogin
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::K2_PostLogin(class APlayerController* NewPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.K2_PostLogin");

	AGameModeBase_K2_PostLogin_Params params;
	params.NewPlayer = NewPlayer;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.K2_OnSwapPlayerControllers
// (Event, Protected, BlueprintEvent)
// Parameters:
// class APlayerController*       OldPC                          (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerController*       NewPC                          (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::K2_OnSwapPlayerControllers(class APlayerController* OldPC, class APlayerController* NewPC)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.K2_OnSwapPlayerControllers");

	AGameModeBase_K2_OnSwapPlayerControllers_Params params;
	params.OldPC = OldPC;
	params.NewPC = NewPC;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.K2_OnRestartPlayer
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::K2_OnRestartPlayer(class AController* NewPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.K2_OnRestartPlayer");

	AGameModeBase_K2_OnRestartPlayer_Params params;
	params.NewPlayer = NewPlayer;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.K2_OnLogout
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*             ExitingController              (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::K2_OnLogout(class AController* ExitingController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.K2_OnLogout");

	AGameModeBase_K2_OnLogout_Params params;
	params.ExitingController = ExitingController;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.K2_OnChangeName
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*             Other                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 NewName                        (Parm, ZeroConstructor)
// bool                           bNameChange                    (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::K2_OnChangeName(class AController* Other, const struct FString& NewName, bool bNameChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.K2_OnChangeName");

	AGameModeBase_K2_OnChangeName_Params params;
	params.Other = Other;
	params.NewName = NewName;
	params.bNameChange = bNameChange;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.K2_FindPlayerStart
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AController*             Player                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 IncomingName                   (Parm, ZeroConstructor)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AGameModeBase::K2_FindPlayerStart(class AController* Player, const struct FString& IncomingName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.K2_FindPlayerStart");

	AGameModeBase_K2_FindPlayerStart_Params params;
	params.Player = Player;
	params.IncomingName = IncomingName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.InitStartSpot
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                  StartSpot                      (Parm, ZeroConstructor, IsPlainOldData)
// class AController*             NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::InitStartSpot(class AActor* StartSpot, class AController* NewPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.InitStartSpot");

	AGameModeBase_InitStartSpot_Params params;
	params.StartSpot = StartSpot;
	params.NewPlayer = NewPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.InitializeHUDForPlayer
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class APlayerController*       NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::InitializeHUDForPlayer(class APlayerController* NewPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.InitializeHUDForPlayer");

	AGameModeBase_InitializeHUDForPlayer_Params params;
	params.NewPlayer = NewPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.HasMatchStarted
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameModeBase::HasMatchStarted()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.HasMatchStarted");

	AGameModeBase_HasMatchStarted_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.HandleStartingNewPlayer
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       NewPlayer                      (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::HandleStartingNewPlayer(class APlayerController* NewPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.HandleStartingNewPlayer");

	AGameModeBase_HandleStartingNewPlayer_Params params;
	params.NewPlayer = NewPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.GetNumSpectators
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int AGameModeBase::GetNumSpectators()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.GetNumSpectators");

	AGameModeBase_GetNumSpectators_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.GetNumPlayers
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int AGameModeBase::GetNumPlayers()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.GetNumPlayers");

	AGameModeBase_GetNumPlayers_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.GetDefaultPawnClassForController
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AController*             InController                   (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UClass* AGameModeBase::GetDefaultPawnClassForController(class AController* InController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.GetDefaultPawnClassForController");

	AGameModeBase_GetDefaultPawnClassForController_Params params;
	params.InController = InController;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.FindPlayerStart
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AController*             Player                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 IncomingName                   (Parm, ZeroConstructor)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AGameModeBase::FindPlayerStart(class AController* Player, const struct FString& IncomingName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.FindPlayerStart");

	AGameModeBase_FindPlayerStart_Params params;
	params.Player = Player;
	params.IncomingName = IncomingName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.ChoosePlayerStart
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AController*             Player                         (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* AGameModeBase::ChoosePlayerStart(class AController* Player)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.ChoosePlayerStart");

	AGameModeBase_ChoosePlayerStart_Params params;
	params.Player = Player;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameModeBase.ChangeName
// (Native, Public, BlueprintCallable)
// Parameters:
// class AController*             Controller                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 NewName                        (Parm, ZeroConstructor)
// bool                           bNameChange                    (Parm, ZeroConstructor, IsPlainOldData)

void AGameModeBase::ChangeName(class AController* Controller, const struct FString& NewName, bool bNameChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.ChangeName");

	AGameModeBase_ChangeName_Params params;
	params.Controller = Controller;
	params.NewName = NewName;
	params.bNameChange = bNameChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameModeBase.CanSpectate
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       Viewer                         (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerState*            ViewTarget                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameModeBase::CanSpectate(class APlayerController* Viewer, class APlayerState* ViewTarget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameModeBase.CanSpectate");

	AGameModeBase_CanSpectate_Params params;
	params.Viewer = Viewer;
	params.ViewTarget = ViewTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameMode.StartMatch
// (Native, Public, BlueprintCallable)

void AGameMode::StartMatch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.StartMatch");

	AGameMode_StartMatch_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameMode.SetBandwidthLimit
// (Exec, Native, Public)
// Parameters:
// float                          AsyncIOBandwidthLimit          (Parm, ZeroConstructor, IsPlainOldData)

void AGameMode::SetBandwidthLimit(float AsyncIOBandwidthLimit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.SetBandwidthLimit");

	AGameMode_SetBandwidthLimit_Params params;
	params.AsyncIOBandwidthLimit = AsyncIOBandwidthLimit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameMode.Say
// (Exec, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 Msg                            (Parm, ZeroConstructor)

void AGameMode::Say(const struct FString& Msg)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.Say");

	AGameMode_Say_Params params;
	params.Msg = Msg;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameMode.RestartGame
// (Native, Public, BlueprintCallable)

void AGameMode::RestartGame()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.RestartGame");

	AGameMode_RestartGame_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameMode.ReadyToStartMatch
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameMode::ReadyToStartMatch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.ReadyToStartMatch");

	AGameMode_ReadyToStartMatch_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameMode.ReadyToEndMatch
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameMode::ReadyToEndMatch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.ReadyToEndMatch");

	AGameMode_ReadyToEndMatch_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameMode.K2_OnSetMatchState
// (Event, Protected, BlueprintEvent)
// Parameters:
// struct FName                   NewState                       (Parm, ZeroConstructor, IsPlainOldData)

void AGameMode::K2_OnSetMatchState(const struct FName& NewState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.K2_OnSetMatchState");

	AGameMode_K2_OnSetMatchState_Params params;
	params.NewState = NewState;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameMode.IsMatchInProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameMode::IsMatchInProgress()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.IsMatchInProgress");

	AGameMode_IsMatchInProgress_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameMode.HasMatchEnded
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameMode::HasMatchEnded()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.HasMatchEnded");

	AGameMode_HasMatchEnded_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameMode.GetMatchState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName AGameMode::GetMatchState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.GetMatchState");

	AGameMode_GetMatchState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameMode.EndMatch
// (Native, Public, BlueprintCallable)

void AGameMode::EndMatch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.EndMatch");

	AGameMode_EndMatch_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameMode.AbortMatch
// (Native, Public, BlueprintCallable)

void AGameMode::AbortMatch()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameMode.AbortMatch");

	AGameMode_AbortMatch_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameStateBase.OnRep_SpectatorClass
// (Native, Protected)

void AGameStateBase::OnRep_SpectatorClass()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.OnRep_SpectatorClass");

	AGameStateBase_OnRep_SpectatorClass_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameStateBase.OnRep_ReplicatedWorldTimeSeconds
// (Native, Protected)

void AGameStateBase::OnRep_ReplicatedWorldTimeSeconds()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.OnRep_ReplicatedWorldTimeSeconds");

	AGameStateBase_OnRep_ReplicatedWorldTimeSeconds_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameStateBase.OnRep_ReplicatedHasBegunPlay
// (Native, Protected)

void AGameStateBase::OnRep_ReplicatedHasBegunPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.OnRep_ReplicatedHasBegunPlay");

	AGameStateBase_OnRep_ReplicatedHasBegunPlay_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameStateBase.OnRep_GameModeClass
// (Native, Protected)

void AGameStateBase::OnRep_GameModeClass()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.OnRep_GameModeClass");

	AGameStateBase_OnRep_GameModeClass_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameStateBase.HasMatchStarted
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameStateBase::HasMatchStarted()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.HasMatchStarted");

	AGameStateBase_HasMatchStarted_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameStateBase.HasBegunPlay
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AGameStateBase::HasBegunPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.HasBegunPlay");

	AGameStateBase_HasBegunPlay_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameStateBase.GetServerWorldTimeSeconds
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AGameStateBase::GetServerWorldTimeSeconds()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.GetServerWorldTimeSeconds");

	AGameStateBase_GetServerWorldTimeSeconds_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameStateBase.GetPlayerStartTime
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AController*             Controller                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AGameStateBase::GetPlayerStartTime(class AController* Controller)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.GetPlayerStartTime");

	AGameStateBase_GetPlayerStartTime_Params params;
	params.Controller = Controller;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameStateBase.GetPlayerRespawnDelay
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AController*             Controller                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float AGameStateBase::GetPlayerRespawnDelay(class AController* Controller)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameStateBase.GetPlayerRespawnDelay");

	AGameStateBase_GetPlayerRespawnDelay_Params params;
	params.Controller = Controller;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameState.OnRep_MatchState
// (Native, Public)

void AGameState::OnRep_MatchState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameState.OnRep_MatchState");

	AGameState_OnRep_MatchState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameState.OnRep_ElapsedTime
// (Native, Public)

void AGameState::OnRep_ElapsedTime()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameState.OnRep_ElapsedTime");

	AGameState_OnRep_ElapsedTime_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerState.ReceiveOverrideWith
// (Event, Protected, BlueprintEvent)
// Parameters:
// class APlayerState*            OldPlayerState                 (Parm, ZeroConstructor, IsPlainOldData)

void APlayerState::ReceiveOverrideWith(class APlayerState* OldPlayerState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerState.ReceiveOverrideWith");

	APlayerState_ReceiveOverrideWith_Params params;
	params.OldPlayerState = OldPlayerState;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerState.ReceiveCopyProperties
// (Event, Protected, BlueprintEvent)
// Parameters:
// class APlayerState*            NewPlayerState                 (Parm, ZeroConstructor, IsPlainOldData)

void APlayerState::ReceiveCopyProperties(class APlayerState* NewPlayerState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerState.ReceiveCopyProperties");

	APlayerState_ReceiveCopyProperties_Params params;
	params.NewPlayerState = NewPlayerState;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerState.OnRep_UniqueId
// (Native, Public)

void APlayerState::OnRep_UniqueId()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerState.OnRep_UniqueId");

	APlayerState_OnRep_UniqueId_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerState.OnRep_Score
// (Native, Public)

void APlayerState::OnRep_Score()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerState.OnRep_Score");

	APlayerState_OnRep_Score_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerState.OnRep_PlayerName
// (Native, Public)

void APlayerState::OnRep_PlayerName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerState.OnRep_PlayerName");

	APlayerState_OnRep_PlayerName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerState.OnRep_bIsInactive
// (Native, Public)

void APlayerState::OnRep_bIsInactive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerState.OnRep_bIsInactive");

	APlayerState_OnRep_bIsInactive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.StopMovementImmediately
// (Native, Public, BlueprintCallable)

void UMovementComponent::StopMovementImmediately()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.StopMovementImmediately");

	UMovementComponent_StopMovementImmediately_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SnapUpdatedComponentToPlane
// (Native, Public, BlueprintCallable)

void UMovementComponent::SnapUpdatedComponentToPlane()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SnapUpdatedComponentToPlane");

	UMovementComponent_SnapUpdatedComponentToPlane_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SetUpdatedComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         NewUpdatedComponent            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void UMovementComponent::SetUpdatedComponent(class USceneComponent* NewUpdatedComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SetUpdatedComponent");

	UMovementComponent_SetUpdatedComponent_Params params;
	params.NewUpdatedComponent = NewUpdatedComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SetPlaneConstraintOrigin
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 PlaneOrigin                    (Parm, IsPlainOldData)

void UMovementComponent::SetPlaneConstraintOrigin(const struct FVector& PlaneOrigin)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SetPlaneConstraintOrigin");

	UMovementComponent_SetPlaneConstraintOrigin_Params params;
	params.PlaneOrigin = PlaneOrigin;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SetPlaneConstraintNormal
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 PlaneNormal                    (Parm, IsPlainOldData)

void UMovementComponent::SetPlaneConstraintNormal(const struct FVector& PlaneNormal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SetPlaneConstraintNormal");

	UMovementComponent_SetPlaneConstraintNormal_Params params;
	params.PlaneNormal = PlaneNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SetPlaneConstraintFromVectors
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Forward                        (Parm, IsPlainOldData)
// struct FVector                 Up                             (Parm, IsPlainOldData)

void UMovementComponent::SetPlaneConstraintFromVectors(const struct FVector& Forward, const struct FVector& Up)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SetPlaneConstraintFromVectors");

	UMovementComponent_SetPlaneConstraintFromVectors_Params params;
	params.Forward = Forward;
	params.Up = Up;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SetPlaneConstraintEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnabled                       (Parm, ZeroConstructor, IsPlainOldData)

void UMovementComponent::SetPlaneConstraintEnabled(bool bEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SetPlaneConstraintEnabled");

	UMovementComponent_SetPlaneConstraintEnabled_Params params;
	params.bEnabled = bEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.SetPlaneConstraintAxisSetting
// (Native, Public, BlueprintCallable)
// Parameters:
// EPlaneConstraintAxisSetting    NewAxisSetting                 (Parm, ZeroConstructor, IsPlainOldData)

void UMovementComponent::SetPlaneConstraintAxisSetting(EPlaneConstraintAxisSetting NewAxisSetting)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.SetPlaneConstraintAxisSetting");

	UMovementComponent_SetPlaneConstraintAxisSetting_Params params;
	params.NewAxisSetting = NewAxisSetting;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.PhysicsVolumeChanged
// (Native, Public)
// Parameters:
// class APhysicsVolume*          NewVolume                      (Parm, ZeroConstructor, IsPlainOldData)

void UMovementComponent::PhysicsVolumeChanged(class APhysicsVolume* NewVolume)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.PhysicsVolumeChanged");

	UMovementComponent_PhysicsVolumeChanged_Params params;
	params.NewVolume = NewVolume;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MovementComponent.K2_MoveUpdatedComponent
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Delta                          (Parm, IsPlainOldData)
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bSweep                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UMovementComponent::K2_MoveUpdatedComponent(const struct FVector& Delta, const struct FRotator& NewRotation, bool bSweep, bool bTeleport, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.K2_MoveUpdatedComponent");

	UMovementComponent_K2_MoveUpdatedComponent_Params params;
	params.Delta = Delta;
	params.NewRotation = NewRotation;
	params.bSweep = bSweep;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.K2_GetModifiedMaxSpeed
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UMovementComponent::K2_GetModifiedMaxSpeed()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.K2_GetModifiedMaxSpeed");

	UMovementComponent_K2_GetModifiedMaxSpeed_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.K2_GetMaxSpeedModifier
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UMovementComponent::K2_GetMaxSpeedModifier()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.K2_GetMaxSpeedModifier");

	UMovementComponent_K2_GetMaxSpeedModifier_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.IsExceedingMaxSpeed
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          MaxSpeed                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UMovementComponent::IsExceedingMaxSpeed(float MaxSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.IsExceedingMaxSpeed");

	UMovementComponent_IsExceedingMaxSpeed_Params params;
	params.MaxSpeed = MaxSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.GetPlaneConstraintOrigin
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, IsPlainOldData)

struct FVector UMovementComponent::GetPlaneConstraintOrigin()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.GetPlaneConstraintOrigin");

	UMovementComponent_GetPlaneConstraintOrigin_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.GetPlaneConstraintNormal
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, IsPlainOldData)

struct FVector UMovementComponent::GetPlaneConstraintNormal()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.GetPlaneConstraintNormal");

	UMovementComponent_GetPlaneConstraintNormal_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.GetPlaneConstraintAxisSetting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EPlaneConstraintAxisSetting    ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

EPlaneConstraintAxisSetting UMovementComponent::GetPlaneConstraintAxisSetting()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.GetPlaneConstraintAxisSetting");

	UMovementComponent_GetPlaneConstraintAxisSetting_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.GetPhysicsVolume
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APhysicsVolume*          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APhysicsVolume* UMovementComponent::GetPhysicsVolume()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.GetPhysicsVolume");

	UMovementComponent_GetPhysicsVolume_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.GetMaxSpeed
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UMovementComponent::GetMaxSpeed()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.GetMaxSpeed");

	UMovementComponent_GetMaxSpeed_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.GetGravityZ
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UMovementComponent::GetGravityZ()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.GetGravityZ");

	UMovementComponent_GetGravityZ_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.ConstrainNormalToPlane
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Normal                         (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UMovementComponent::ConstrainNormalToPlane(const struct FVector& Normal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.ConstrainNormalToPlane");

	UMovementComponent_ConstrainNormalToPlane_Params params;
	params.Normal = Normal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.ConstrainLocationToPlane
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UMovementComponent::ConstrainLocationToPlane(const struct FVector& Location)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.ConstrainLocationToPlane");

	UMovementComponent_ConstrainLocationToPlane_Params params;
	params.Location = Location;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MovementComponent.ConstrainDirectionToPlane
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Direction                      (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UMovementComponent::ConstrainDirectionToPlane(const struct FVector& Direction)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MovementComponent.ConstrainDirectionToPlane");

	UMovementComponent_ConstrainDirectionToPlane_Params params;
	params.Direction = Direction;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ProjectileMovementComponent.StopSimulating
// (Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FHitResult              HitResult                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UProjectileMovementComponent::StopSimulating(const struct FHitResult& HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ProjectileMovementComponent.StopSimulating");

	UProjectileMovementComponent_StopSimulating_Params params;
	params.HitResult = HitResult;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ProjectileMovementComponent.SetVelocityInLocalSpace
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewVelocity                    (Parm, IsPlainOldData)

void UProjectileMovementComponent::SetVelocityInLocalSpace(const struct FVector& NewVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ProjectileMovementComponent.SetVelocityInLocalSpace");

	UProjectileMovementComponent_SetVelocityInLocalSpace_Params params;
	params.NewVelocity = NewVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.ProjectileMovementComponent.OnProjectileStopDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UProjectileMovementComponent::OnProjectileStopDelegate__DelegateSignature(const struct FHitResult& ImpactResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.ProjectileMovementComponent.OnProjectileStopDelegate__DelegateSignature");

	UProjectileMovementComponent_OnProjectileStopDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.ProjectileMovementComponent.OnProjectileBounceDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms, HasDefaults)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 ImpactVelocity                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UProjectileMovementComponent::OnProjectileBounceDelegate__DelegateSignature(const struct FHitResult& ImpactResult, const struct FVector& ImpactVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.ProjectileMovementComponent.OnProjectileBounceDelegate__DelegateSignature");

	UProjectileMovementComponent_OnProjectileBounceDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;
	params.ImpactVelocity = ImpactVelocity;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ProjectileMovementComponent.LimitVelocity
// (Final, Native, Protected, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 NewVelocity                    (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UProjectileMovementComponent::LimitVelocity(const struct FVector& NewVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ProjectileMovementComponent.LimitVelocity");

	UProjectileMovementComponent_LimitVelocity_Params params;
	params.NewVelocity = NewVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.WakeRigidBody
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::WakeRigidBody(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.WakeRigidBody");

	UPrimitiveComponent_WakeRigidBody_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.WakeAllRigidBodies
// (Native, Public, BlueprintCallable)

void UPrimitiveComponent::WakeAllRigidBodies()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.WakeAllRigidBodies");

	UPrimitiveComponent_WakeAllRigidBodies_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetWalkableSlopeOverride
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FWalkableSlopeOverride  NewOverride                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPrimitiveComponent::SetWalkableSlopeOverride(const struct FWalkableSlopeOverride& NewOverride)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetWalkableSlopeOverride");

	UPrimitiveComponent_SetWalkableSlopeOverride_Params params;
	params.NewOverride = NewOverride;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetTranslucentSortPriority
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            NewTranslucentSortPriority     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetTranslucentSortPriority(int NewTranslucentSortPriority)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetTranslucentSortPriority");

	UPrimitiveComponent_SetTranslucentSortPriority_Params params;
	params.NewTranslucentSortPriority = NewTranslucentSortPriority;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetSingleSampleShadowFromStationaryLights
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewSingleSampleShadowFromStationaryLights (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetSingleSampleShadowFromStationaryLights");

	UPrimitiveComponent_SetSingleSampleShadowFromStationaryLights_Params params;
	params.bNewSingleSampleShadowFromStationaryLights = bNewSingleSampleShadowFromStationaryLights;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetSimulatePhysics
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bSimulate                      (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetSimulatePhysics(bool bSimulate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetSimulatePhysics");

	UPrimitiveComponent_SetSimulatePhysics_Params params;
	params.bSimulate = bSimulate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetRenderInMono
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bValue                         (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetRenderInMono(bool bValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetRenderInMono");

	UPrimitiveComponent_SetRenderInMono_Params params;
	params.bValue = bValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetRenderInMainPass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bValue                         (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetRenderInMainPass(bool bValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetRenderInMainPass");

	UPrimitiveComponent_SetRenderInMainPass_Params params;
	params.bValue = bValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetRenderCustomDepth
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bValue                         (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetRenderCustomDepth(bool bValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetRenderCustomDepth");

	UPrimitiveComponent_SetRenderCustomDepth_Params params;
	params.bValue = bValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetReceivesDecals
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewReceivesDecals             (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetReceivesDecals(bool bNewReceivesDecals)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetReceivesDecals");

	UPrimitiveComponent_SetReceivesDecals_Params params;
	params.bNewReceivesDecals = bNewReceivesDecals;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysMaterialOverride
// (Native, Public, BlueprintCallable)
// Parameters:
// class UPhysicalMaterial*       NewPhysMaterial                (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysMaterialOverride(class UPhysicalMaterial* NewPhysMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysMaterialOverride");

	UPrimitiveComponent_SetPhysMaterialOverride_Params params;
	params.NewPhysMaterial = NewPhysMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewMaxAngVel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians");

	UPrimitiveComponent_SetPhysicsMaxAngularVelocityInRadians_Params params;
	params.NewMaxAngVel = NewMaxAngVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewMaxAngVel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees");

	UPrimitiveComponent_SetPhysicsMaxAngularVelocityInDegrees_Params params;
	params.NewMaxAngVel = NewMaxAngVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsMaxAngularVelocity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewMaxAngVel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsMaxAngularVelocity");

	UPrimitiveComponent_SetPhysicsMaxAngularVelocity_Params params;
	params.NewMaxAngVel = NewMaxAngVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsLinearVelocity
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewVel                         (Parm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsLinearVelocity(const struct FVector& NewVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsLinearVelocity");

	UPrimitiveComponent_SetPhysicsLinearVelocity_Params params;
	params.NewVel = NewVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsAngularVelocityInRadians
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewAngVel                      (Parm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsAngularVelocityInRadians(const struct FVector& NewAngVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsAngularVelocityInRadians");

	UPrimitiveComponent_SetPhysicsAngularVelocityInRadians_Params params;
	params.NewAngVel = NewAngVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsAngularVelocityInDegrees
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewAngVel                      (Parm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsAngularVelocityInDegrees(const struct FVector& NewAngVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsAngularVelocityInDegrees");

	UPrimitiveComponent_SetPhysicsAngularVelocityInDegrees_Params params;
	params.NewAngVel = NewAngVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetPhysicsAngularVelocity
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewAngVel                      (Parm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetPhysicsAngularVelocity(const struct FVector& NewAngVel, bool bAddToCurrent, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetPhysicsAngularVelocity");

	UPrimitiveComponent_SetPhysicsAngularVelocity_Params params;
	params.NewAngVel = NewAngVel;
	params.bAddToCurrent = bAddToCurrent;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetOwnerNoSee
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewOwnerNoSee                 (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetOwnerNoSee(bool bNewOwnerNoSee)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetOwnerNoSee");

	UPrimitiveComponent_SetOwnerNoSee_Params params;
	params.bNewOwnerNoSee = bNewOwnerNoSee;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetOnlyOwnerSee
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewOnlyOwnerSee               (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetOnlyOwnerSee");

	UPrimitiveComponent_SetOnlyOwnerSee_Params params;
	params.bNewOnlyOwnerSee = bNewOnlyOwnerSee;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetNotifyRigidBodyCollision
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewNotifyRigidBodyCollision   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetNotifyRigidBodyCollision");

	UPrimitiveComponent_SetNotifyRigidBodyCollision_Params params;
	params.bNewNotifyRigidBodyCollision = bNewNotifyRigidBodyCollision;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetMaterialByName
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   MaterialSlotName               (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetMaterialByName(const struct FName& MaterialSlotName, class UMaterialInterface* Material)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetMaterialByName");

	UPrimitiveComponent_SetMaterialByName_Params params;
	params.MaterialSlotName = MaterialSlotName;
	params.Material = Material;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetMaterial
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            ElementIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetMaterial(int ElementIndex, class UMaterialInterface* Material)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetMaterial");

	UPrimitiveComponent_SetMaterial_Params params;
	params.ElementIndex = ElementIndex;
	params.Material = Material;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetMassScale
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          InMassScale                    (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetMassScale(const struct FName& BoneName, float InMassScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetMassScale");

	UPrimitiveComponent_SetMassScale_Params params;
	params.BoneName = BoneName;
	params.InMassScale = InMassScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetMassOverrideInKg
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          MassInKg                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bOverrideMass                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetMassOverrideInKg(const struct FName& BoneName, float MassInKg, bool bOverrideMass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetMassOverrideInKg");

	UPrimitiveComponent_SetMassOverrideInKg_Params params;
	params.BoneName = BoneName;
	params.MassInKg = MassInKg;
	params.bOverrideMass = bOverrideMass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetLockedAxis
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EDOFMode>          LockedAxis                     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetLockedAxis(TEnumAsByte<EDOFMode> LockedAxis)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetLockedAxis");

	UPrimitiveComponent_SetLockedAxis_Params params;
	params.LockedAxis = LockedAxis;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetLinearDamping
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          InDamping                      (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetLinearDamping(float InDamping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetLinearDamping");

	UPrimitiveComponent_SetLinearDamping_Params params;
	params.InDamping = InDamping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetEnableGravity
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bGravityEnabled                (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetEnableGravity(bool bGravityEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetEnableGravity");

	UPrimitiveComponent_SetEnableGravity_Params params;
	params.bGravityEnabled = bGravityEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCustomDepthStencilWriteMask
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ERendererStencilMask           WriteMaskBit                   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCustomDepthStencilWriteMask(ERendererStencilMask WriteMaskBit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCustomDepthStencilWriteMask");

	UPrimitiveComponent_SetCustomDepthStencilWriteMask_Params params;
	params.WriteMaskBit = WriteMaskBit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCustomDepthStencilValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCustomDepthStencilValue(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCustomDepthStencilValue");

	UPrimitiveComponent_SetCustomDepthStencilValue_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCullDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewCullDistance                (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCullDistance(float NewCullDistance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCullDistance");

	UPrimitiveComponent_SetCullDistance_Params params;
	params.NewCullDistance = NewCullDistance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetConstraintMode
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EDOFMode>          ConstraintMode                 (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetConstraintMode(TEnumAsByte<EDOFMode> ConstraintMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetConstraintMode");

	UPrimitiveComponent_SetConstraintMode_Params params;
	params.ConstraintMode = ConstraintMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCollisionResponseToChannel
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ECollisionChannel> Channel                        (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECollisionResponse> NewResponse                    (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCollisionResponseToChannel(TEnumAsByte<ECollisionChannel> Channel, TEnumAsByte<ECollisionResponse> NewResponse)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCollisionResponseToChannel");

	UPrimitiveComponent_SetCollisionResponseToChannel_Params params;
	params.Channel = Channel;
	params.NewResponse = NewResponse;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCollisionResponseToAllChannels
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ECollisionResponse> NewResponse                    (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCollisionResponseToAllChannels(TEnumAsByte<ECollisionResponse> NewResponse)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCollisionResponseToAllChannels");

	UPrimitiveComponent_SetCollisionResponseToAllChannels_Params params;
	params.NewResponse = NewResponse;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCollisionProfileName
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InCollisionProfileName         (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCollisionProfileName(const struct FName& InCollisionProfileName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCollisionProfileName");

	UPrimitiveComponent_SetCollisionProfileName_Params params;
	params.InCollisionProfileName = InCollisionProfileName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCollisionObjectType
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ECollisionChannel> Channel                        (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCollisionObjectType(TEnumAsByte<ECollisionChannel> Channel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCollisionObjectType");

	UPrimitiveComponent_SetCollisionObjectType_Params params;
	params.Channel = Channel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCollisionEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ECollisionEnabled> NewType                        (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCollisionEnabled(TEnumAsByte<ECollisionEnabled> NewType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCollisionEnabled");

	UPrimitiveComponent_SetCollisionEnabled_Params params;
	params.NewType = NewType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCenterOfMass
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 CenterOfMassOffset             (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCenterOfMass(const struct FVector& CenterOfMassOffset, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCenterOfMass");

	UPrimitiveComponent_SetCenterOfMass_Params params;
	params.CenterOfMassOffset = CenterOfMassOffset;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetCastShadow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           NewCastShadow                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetCastShadow(bool NewCastShadow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetCastShadow");

	UPrimitiveComponent_SetCastShadow_Params params;
	params.NewCastShadow = NewCastShadow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetBoundsScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewBoundsScale                 (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetBoundsScale(float NewBoundsScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetBoundsScale");

	UPrimitiveComponent_SetBoundsScale_Params params;
	params.NewBoundsScale = NewBoundsScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetAngularDamping
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          InDamping                      (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetAngularDamping(float InDamping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetAngularDamping");

	UPrimitiveComponent_SetAngularDamping_Params params;
	params.InDamping = InDamping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetAllPhysicsLinearVelocity
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewVel                         (Parm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetAllPhysicsLinearVelocity(const struct FVector& NewVel, bool bAddToCurrent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetAllPhysicsLinearVelocity");

	UPrimitiveComponent_SetAllPhysicsLinearVelocity_Params params;
	params.NewVel = NewVel;
	params.bAddToCurrent = bAddToCurrent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewAngVel                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetAllPhysicsAngularVelocityInRadians(const struct FVector& NewAngVel, bool bAddToCurrent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians");

	UPrimitiveComponent_SetAllPhysicsAngularVelocityInRadians_Params params;
	params.NewAngVel = NewAngVel;
	params.bAddToCurrent = bAddToCurrent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewAngVel                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetAllPhysicsAngularVelocityInDegrees(const struct FVector& NewAngVel, bool bAddToCurrent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees");

	UPrimitiveComponent_SetAllPhysicsAngularVelocityInDegrees_Params params;
	params.NewAngVel = NewAngVel;
	params.bAddToCurrent = bAddToCurrent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetAllPhysicsAngularVelocity
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewAngVel                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bAddToCurrent                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetAllPhysicsAngularVelocity(const struct FVector& NewAngVel, bool bAddToCurrent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetAllPhysicsAngularVelocity");

	UPrimitiveComponent_SetAllPhysicsAngularVelocity_Params params;
	params.NewAngVel = NewAngVel;
	params.bAddToCurrent = bAddToCurrent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.SetAllMassScale
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          InMassScale                    (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::SetAllMassScale(float InMassScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.SetAllMassScale");

	UPrimitiveComponent_SetAllMassScale_Params params;
	params.InMassScale = InMassScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.ScaleByMomentOfInertia
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 InputVector                    (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::ScaleByMomentOfInertia(const struct FVector& InputVector, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.ScaleByMomentOfInertia");

	UPrimitiveComponent_ScaleByMomentOfInertia_Params params;
	params.InputVector = InputVector;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.PutRigidBodyToSleep
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::PutRigidBodyToSleep(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.PutRigidBodyToSleep");

	UPrimitiveComponent_PutRigidBodyToSleep_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.K2_LineTraceComponent
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 TraceStart                     (Parm, IsPlainOldData)
// struct FVector                 TraceEnd                       (Parm, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShowTrace                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 HitLocation                    (Parm, OutParm, IsPlainOldData)
// struct FVector                 HitNormal                      (Parm, OutParm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::K2_LineTraceComponent(const struct FVector& TraceStart, const struct FVector& TraceEnd, bool bTraceComplex, bool bShowTrace, struct FVector* HitLocation, struct FVector* HitNormal, struct FName* BoneName, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.K2_LineTraceComponent");

	UPrimitiveComponent_K2_LineTraceComponent_Params params;
	params.TraceStart = TraceStart;
	params.TraceEnd = TraceEnd;
	params.bTraceComplex = bTraceComplex;
	params.bShowTrace = bShowTrace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitLocation != nullptr)
		*HitLocation = params.HitLocation;
	if (HitNormal != nullptr)
		*HitNormal = params.HitNormal;
	if (BoneName != nullptr)
		*BoneName = params.BoneName;
	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.K2_IsQueryCollisionEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::K2_IsQueryCollisionEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.K2_IsQueryCollisionEnabled");

	UPrimitiveComponent_K2_IsQueryCollisionEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.K2_IsPhysicsCollisionEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::K2_IsPhysicsCollisionEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.K2_IsPhysicsCollisionEnabled");

	UPrimitiveComponent_K2_IsPhysicsCollisionEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.K2_IsCollisionEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::K2_IsCollisionEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.K2_IsCollisionEnabled");

	UPrimitiveComponent_K2_IsCollisionEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.IsOverlappingComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPrimitiveComponent*     OtherComp                      (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::IsOverlappingComponent(class UPrimitiveComponent* OtherComp)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.IsOverlappingComponent");

	UPrimitiveComponent_IsOverlappingComponent_Params params;
	params.OtherComp = OtherComp;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.IsOverlappingActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  Other                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::IsOverlappingActor(class AActor* Other)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.IsOverlappingActor");

	UPrimitiveComponent_IsOverlappingActor_Params params;
	params.Other = Other;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.IsGravityEnabled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::IsGravityEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.IsGravityEnabled");

	UPrimitiveComponent_IsGravityEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.IsAnyRigidBodyAwake
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::IsAnyRigidBodyAwake()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.IsAnyRigidBodyAwake");

	UPrimitiveComponent_IsAnyRigidBodyAwake_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.IgnoreComponentWhenMoving
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// bool                           bShouldIgnore                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::IgnoreComponentWhenMoving(class UPrimitiveComponent* Component, bool bShouldIgnore)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.IgnoreComponentWhenMoving");

	UPrimitiveComponent_IgnoreComponentWhenMoving_Params params;
	params.Component = Component;
	params.bShouldIgnore = bShouldIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.IgnoreActorWhenMoving
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShouldIgnore                  (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::IgnoreActorWhenMoving(class AActor* Actor, bool bShouldIgnore)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.IgnoreActorWhenMoving");

	UPrimitiveComponent_IgnoreActorWhenMoving_Params params;
	params.Actor = Actor;
	params.bShouldIgnore = bShouldIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.GetWalkableSlopeOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FWalkableSlopeOverride  ReturnValue                    (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, IsPlainOldData)

struct FWalkableSlopeOverride UPrimitiveComponent::GetWalkableSlopeOverride()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetWalkableSlopeOverride");

	UPrimitiveComponent_GetWalkableSlopeOverride_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetPhysicsLinearVelocityAtPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetPhysicsLinearVelocityAtPoint(const struct FVector& Point, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetPhysicsLinearVelocityAtPoint");

	UPrimitiveComponent_GetPhysicsLinearVelocityAtPoint_Params params;
	params.Point = Point;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetPhysicsLinearVelocity
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetPhysicsLinearVelocity(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetPhysicsLinearVelocity");

	UPrimitiveComponent_GetPhysicsLinearVelocity_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetPhysicsAngularVelocityInRadians
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetPhysicsAngularVelocityInRadians(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetPhysicsAngularVelocityInRadians");

	UPrimitiveComponent_GetPhysicsAngularVelocityInRadians_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetPhysicsAngularVelocityInDegrees
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetPhysicsAngularVelocityInDegrees(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetPhysicsAngularVelocityInDegrees");

	UPrimitiveComponent_GetPhysicsAngularVelocityInDegrees_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetPhysicsAngularVelocity
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetPhysicsAngularVelocity(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetPhysicsAngularVelocity");

	UPrimitiveComponent_GetPhysicsAngularVelocity_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetOverlappingComponents
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UPrimitiveComponent*> InOverlappingComponents        (Parm, OutParm, ZeroConstructor)

void UPrimitiveComponent::GetOverlappingComponents(TArray<class UPrimitiveComponent*>* InOverlappingComponents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetOverlappingComponents");

	UPrimitiveComponent_GetOverlappingComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (InOverlappingComponents != nullptr)
		*InOverlappingComponents = params.InOverlappingComponents;
}


// Function Engine.PrimitiveComponent.GetOverlappingActors
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>          OverlappingActors              (Parm, OutParm, ZeroConstructor)
// class UClass*                  ClassFilter                    (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::GetOverlappingActors(class UClass* ClassFilter, TArray<class AActor*>* OverlappingActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetOverlappingActors");

	UPrimitiveComponent_GetOverlappingActors_Params params;
	params.ClassFilter = ClassFilter;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OverlappingActors != nullptr)
		*OverlappingActors = params.OverlappingActors;
}


// Function Engine.PrimitiveComponent.GetNumMaterials
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UPrimitiveComponent::GetNumMaterials()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetNumMaterials");

	UPrimitiveComponent_GetNumMaterials_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetMaterialFromCollisionFaceIndex
// (Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            FaceIndex                      (Parm, ZeroConstructor, IsPlainOldData)
// int                            SectionIndex                   (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInterface* UPrimitiveComponent::GetMaterialFromCollisionFaceIndex(int FaceIndex, int* SectionIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetMaterialFromCollisionFaceIndex");

	UPrimitiveComponent_GetMaterialFromCollisionFaceIndex_Params params;
	params.FaceIndex = FaceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SectionIndex != nullptr)
		*SectionIndex = params.SectionIndex;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetMaterial
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ElementIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInterface* UPrimitiveComponent::GetMaterial(int ElementIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetMaterial");

	UPrimitiveComponent_GetMaterial_Params params;
	params.ElementIndex = ElementIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetMassScale
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPrimitiveComponent::GetMassScale(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetMassScale");

	UPrimitiveComponent_GetMassScale_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetMass
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPrimitiveComponent::GetMass()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetMass");

	UPrimitiveComponent_GetMass_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetLinearDamping
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPrimitiveComponent::GetLinearDamping()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetLinearDamping");

	UPrimitiveComponent_GetLinearDamping_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetInertiaTensor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetInertiaTensor(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetInertiaTensor");

	UPrimitiveComponent_GetInertiaTensor_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetCollisionResponseToChannel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ECollisionChannel> Channel                        (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECollisionResponse> ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ECollisionResponse> UPrimitiveComponent::GetCollisionResponseToChannel(TEnumAsByte<ECollisionChannel> Channel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetCollisionResponseToChannel");

	UPrimitiveComponent_GetCollisionResponseToChannel_Params params;
	params.Channel = Channel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetCollisionProfileName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UPrimitiveComponent::GetCollisionProfileName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetCollisionProfileName");

	UPrimitiveComponent_GetCollisionProfileName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetCollisionObjectType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ECollisionChannel> ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ECollisionChannel> UPrimitiveComponent::GetCollisionObjectType()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetCollisionObjectType");

	UPrimitiveComponent_GetCollisionObjectType_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetCollisionEnabled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ECollisionEnabled> ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ECollisionEnabled> UPrimitiveComponent::GetCollisionEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetCollisionEnabled");

	UPrimitiveComponent_GetCollisionEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetClosestPointOnCollision
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Point                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 OutPointOnBody                 (Parm, OutParm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPrimitiveComponent::GetClosestPointOnCollision(const struct FVector& Point, const struct FName& BoneName, struct FVector* OutPointOnBody)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetClosestPointOnCollision");

	UPrimitiveComponent_GetClosestPointOnCollision_Params params;
	params.Point = Point;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutPointOnBody != nullptr)
		*OutPointOnBody = params.OutPointOnBody;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetCenterOfMass
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPrimitiveComponent::GetCenterOfMass(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetCenterOfMass");

	UPrimitiveComponent_GetCenterOfMass_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.GetAngularDamping
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPrimitiveComponent::GetAngularDamping()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.GetAngularDamping");

	UPrimitiveComponent_GetAngularDamping_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.CreateDynamicMaterialInstance
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            ElementIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      SourceMaterial                 (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* UPrimitiveComponent::CreateDynamicMaterialInstance(int ElementIndex, class UMaterialInterface* SourceMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.CreateDynamicMaterialInstance");

	UPrimitiveComponent_CreateDynamicMaterialInstance_Params params;
	params.ElementIndex = ElementIndex;
	params.SourceMaterial = SourceMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            ElementIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Parent                         (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* UPrimitiveComponent::CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, class UMaterialInterface* Parent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial");

	UPrimitiveComponent_CreateAndSetMaterialInstanceDynamicFromMaterial_Params params;
	params.ElementIndex = ElementIndex;
	params.Parent = Parent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.CreateAndSetMaterialInstanceDynamic
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            ElementIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* UPrimitiveComponent::CreateAndSetMaterialInstanceDynamic(int ElementIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.CreateAndSetMaterialInstanceDynamic");

	UPrimitiveComponent_CreateAndSetMaterialInstanceDynamic_Params params;
	params.ElementIndex = ElementIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.CopyArrayOfMoveIgnoreComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UPrimitiveComponent*> ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<class UPrimitiveComponent*> UPrimitiveComponent::CopyArrayOfMoveIgnoreComponents()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.CopyArrayOfMoveIgnoreComponents");

	UPrimitiveComponent_CopyArrayOfMoveIgnoreComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.CopyArrayOfMoveIgnoreActors
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class AActor*>          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<class AActor*> UPrimitiveComponent::CopyArrayOfMoveIgnoreActors()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.CopyArrayOfMoveIgnoreActors");

	UPrimitiveComponent_CopyArrayOfMoveIgnoreActors_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.ClearMoveIgnoreComponents
// (Final, Native, Public, BlueprintCallable)

void UPrimitiveComponent::ClearMoveIgnoreComponents()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.ClearMoveIgnoreComponents");

	UPrimitiveComponent_ClearMoveIgnoreComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.ClearMoveIgnoreActors
// (Final, Native, Public, BlueprintCallable)

void UPrimitiveComponent::ClearMoveIgnoreActors()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.ClearMoveIgnoreActors");

	UPrimitiveComponent_ClearMoveIgnoreActors_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.CanCharacterStepUp
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                   Pawn                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPrimitiveComponent::CanCharacterStepUp(class APawn* Pawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.CanCharacterStepUp");

	UPrimitiveComponent_CanCharacterStepUp_Params params;
	params.Pawn = Pawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PrimitiveComponent.AddTorqueInRadians
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Torque                         (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAccelChange                   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddTorqueInRadians(const struct FVector& Torque, const struct FName& BoneName, bool bAccelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddTorqueInRadians");

	UPrimitiveComponent_AddTorqueInRadians_Params params;
	params.Torque = Torque;
	params.BoneName = BoneName;
	params.bAccelChange = bAccelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddTorqueInDegrees
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Torque                         (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAccelChange                   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddTorqueInDegrees(const struct FVector& Torque, const struct FName& BoneName, bool bAccelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddTorqueInDegrees");

	UPrimitiveComponent_AddTorqueInDegrees_Params params;
	params.Torque = Torque;
	params.BoneName = BoneName;
	params.bAccelChange = bAccelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddTorque
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Torque                         (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAccelChange                   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddTorque(const struct FVector& Torque, const struct FName& BoneName, bool bAccelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddTorque");

	UPrimitiveComponent_AddTorque_Params params;
	params.Torque = Torque;
	params.BoneName = BoneName;
	params.bAccelChange = bAccelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddRadialImpulse
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Origin                         (Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          Strength                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERadialImpulseFalloff> Falloff                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bVelChange                     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddRadialImpulse(const struct FVector& Origin, float Radius, float Strength, TEnumAsByte<ERadialImpulseFalloff> Falloff, bool bVelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddRadialImpulse");

	UPrimitiveComponent_AddRadialImpulse_Params params;
	params.Origin = Origin;
	params.Radius = Radius;
	params.Strength = Strength;
	params.Falloff = Falloff;
	params.bVelChange = bVelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddRadialForce
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Origin                         (Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          Strength                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERadialImpulseFalloff> Falloff                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAccelChange                   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddRadialForce(const struct FVector& Origin, float Radius, float Strength, TEnumAsByte<ERadialImpulseFalloff> Falloff, bool bAccelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddRadialForce");

	UPrimitiveComponent_AddRadialForce_Params params;
	params.Origin = Origin;
	params.Radius = Radius;
	params.Strength = Strength;
	params.Falloff = Falloff;
	params.bAccelChange = bAccelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddImpulseAtLocation
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddImpulseAtLocation(const struct FVector& Impulse, const struct FVector& Location, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddImpulseAtLocation");

	UPrimitiveComponent_AddImpulseAtLocation_Params params;
	params.Impulse = Impulse;
	params.Location = Location;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddImpulse
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bVelChange                     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddImpulse(const struct FVector& Impulse, const struct FName& BoneName, bool bVelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddImpulse");

	UPrimitiveComponent_AddImpulse_Params params;
	params.Impulse = Impulse;
	params.BoneName = BoneName;
	params.bVelChange = bVelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddForceAtLocationLocal
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 force                          (Parm, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddForceAtLocationLocal(const struct FVector& force, const struct FVector& Location, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddForceAtLocationLocal");

	UPrimitiveComponent_AddForceAtLocationLocal_Params params;
	params.force = force;
	params.Location = Location;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddForceAtLocation
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 force                          (Parm, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddForceAtLocation(const struct FVector& force, const struct FVector& Location, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddForceAtLocation");

	UPrimitiveComponent_AddForceAtLocation_Params params;
	params.force = force;
	params.Location = Location;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddForce
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 force                          (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAccelChange                   (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddForce(const struct FVector& force, const struct FName& BoneName, bool bAccelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddForce");

	UPrimitiveComponent_AddForce_Params params;
	params.force = force;
	params.BoneName = BoneName;
	params.bAccelChange = bAccelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddAngularImpulseInRadians
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bVelChange                     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddAngularImpulseInRadians(const struct FVector& Impulse, const struct FName& BoneName, bool bVelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddAngularImpulseInRadians");

	UPrimitiveComponent_AddAngularImpulseInRadians_Params params;
	params.Impulse = Impulse;
	params.BoneName = BoneName;
	params.bVelChange = bVelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddAngularImpulseInDegrees
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bVelChange                     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddAngularImpulseInDegrees(const struct FVector& Impulse, const struct FName& BoneName, bool bVelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddAngularImpulseInDegrees");

	UPrimitiveComponent_AddAngularImpulseInDegrees_Params params;
	params.Impulse = Impulse;
	params.BoneName = BoneName;
	params.bVelChange = bVelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PrimitiveComponent.AddAngularImpulse
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bVelChange                     (Parm, ZeroConstructor, IsPlainOldData)

void UPrimitiveComponent::AddAngularImpulse(const struct FVector& Impulse, const struct FName& BoneName, bool bVelChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PrimitiveComponent.AddAngularImpulse");

	UPrimitiveComponent_AddAngularImpulse_Params params;
	params.Impulse = Impulse;
	params.BoneName = BoneName;
	params.bVelChange = bVelChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetVectorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Param                          (Parm, IsPlainOldData)

void UParticleSystemComponent::SetVectorParameter(const struct FName& ParameterName, const struct FVector& Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetVectorParameter");

	UParticleSystemComponent_SetVectorParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetTrailSourceData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InFirstSocketName              (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   InSecondSocketName             (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETrailWidthMode>   InWidthMode                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          InWidth                        (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetTrailSourceData(const struct FName& InFirstSocketName, const struct FName& InSecondSocketName, TEnumAsByte<ETrailWidthMode> InWidthMode, float InWidth)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetTrailSourceData");

	UParticleSystemComponent_SetTrailSourceData_Params params;
	params.InFirstSocketName = InFirstSocketName;
	params.InSecondSocketName = InSecondSocketName;
	params.InWidthMode = InWidthMode;
	params.InWidth = InWidth;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetTemplate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UParticleSystem*         NewTemplate                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetTemplate(class UParticleSystem* NewTemplate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetTemplate");

	UParticleSystemComponent_SetTemplate_Params params;
	params.NewTemplate = NewTemplate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetMaterialParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Param                          (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetMaterialParameter(const struct FName& ParameterName, class UMaterialInterface* Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetMaterialParameter");

	UParticleSystemComponent_SetMaterialParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetFloatParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          Param                          (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetFloatParameter(const struct FName& ParameterName, float Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetFloatParameter");

	UParticleSystemComponent_SetFloatParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetEmitterEnable
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   EmitterName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bNewEnableState                (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetEmitterEnable(const struct FName& EmitterName, bool bNewEnableState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetEmitterEnable");

	UParticleSystemComponent_SetEmitterEnable_Params params;
	params.EmitterName = EmitterName;
	params.bNewEnableState = bNewEnableState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetColorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            Param                          (Parm, IsPlainOldData)

void UParticleSystemComponent::SetColorParameter(const struct FName& ParameterName, const struct FLinearColor& Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetColorParameter");

	UParticleSystemComponent_SetColorParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamTargetTangent
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewTangentPoint                (Parm, IsPlainOldData)
// int                            TargetIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetBeamTargetTangent(int EmitterIndex, const struct FVector& NewTangentPoint, int TargetIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamTargetTangent");

	UParticleSystemComponent_SetBeamTargetTangent_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewTangentPoint = NewTangentPoint;
	params.TargetIndex = TargetIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamTargetStrength
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          NewTargetStrength              (Parm, ZeroConstructor, IsPlainOldData)
// int                            TargetIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamTargetStrength");

	UParticleSystemComponent_SetBeamTargetStrength_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewTargetStrength = NewTargetStrength;
	params.TargetIndex = TargetIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamTargetPoint
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewTargetPoint                 (Parm, IsPlainOldData)
// int                            TargetIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetBeamTargetPoint(int EmitterIndex, const struct FVector& NewTargetPoint, int TargetIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamTargetPoint");

	UParticleSystemComponent_SetBeamTargetPoint_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewTargetPoint = NewTargetPoint;
	params.TargetIndex = TargetIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamSourceTangent
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewTangentPoint                (Parm, IsPlainOldData)
// int                            SourceIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetBeamSourceTangent(int EmitterIndex, const struct FVector& NewTangentPoint, int SourceIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamSourceTangent");

	UParticleSystemComponent_SetBeamSourceTangent_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewTangentPoint = NewTangentPoint;
	params.SourceIndex = SourceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamSourceStrength
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          NewSourceStrength              (Parm, ZeroConstructor, IsPlainOldData)
// int                            SourceIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamSourceStrength");

	UParticleSystemComponent_SetBeamSourceStrength_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewSourceStrength = NewSourceStrength;
	params.SourceIndex = SourceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamSourcePoint
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewSourcePoint                 (Parm, IsPlainOldData)
// int                            SourceIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetBeamSourcePoint(int EmitterIndex, const struct FVector& NewSourcePoint, int SourceIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamSourcePoint");

	UParticleSystemComponent_SetBeamSourcePoint_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewSourcePoint = NewSourcePoint;
	params.SourceIndex = SourceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetBeamEndPoint
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewEndPoint                    (Parm, IsPlainOldData)

void UParticleSystemComponent::SetBeamEndPoint(int EmitterIndex, const struct FVector& NewEndPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetBeamEndPoint");

	UParticleSystemComponent_SetBeamEndPoint_Params params;
	params.EmitterIndex = EmitterIndex;
	params.NewEndPoint = NewEndPoint;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetAutoAttachParams
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         Parent                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   SocketName                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetAutoAttachParams(class USceneComponent* Parent, const struct FName& SocketName, TEnumAsByte<EAttachLocation> LocationType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetAutoAttachParams");

	UParticleSystemComponent_SetAutoAttachParams_Params params;
	params.Parent = Parent;
	params.SocketName = SocketName;
	params.LocationType = LocationType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetAutoAttachmentParameters
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*         Parent                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   SocketName                     (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                LocationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                RotationRule                   (Parm, ZeroConstructor, IsPlainOldData)
// EAttachmentRule                ScaleRule                      (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetAutoAttachmentParameters(class USceneComponent* Parent, const struct FName& SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetAutoAttachmentParameters");

	UParticleSystemComponent_SetAutoAttachmentParameters_Params params;
	params.Parent = Parent;
	params.SocketName = SocketName;
	params.LocationRule = LocationRule;
	params.RotationRule = RotationRule;
	params.ScaleRule = ScaleRule;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.SetActorParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Param                          (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::SetActorParameter(const struct FName& ParameterName, class AActor* Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.SetActorParameter");

	UParticleSystemComponent_SetActorParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.GetNumActiveParticles
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UParticleSystemComponent::GetNumActiveParticles()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetNumActiveParticles");

	UParticleSystemComponent_GetNumActiveParticles_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetNamedMaterial
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInterface* UParticleSystemComponent::GetNamedMaterial(const struct FName& InName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetNamedMaterial");

	UParticleSystemComponent_GetNamedMaterial_Params params;
	params.InName = InName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamTargetTangent
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            TargetIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 OutTangentPoint                (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamTargetTangent(int EmitterIndex, int TargetIndex, struct FVector* OutTangentPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamTargetTangent");

	UParticleSystemComponent_GetBeamTargetTangent_Params params;
	params.EmitterIndex = EmitterIndex;
	params.TargetIndex = TargetIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutTangentPoint != nullptr)
		*OutTangentPoint = params.OutTangentPoint;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamTargetStrength
// (Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            TargetIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutTargetStrength              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamTargetStrength(int EmitterIndex, int TargetIndex, float* OutTargetStrength)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamTargetStrength");

	UParticleSystemComponent_GetBeamTargetStrength_Params params;
	params.EmitterIndex = EmitterIndex;
	params.TargetIndex = TargetIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutTargetStrength != nullptr)
		*OutTargetStrength = params.OutTargetStrength;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamTargetPoint
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            TargetIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 OutTargetPoint                 (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamTargetPoint(int EmitterIndex, int TargetIndex, struct FVector* OutTargetPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamTargetPoint");

	UParticleSystemComponent_GetBeamTargetPoint_Params params;
	params.EmitterIndex = EmitterIndex;
	params.TargetIndex = TargetIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutTargetPoint != nullptr)
		*OutTargetPoint = params.OutTargetPoint;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamSourceTangent
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            SourceIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 OutTangentPoint                (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamSourceTangent(int EmitterIndex, int SourceIndex, struct FVector* OutTangentPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamSourceTangent");

	UParticleSystemComponent_GetBeamSourceTangent_Params params;
	params.EmitterIndex = EmitterIndex;
	params.SourceIndex = SourceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutTangentPoint != nullptr)
		*OutTangentPoint = params.OutTangentPoint;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamSourceStrength
// (Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            SourceIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutSourceStrength              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamSourceStrength(int EmitterIndex, int SourceIndex, float* OutSourceStrength)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamSourceStrength");

	UParticleSystemComponent_GetBeamSourceStrength_Params params;
	params.EmitterIndex = EmitterIndex;
	params.SourceIndex = SourceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutSourceStrength != nullptr)
		*OutSourceStrength = params.OutSourceStrength;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamSourcePoint
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            SourceIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 OutSourcePoint                 (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamSourcePoint(int EmitterIndex, int SourceIndex, struct FVector* OutSourcePoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamSourcePoint");

	UParticleSystemComponent_GetBeamSourcePoint_Params params;
	params.EmitterIndex = EmitterIndex;
	params.SourceIndex = SourceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutSourcePoint != nullptr)
		*OutSourcePoint = params.OutSourcePoint;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GetBeamEndPoint
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            EmitterIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 OutEndPoint                    (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystemComponent::GetBeamEndPoint(int EmitterIndex, struct FVector* OutEndPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GetBeamEndPoint");

	UParticleSystemComponent_GetBeamEndPoint_Params params;
	params.EmitterIndex = EmitterIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutEndPoint != nullptr)
		*OutEndPoint = params.OutEndPoint;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.GenerateParticleEvent
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   InEventName                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          InEmitterTime                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InLocation                     (ConstParm, Parm, IsPlainOldData)
// struct FVector                 InDirection                    (ConstParm, Parm, IsPlainOldData)
// struct FVector                 InVelocity                     (ConstParm, Parm, IsPlainOldData)

void UParticleSystemComponent::GenerateParticleEvent(const struct FName& InEventName, float InEmitterTime, const struct FVector& InLocation, const struct FVector& InDirection, const struct FVector& InVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.GenerateParticleEvent");

	UParticleSystemComponent_GenerateParticleEvent_Params params;
	params.InEventName = InEventName;
	params.InEmitterTime = InEmitterTime;
	params.InLocation = InLocation;
	params.InDirection = InDirection;
	params.InVelocity = InVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.EndTrails
// (Final, Native, Public, BlueprintCallable)

void UParticleSystemComponent::EndTrails()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.EndTrails");

	UParticleSystemComponent_EndTrails_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystemComponent.CreateNamedDynamicMaterialInstance
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      SourceMaterial                 (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* UParticleSystemComponent::CreateNamedDynamicMaterialInstance(const struct FName& InName, class UMaterialInterface* SourceMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.CreateNamedDynamicMaterialInstance");

	UParticleSystemComponent_CreateNamedDynamicMaterialInstance_Params params;
	params.InName = InName;
	params.SourceMaterial = SourceMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ParticleSystemComponent.BeginTrails
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InFirstSocketName              (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   InSecondSocketName             (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETrailWidthMode>   InWidthMode                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          InWidth                        (Parm, ZeroConstructor, IsPlainOldData)

void UParticleSystemComponent::BeginTrails(const struct FName& InFirstSocketName, const struct FName& InSecondSocketName, TEnumAsByte<ETrailWidthMode> InWidthMode, float InWidth)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystemComponent.BeginTrails");

	UParticleSystemComponent_BeginTrails_Params params;
	params.InFirstSocketName = InFirstSocketName;
	params.InSecondSocketName = InSecondSocketName;
	params.InWidthMode = InWidthMode;
	params.InWidth = InWidth;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SpringArmComponent.SetActive
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewActive                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bReset                         (Parm, ZeroConstructor, IsPlainOldData)

void USpringArmComponent::SetActive(bool bNewActive, bool bReset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SpringArmComponent.SetActive");

	USpringArmComponent_SetActive_Params params;
	params.bNewActive = bNewActive;
	params.bReset = bReset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SpringArmComponent.GetTargetRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USpringArmComponent::GetTargetRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SpringArmComponent.GetTargetRotation");

	USpringArmComponent_GetTargetRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.WasInputKeyJustReleased
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::WasInputKeyJustReleased(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.WasInputKeyJustReleased");

	APlayerController_WasInputKeyJustReleased_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.WasInputKeyJustPressed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::WasInputKeyJustPressed(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.WasInputKeyJustPressed");

	APlayerController_WasInputKeyJustPressed_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.ToggleSpeaking
// (Exec, Native, Public)
// Parameters:
// bool                           bInSpeaking                    (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ToggleSpeaking(bool bInSpeaking)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ToggleSpeaking");

	APlayerController_ToggleSpeaking_Params params;
	params.bInSpeaking = bInSpeaking;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SwitchLevel
// (Exec, Native, Public)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)

void APlayerController::SwitchLevel(const struct FString& URL)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SwitchLevel");

	APlayerController_SwitchLevel_Params params;
	params.URL = URL;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.StopHapticEffect
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EControllerHand                Hand                           (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::StopHapticEffect(EControllerHand Hand)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.StopHapticEffect");

	APlayerController_StopHapticEffect_Params params;
	params.Hand = Hand;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.StartFire
// (Exec, Native, Public)
// Parameters:
// unsigned char                  FireModeNum                    (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::StartFire(unsigned char FireModeNum)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.StartFire");

	APlayerController_StartFire_Params params;
	params.FireModeNum = FireModeNum;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetVirtualJoystickVisibility
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bVisible                       (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::SetVirtualJoystickVisibility(bool bVisible)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetVirtualJoystickVisibility");

	APlayerController_SetVirtualJoystickVisibility_Params params;
	params.bVisible = bVisible;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetViewTargetWithBlend
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  NewViewTarget                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          blendTime                      (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EViewTargetBlendFunction> BlendFunc                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendExp                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLockOutgoing                  (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::SetViewTargetWithBlend(class AActor* NewViewTarget, float blendTime, TEnumAsByte<EViewTargetBlendFunction> BlendFunc, float BlendExp, bool bLockOutgoing)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetViewTargetWithBlend");

	APlayerController_SetViewTargetWithBlend_Params params;
	params.NewViewTarget = NewViewTarget;
	params.blendTime = blendTime;
	params.BlendFunc = BlendFunc;
	params.BlendExp = BlendExp;
	params.bLockOutgoing = bLockOutgoing;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetName
// (Exec, Native, Public)
// Parameters:
// struct FString                 S                              (Parm, ZeroConstructor)

void APlayerController::SetName(const struct FString& S)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetName");

	APlayerController_SetName_Params params;
	params.S = S;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetMouseLocation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            X                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            Y                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::SetMouseLocation(int X, int Y)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetMouseLocation");

	APlayerController_SetMouseLocation_Params params;
	params.X = X;
	params.Y = Y;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetMouseCursorWidget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EMouseCursor>      Cursor                         (Parm, ZeroConstructor, IsPlainOldData)
// class UUserWidget*             CursorWidget                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void APlayerController::SetMouseCursorWidget(TEnumAsByte<EMouseCursor> Cursor, class UUserWidget* CursorWidget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetMouseCursorWidget");

	APlayerController_SetMouseCursorWidget_Params params;
	params.Cursor = Cursor;
	params.CursorWidget = CursorWidget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetHapticsByValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Frequency                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          Amplitude                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// EControllerHand                Hand                           (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::SetHapticsByValue(float Frequency, float Amplitude, EControllerHand Hand)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetHapticsByValue");

	APlayerController_SetHapticsByValue_Params params;
	params.Frequency = Frequency;
	params.Amplitude = Amplitude;
	params.Hand = Hand;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetControllerLightColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor                  Color                          (Parm, IsPlainOldData)

void APlayerController::SetControllerLightColor(const struct FColor& Color)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetControllerLightColor");

	APlayerController_SetControllerLightColor_Params params;
	params.Color = Color;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetCinematicMode
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInCinematicMode               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHidePlayer                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsHUD                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsMovement               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsTurning                (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetCinematicMode");

	APlayerController_SetCinematicMode_Params params;
	params.bInCinematicMode = bInCinematicMode;
	params.bHidePlayer = bHidePlayer;
	params.bAffectsHUD = bAffectsHUD;
	params.bAffectsMovement = bAffectsMovement;
	params.bAffectsTurning = bAffectsTurning;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SetAudioListenerOverride
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)

void APlayerController::SetAudioListenerOverride(class USceneComponent* AttachToComponent, const struct FVector& Location, const struct FRotator& Rotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SetAudioListenerOverride");

	APlayerController_SetAudioListenerOverride_Params params;
	params.AttachToComponent = AttachToComponent;
	params.Location = Location;
	params.Rotation = Rotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerViewSelf
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FViewTargetTransitionParams TransitionParams               (Parm)

void APlayerController::ServerViewSelf(const struct FViewTargetTransitionParams& TransitionParams)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerViewSelf");

	APlayerController_ServerViewSelf_Params params;
	params.TransitionParams = TransitionParams;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerViewPrevPlayer
// (Net, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerViewPrevPlayer()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerViewPrevPlayer");

	APlayerController_ServerViewPrevPlayer_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerViewNextPlayer
// (Net, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerViewNextPlayer()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerViewNextPlayer");

	APlayerController_ServerViewNextPlayer_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerVerifyViewTarget
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerVerifyViewTarget()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerVerifyViewTarget");

	APlayerController_ServerVerifyViewTarget_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerUpdateLevelVisibility
// (Final, Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FName                   PackageName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIsVisible                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ServerUpdateLevelVisibility(const struct FName& PackageName, bool bIsVisible)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerUpdateLevelVisibility");

	APlayerController_ServerUpdateLevelVisibility_Params params;
	params.PackageName = PackageName;
	params.bIsVisible = bIsVisible;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerUpdateCamera
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FVector_NetQuantize     CamLoc                         (Parm)
// int                            CamPitchAndYaw                 (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ServerUpdateCamera(const struct FVector_NetQuantize& CamLoc, int CamPitchAndYaw)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerUpdateCamera");

	APlayerController_ServerUpdateCamera_Params params;
	params.CamLoc = CamLoc;
	params.CamPitchAndYaw = CamPitchAndYaw;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerUnmutePlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl        PlayerID                       (Parm)

void APlayerController::ServerUnmutePlayer(const struct FUniqueNetIdRepl& PlayerID)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerUnmutePlayer");

	APlayerController_ServerUnmutePlayer_Params params;
	params.PlayerID = PlayerID;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerToggleAILogging
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerToggleAILogging()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerToggleAILogging");

	APlayerController_ServerToggleAILogging_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerShortTimeout
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerShortTimeout()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerShortTimeout");

	APlayerController_ServerShortTimeout_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerSetSpectatorWaiting
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                           bWaiting                       (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ServerSetSpectatorWaiting(bool bWaiting)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerSetSpectatorWaiting");

	APlayerController_ServerSetSpectatorWaiting_Params params;
	params.bWaiting = bWaiting;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerSetSpectatorLocation
// (Net, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FVector                 NewLoc                         (Parm, IsPlainOldData)
// struct FRotator                NewRot                         (Parm, IsPlainOldData)

void APlayerController::ServerSetSpectatorLocation(const struct FVector& NewLoc, const struct FRotator& NewRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerSetSpectatorLocation");

	APlayerController_ServerSetSpectatorLocation_Params params;
	params.NewLoc = NewLoc;
	params.NewRot = NewRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerRestartPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerRestartPlayer()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerRestartPlayer");

	APlayerController_ServerRestartPlayer_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerPause
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerPause()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerPause");

	APlayerController_ServerPause_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerNotifyLoadedWorld
// (Final, Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FName                   WorldPackageName               (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ServerNotifyLoadedWorld(const struct FName& WorldPackageName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerNotifyLoadedWorld");

	APlayerController_ServerNotifyLoadedWorld_Params params;
	params.WorldPackageName = WorldPackageName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerMutePlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl        PlayerID                       (Parm)

void APlayerController::ServerMutePlayer(const struct FUniqueNetIdRepl& PlayerID)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerMutePlayer");

	APlayerController_ServerMutePlayer_Params params;
	params.PlayerID = PlayerID;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerCheckClientPossessionReliable
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerCheckClientPossessionReliable()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerCheckClientPossessionReliable");

	APlayerController_ServerCheckClientPossessionReliable_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerCheckClientPossession
// (Net, Native, Event, Public, NetServer, NetValidate)

void APlayerController::ServerCheckClientPossession()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerCheckClientPossession");

	APlayerController_ServerCheckClientPossession_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerChangeName
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FString                 S                              (Parm, ZeroConstructor)

void APlayerController::ServerChangeName(const struct FString& S)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerChangeName");

	APlayerController_ServerChangeName_Params params;
	params.S = S;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerCamera
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FName                   NewMode                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ServerCamera(const struct FName& NewMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerCamera");

	APlayerController_ServerCamera_Params params;
	params.NewMode = NewMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ServerAcknowledgePossession
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class APawn*                   P                              (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ServerAcknowledgePossession(class APawn* P)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ServerAcknowledgePossession");

	APlayerController_ServerAcknowledgePossession_Params params;
	params.P = P;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.SendToConsole
// (Exec, Native, Public)
// Parameters:
// struct FString                 Command                        (Parm, ZeroConstructor)

void APlayerController::SendToConsole(const struct FString& Command)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.SendToConsole");

	APlayerController_SendToConsole_Params params;
	params.Command = Command;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.RestartLevel
// (Exec, Native, Public)

void APlayerController::RestartLevel()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.RestartLevel");

	APlayerController_RestartLevel_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ProjectWorldLocationToScreen
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (Parm, IsPlainOldData)
// struct FVector2D               ScreenLocation                 (Parm, OutParm, IsPlainOldData)
// bool                           bPlayerViewportRelative        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::ProjectWorldLocationToScreen(const struct FVector& WorldLocation, bool bPlayerViewportRelative, struct FVector2D* ScreenLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ProjectWorldLocationToScreen");

	APlayerController_ProjectWorldLocationToScreen_Params params;
	params.WorldLocation = WorldLocation;
	params.bPlayerViewportRelative = bPlayerViewportRelative;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ScreenLocation != nullptr)
		*ScreenLocation = params.ScreenLocation;

	return params.ReturnValue;
}


// Function Engine.PlayerController.PlayHapticEffect
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UHapticFeedbackEffect_Base* HapticEffect                   (Parm, ZeroConstructor, IsPlainOldData)
// EControllerHand                Hand                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLoop                          (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::PlayHapticEffect(class UHapticFeedbackEffect_Base* HapticEffect, EControllerHand Hand, float Scale, bool bLoop)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.PlayHapticEffect");

	APlayerController_PlayHapticEffect_Params params;
	params.HapticEffect = HapticEffect;
	params.Hand = Hand;
	params.Scale = Scale;
	params.bLoop = bLoop;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.PlayDynamicForceFeedback
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Intensity                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsLeftLarge              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsLeftSmall              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsRightLarge             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsRightSmall             (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EDynamicForceFeedbackAction> Action                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void APlayerController::PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, TEnumAsByte<EDynamicForceFeedbackAction> Action, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.PlayDynamicForceFeedback");

	APlayerController_PlayDynamicForceFeedback_Params params;
	params.Intensity = Intensity;
	params.Duration = Duration;
	params.bAffectsLeftLarge = bAffectsLeftLarge;
	params.bAffectsLeftSmall = bAffectsLeftSmall;
	params.bAffectsRightLarge = bAffectsRightLarge;
	params.bAffectsRightSmall = bAffectsRightSmall;
	params.Action = Action;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.Pause
// (Exec, Native, Public)

void APlayerController::Pause()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.Pause");

	APlayerController_Pause_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.OnServerStartedVisualLogger
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                           bIsLogging                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::OnServerStartedVisualLogger(bool bIsLogging)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.OnServerStartedVisualLogger");

	APlayerController_OnServerStartedVisualLogger_Params params;
	params.bIsLogging = bIsLogging;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.LocalTravel
// (Exec, Native, Public)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)

void APlayerController::LocalTravel(const struct FString& URL)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.LocalTravel");

	APlayerController_LocalTravel_Params params;
	params.URL = URL;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.IsInputKeyDown
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::IsInputKeyDown(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.IsInputKeyDown");

	APlayerController_IsInputKeyDown_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetViewportSize
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            SizeX                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            SizeY                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void APlayerController::GetViewportSize(int* SizeX, int* SizeY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetViewportSize");

	APlayerController_GetViewportSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SizeX != nullptr)
		*SizeX = params.SizeX;
	if (SizeY != nullptr)
		*SizeY = params.SizeY;
}


// Function Engine.PlayerController.GetSpectatorPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ASpectatorPawn*          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ASpectatorPawn* APlayerController::GetSpectatorPawn()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetSpectatorPawn");

	APlayerController_GetSpectatorPawn_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetMousePosition
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          LocationX                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          LocationY                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetMousePosition(float* LocationX, float* LocationY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetMousePosition");

	APlayerController_GetMousePosition_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (LocationX != nullptr)
		*LocationX = params.LocationX;
	if (LocationY != nullptr)
		*LocationY = params.LocationY;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetInputVectorKeyState
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APlayerController::GetInputVectorKeyState(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputVectorKeyState");

	APlayerController_GetInputVectorKeyState_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetInputTouchState
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          LocationX                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          LocationY                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           bIsCurrentlyPressed            (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void APlayerController::GetInputTouchState(TEnumAsByte<ETouchIndex> FingerIndex, float* LocationX, float* LocationY, bool* bIsCurrentlyPressed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputTouchState");

	APlayerController_GetInputTouchState_Params params;
	params.FingerIndex = FingerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (LocationX != nullptr)
		*LocationX = params.LocationX;
	if (LocationY != nullptr)
		*LocationY = params.LocationY;
	if (bIsCurrentlyPressed != nullptr)
		*bIsCurrentlyPressed = params.bIsCurrentlyPressed;
}


// Function Engine.PlayerController.GetInputMouseDelta
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          DeltaX                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          DeltaY                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void APlayerController::GetInputMouseDelta(float* DeltaX, float* DeltaY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputMouseDelta");

	APlayerController_GetInputMouseDelta_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (DeltaX != nullptr)
		*DeltaX = params.DeltaX;
	if (DeltaY != nullptr)
		*DeltaY = params.DeltaY;
}


// Function Engine.PlayerController.GetInputMotionState
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Tilt                           (Parm, OutParm, IsPlainOldData)
// struct FVector                 RotationRate                   (Parm, OutParm, IsPlainOldData)
// struct FVector                 Gravity                        (Parm, OutParm, IsPlainOldData)
// struct FVector                 Acceleration                   (Parm, OutParm, IsPlainOldData)

void APlayerController::GetInputMotionState(struct FVector* Tilt, struct FVector* RotationRate, struct FVector* Gravity, struct FVector* Acceleration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputMotionState");

	APlayerController_GetInputMotionState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Tilt != nullptr)
		*Tilt = params.Tilt;
	if (RotationRate != nullptr)
		*RotationRate = params.RotationRate;
	if (Gravity != nullptr)
		*Gravity = params.Gravity;
	if (Acceleration != nullptr)
		*Acceleration = params.Acceleration;
}


// Function Engine.PlayerController.GetInputKeyTimeDown
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float APlayerController::GetInputKeyTimeDown(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputKeyTimeDown");

	APlayerController_GetInputKeyTimeDown_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetInputAnalogStickState
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EControllerAnalogStick> WhichStick                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          StickX                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          StickY                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void APlayerController::GetInputAnalogStickState(TEnumAsByte<EControllerAnalogStick> WhichStick, float* StickX, float* StickY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputAnalogStickState");

	APlayerController_GetInputAnalogStickState_Params params;
	params.WhichStick = WhichStick;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (StickX != nullptr)
		*StickX = params.StickX;
	if (StickY != nullptr)
		*StickY = params.StickY;
}


// Function Engine.PlayerController.GetInputAnalogKeyState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float APlayerController::GetInputAnalogKeyState(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetInputAnalogKeyState");

	APlayerController_GetInputAnalogKeyState_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHUD
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AHUD*                    ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AHUD* APlayerController::GetHUD()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHUD");

	APlayerController_GetHUD_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHitResultUnderFingerForObjects
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitResult                      (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetHitResultUnderFingerForObjects(TEnumAsByte<ETouchIndex> FingerIndex, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, struct FHitResult* HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHitResultUnderFingerForObjects");

	APlayerController_GetHitResultUnderFingerForObjects_Params params;
	params.FingerIndex = FingerIndex;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitResult != nullptr)
		*HitResult = params.HitResult;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHitResultUnderFingerByChannel
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitResult                      (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetHitResultUnderFingerByChannel(TEnumAsByte<ETouchIndex> FingerIndex, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, struct FHitResult* HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHitResultUnderFingerByChannel");

	APlayerController_GetHitResultUnderFingerByChannel_Params params;
	params.FingerIndex = FingerIndex;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitResult != nullptr)
		*HitResult = params.HitResult;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHitResultUnderFinger
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ETouchIndex>       FingerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECollisionChannel> TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitResult                      (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetHitResultUnderFinger(TEnumAsByte<ETouchIndex> FingerIndex, TEnumAsByte<ECollisionChannel> TraceChannel, bool bTraceComplex, struct FHitResult* HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHitResultUnderFinger");

	APlayerController_GetHitResultUnderFinger_Params params;
	params.FingerIndex = FingerIndex;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitResult != nullptr)
		*HitResult = params.HitResult;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHitResultUnderCursorForObjects
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitResult                      (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetHitResultUnderCursorForObjects(TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, struct FHitResult* HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHitResultUnderCursorForObjects");

	APlayerController_GetHitResultUnderCursorForObjects_Params params;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitResult != nullptr)
		*HitResult = params.HitResult;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHitResultUnderCursorByChannel
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitResult                      (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetHitResultUnderCursorByChannel(TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, struct FHitResult* HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHitResultUnderCursorByChannel");

	APlayerController_GetHitResultUnderCursorByChannel_Params params;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitResult != nullptr)
		*HitResult = params.HitResult;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetHitResultUnderCursor
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ECollisionChannel> TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              HitResult                      (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::GetHitResultUnderCursor(TEnumAsByte<ECollisionChannel> TraceChannel, bool bTraceComplex, struct FHitResult* HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetHitResultUnderCursor");

	APlayerController_GetHitResultUnderCursor_Params params;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitResult != nullptr)
		*HitResult = params.HitResult;

	return params.ReturnValue;
}


// Function Engine.PlayerController.GetFocalLocation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APlayerController::GetFocalLocation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.GetFocalLocation");

	APlayerController_GetFocalLocation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerController.FOV
// (Exec, Native, Public)
// Parameters:
// float                          NewFOV                         (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::FOV(float NewFOV)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.FOV");

	APlayerController_FOV_Params params;
	params.NewFOV = NewFOV;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.EnableCheats
// (Exec, Native, Public)

void APlayerController::EnableCheats()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.EnableCheats");

	APlayerController_EnableCheats_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.DeprojectScreenPositionToWorld
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 WorldLocation                  (Parm, OutParm, IsPlainOldData)
// struct FVector                 WorldDirection                 (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, struct FVector* WorldLocation, struct FVector* WorldDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.DeprojectScreenPositionToWorld");

	APlayerController_DeprojectScreenPositionToWorld_Params params;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (WorldLocation != nullptr)
		*WorldLocation = params.WorldLocation;
	if (WorldDirection != nullptr)
		*WorldDirection = params.WorldDirection;

	return params.ReturnValue;
}


// Function Engine.PlayerController.DeprojectMousePositionToWorld
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (Parm, OutParm, IsPlainOldData)
// struct FVector                 WorldDirection                 (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerController::DeprojectMousePositionToWorld(struct FVector* WorldLocation, struct FVector* WorldDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.DeprojectMousePositionToWorld");

	APlayerController_DeprojectMousePositionToWorld_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (WorldLocation != nullptr)
		*WorldLocation = params.WorldLocation;
	if (WorldDirection != nullptr)
		*WorldDirection = params.WorldDirection;

	return params.ReturnValue;
}


// Function Engine.PlayerController.ConsoleKey
// (Exec, Native, Public)
// Parameters:
// struct FKey                    Key                            (Parm)

void APlayerController::ConsoleKey(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ConsoleKey");

	APlayerController_ConsoleKey_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientWasKicked
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FText                   KickReason                     (ConstParm, Parm, ReferenceParm)

void APlayerController::ClientWasKicked(const struct FText& KickReason)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientWasKicked");

	APlayerController_ClientWasKicked_Params params;
	params.KickReason = KickReason;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientVoiceHandshakeComplete
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientVoiceHandshakeComplete()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientVoiceHandshakeComplete");

	APlayerController_ClientVoiceHandshakeComplete_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientUpdateLevelStreamingStatus
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FName                   PackageName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bNewShouldBeLoaded             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bNewShouldBeVisible            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bNewShouldBlockOnLoad          (Parm, ZeroConstructor, IsPlainOldData)
// int                            LODIndex                       (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientUpdateLevelStreamingStatus(const struct FName& PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientUpdateLevelStreamingStatus");

	APlayerController_ClientUpdateLevelStreamingStatus_Params params;
	params.PackageName = PackageName;
	params.bNewShouldBeLoaded = bNewShouldBeLoaded;
	params.bNewShouldBeVisible = bNewShouldBeVisible;
	params.bNewShouldBlockOnLoad = bNewShouldBlockOnLoad;
	params.LODIndex = LODIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientUnmutePlayer
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FUniqueNetIdRepl        PlayerID                       (Parm)

void APlayerController::ClientUnmutePlayer(const struct FUniqueNetIdRepl& PlayerID)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientUnmutePlayer");

	APlayerController_ClientUnmutePlayer_Params params;
	params.PlayerID = PlayerID;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientTravelInternal
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)
// TEnumAsByte<ETravelType>       TravelType                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSeamless                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FGuid                   MapPackageGuid                 (Parm, IsPlainOldData)

void APlayerController::ClientTravelInternal(const struct FString& URL, TEnumAsByte<ETravelType> TravelType, bool bSeamless, const struct FGuid& MapPackageGuid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientTravelInternal");

	APlayerController_ClientTravelInternal_Params params;
	params.URL = URL;
	params.TravelType = TravelType;
	params.bSeamless = bSeamless;
	params.MapPackageGuid = MapPackageGuid;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientTravel
// (Final, Native, Public, HasDefaults)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)
// TEnumAsByte<ETravelType>       TravelType                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSeamless                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FGuid                   MapPackageGuid                 (Parm, IsPlainOldData)

void APlayerController::ClientTravel(const struct FString& URL, TEnumAsByte<ETravelType> TravelType, bool bSeamless, const struct FGuid& MapPackageGuid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientTravel");

	APlayerController_ClientTravel_Params params;
	params.URL = URL;
	params.TravelType = TravelType;
	params.bSeamless = bSeamless;
	params.MapPackageGuid = MapPackageGuid;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientTeamMessage
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class APlayerState*            SenderPlayerState              (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 S                              (Parm, ZeroConstructor)
// struct FName                   Type                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          MsgLifeTime                    (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientTeamMessage(class APlayerState* SenderPlayerState, const struct FString& S, const struct FName& Type, float MsgLifeTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientTeamMessage");

	APlayerController_ClientTeamMessage_Params params;
	params.SenderPlayerState = SenderPlayerState;
	params.S = S;
	params.Type = Type;
	params.MsgLifeTime = MsgLifeTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientStopForceFeedback
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class UForceFeedbackEffect*    ForceFeedbackEffect            (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientStopForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, const struct FName& Tag)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientStopForceFeedback");

	APlayerController_ClientStopForceFeedback_Params params;
	params.ForceFeedbackEffect = ForceFeedbackEffect;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientStopCameraShake
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class UClass*                  Shake                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bImmediately                   (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientStopCameraShake(class UClass* Shake, bool bImmediately)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientStopCameraShake");

	APlayerController_ClientStopCameraShake_Params params;
	params.Shake = Shake;
	params.bImmediately = bImmediately;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientStopCameraAnim
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class UCameraAnim*             AnimToStop                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientStopCameraAnim(class UCameraAnim* AnimToStop)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientStopCameraAnim");

	APlayerController_ClientStopCameraAnim_Params params;
	params.AnimToStop = AnimToStop;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientStartOnlineSession
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientStartOnlineSession()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientStartOnlineSession");

	APlayerController_ClientStartOnlineSession_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSpawnCameraLensEffect
// (Net, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class UClass*                  LensEffectEmitterClass         (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSpawnCameraLensEffect(class UClass* LensEffectEmitterClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSpawnCameraLensEffect");

	APlayerController_ClientSpawnCameraLensEffect_Params params;
	params.LensEffectEmitterClass = LensEffectEmitterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetViewTarget
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AActor*                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FViewTargetTransitionParams TransitionParams               (Parm)

void APlayerController::ClientSetViewTarget(class AActor* A, const struct FViewTargetTransitionParams& TransitionParams)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetViewTarget");

	APlayerController_ClientSetViewTarget_Params params;
	params.A = A;
	params.TransitionParams = TransitionParams;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetSpectatorWaiting
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                           bWaiting                       (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSetSpectatorWaiting(bool bWaiting)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetSpectatorWaiting");

	APlayerController_ClientSetSpectatorWaiting_Params params;
	params.bWaiting = bWaiting;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetHUD
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class UClass*                  NewHUDClass                    (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSetHUD(class UClass* NewHUDClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetHUD");

	APlayerController_ClientSetHUD_Params params;
	params.NewHUDClass = NewHUDClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetForceMipLevelsToBeResident
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ForceDuration                  (Parm, ZeroConstructor, IsPlainOldData)
// int                            CinematicTextureGroups         (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSetForceMipLevelsToBeResident(class UMaterialInterface* Material, float ForceDuration, int CinematicTextureGroups)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetForceMipLevelsToBeResident");

	APlayerController_ClientSetForceMipLevelsToBeResident_Params params;
	params.Material = Material;
	params.ForceDuration = ForceDuration;
	params.CinematicTextureGroups = CinematicTextureGroups;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetCinematicMode
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                           bInCinematicMode               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsMovement               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsTurning                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsHUD                    (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetCinematicMode");

	APlayerController_ClientSetCinematicMode_Params params;
	params.bInCinematicMode = bInCinematicMode;
	params.bAffectsMovement = bAffectsMovement;
	params.bAffectsTurning = bAffectsTurning;
	params.bAffectsHUD = bAffectsHUD;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetCameraMode
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FName                   NewCamMode                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSetCameraMode(const struct FName& NewCamMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetCameraMode");

	APlayerController_ClientSetCameraMode_Params params;
	params.NewCamMode = NewCamMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetCameraFade
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// bool                           bEnableFading                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FColor                  FadeColor                      (Parm, IsPlainOldData)
// struct FVector2D               FadeAlpha                      (Parm, IsPlainOldData)
// float                          FadeTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFadeAudio                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientSetCameraFade(bool bEnableFading, const struct FColor& FadeColor, const struct FVector2D& FadeAlpha, float FadeTime, bool bFadeAudio)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetCameraFade");

	APlayerController_ClientSetCameraFade_Params params;
	params.bEnableFading = bEnableFading;
	params.FadeColor = FadeColor;
	params.FadeAlpha = FadeAlpha;
	params.FadeTime = FadeTime;
	params.bFadeAudio = bFadeAudio;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientSetBlockOnAsyncLoading
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientSetBlockOnAsyncLoading()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientSetBlockOnAsyncLoading");

	APlayerController_ClientSetBlockOnAsyncLoading_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientReturnToMainMenu
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FString                 ReturnReason                   (Parm, ZeroConstructor)

void APlayerController::ClientReturnToMainMenu(const struct FString& ReturnReason)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientReturnToMainMenu");

	APlayerController_ClientReturnToMainMenu_Params params;
	params.ReturnReason = ReturnReason;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientRetryClientRestart
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class APawn*                   NewPawn                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientRetryClientRestart(class APawn* NewPawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientRetryClientRestart");

	APlayerController_ClientRetryClientRestart_Params params;
	params.NewPawn = NewPawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientRestart
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class APawn*                   NewPawn                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientRestart(class APawn* NewPawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientRestart");

	APlayerController_ClientRestart_Params params;
	params.NewPawn = NewPawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientReset
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientReset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientReset");

	APlayerController_ClientReset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientRepObjRef
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientRepObjRef(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientRepObjRef");

	APlayerController_ClientRepObjRef_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientReceiveLocalizedMessage
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class UClass*                  Message                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Switch                         (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerState*            RelatedPlayerState_2           (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerState*            RelatedPlayerState_3           (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 OptionalObject                 (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientReceiveLocalizedMessage(class UClass* Message, int Switch, class APlayerState* RelatedPlayerState_2, class APlayerState* RelatedPlayerState_3, class UObject* OptionalObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientReceiveLocalizedMessage");

	APlayerController_ClientReceiveLocalizedMessage_Params params;
	params.Message = Message;
	params.Switch = Switch;
	params.RelatedPlayerState_2 = RelatedPlayerState_2;
	params.RelatedPlayerState_3 = RelatedPlayerState_3;
	params.OptionalObject = OptionalObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPrestreamTextures
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AActor*                  ForcedActor                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          ForceDuration                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableStreaming               (Parm, ZeroConstructor, IsPlainOldData)
// int                            CinematicTextureGroups         (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientPrestreamTextures(class AActor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPrestreamTextures");

	APlayerController_ClientPrestreamTextures_Params params;
	params.ForcedActor = ForcedActor;
	params.ForceDuration = ForceDuration;
	params.bEnableStreaming = bEnableStreaming;
	params.CinematicTextureGroups = CinematicTextureGroups;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPrepareMapChange
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FName                   LevelName                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFirst                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLast                          (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientPrepareMapChange(const struct FName& LevelName, bool bFirst, bool bLast)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPrepareMapChange");

	APlayerController_ClientPrepareMapChange_Params params;
	params.LevelName = LevelName;
	params.bFirst = bFirst;
	params.bLast = bLast;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPlaySoundAtLocation
// (Net, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientPlaySoundAtLocation(class USoundBase* Sound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPlaySoundAtLocation");

	APlayerController_ClientPlaySoundAtLocation_Params params;
	params.Sound = Sound;
	params.Location = Location;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPlaySound
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientPlaySound(class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPlaySound");

	APlayerController_ClientPlaySound_Params params;
	params.Sound = Sound;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPlayForceFeedback
// (Net, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class UForceFeedbackEffect*    ForceFeedbackEffect            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIgnoreTimeDilation            (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientPlayForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, const struct FName& Tag)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPlayForceFeedback");

	APlayerController_ClientPlayForceFeedback_Params params;
	params.ForceFeedbackEffect = ForceFeedbackEffect;
	params.bLooping = bLooping;
	params.bIgnoreTimeDilation = bIgnoreTimeDilation;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPlayCameraShake
// (Net, Native, Event, Public, HasDefaults, NetClient, BlueprintCallable)
// Parameters:
// class UClass*                  Shake                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECameraAnimPlaySpace> PlaySpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                UserPlaySpaceRot               (Parm, IsPlainOldData)

void APlayerController::ClientPlayCameraShake(class UClass* Shake, float Scale, TEnumAsByte<ECameraAnimPlaySpace> PlaySpace, const struct FRotator& UserPlaySpaceRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPlayCameraShake");

	APlayerController_ClientPlayCameraShake_Params params;
	params.Shake = Shake;
	params.Scale = Scale;
	params.PlaySpace = PlaySpace;
	params.UserPlaySpaceRot = UserPlaySpaceRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientPlayCameraAnim
// (Net, Native, Event, Public, HasDefaults, NetClient, BlueprintCallable)
// Parameters:
// class UCameraAnim*             AnimToPlay                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Rate                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendInTime                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendOutTime                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLoop                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRandomStartTime               (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECameraAnimPlaySpace> Space                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                CustomPlaySpace                (Parm, IsPlainOldData)

void APlayerController::ClientPlayCameraAnim(class UCameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, TEnumAsByte<ECameraAnimPlaySpace> Space, const struct FRotator& CustomPlaySpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientPlayCameraAnim");

	APlayerController_ClientPlayCameraAnim_Params params;
	params.AnimToPlay = AnimToPlay;
	params.Scale = Scale;
	params.Rate = Rate;
	params.BlendInTime = BlendInTime;
	params.BlendOutTime = BlendOutTime;
	params.bLoop = bLoop;
	params.bRandomStartTime = bRandomStartTime;
	params.Space = Space;
	params.CustomPlaySpace = CustomPlaySpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientMutePlayer
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FUniqueNetIdRepl        PlayerID                       (Parm)

void APlayerController::ClientMutePlayer(const struct FUniqueNetIdRepl& PlayerID)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientMutePlayer");

	APlayerController_ClientMutePlayer_Params params;
	params.PlayerID = PlayerID;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientMessage
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FString                 S                              (Parm, ZeroConstructor)
// struct FName                   Type                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          MsgLifeTime                    (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientMessage(const struct FString& S, const struct FName& Type, float MsgLifeTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientMessage");

	APlayerController_ClientMessage_Params params;
	params.S = S;
	params.Type = Type;
	params.MsgLifeTime = MsgLifeTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientIgnoreMoveInput
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                           bIgnore                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientIgnoreMoveInput(bool bIgnore)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientIgnoreMoveInput");

	APlayerController_ClientIgnoreMoveInput_Params params;
	params.bIgnore = bIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientIgnoreLookInput
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                           bIgnore                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientIgnoreLookInput(bool bIgnore)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientIgnoreLookInput");

	APlayerController_ClientIgnoreLookInput_Params params;
	params.bIgnore = bIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientGotoState
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FName                   NewState                       (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientGotoState(const struct FName& NewState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientGotoState");

	APlayerController_ClientGotoState_Params params;
	params.NewState = NewState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientGameEnded
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AActor*                  EndGameFocus                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIsWinner                      (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientGameEnded(class AActor* EndGameFocus, bool bIsWinner)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientGameEnded");

	APlayerController_ClientGameEnded_Params params;
	params.EndGameFocus = EndGameFocus;
	params.bIsWinner = bIsWinner;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientForceGarbageCollection
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientForceGarbageCollection()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientForceGarbageCollection");

	APlayerController_ClientForceGarbageCollection_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientFlushLevelStreaming
// (Final, Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientFlushLevelStreaming()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientFlushLevelStreaming");

	APlayerController_ClientFlushLevelStreaming_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientEndOnlineSession
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientEndOnlineSession()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientEndOnlineSession");

	APlayerController_ClientEndOnlineSession_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientEnableNetworkVoice
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientEnableNetworkVoice(bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientEnableNetworkVoice");

	APlayerController_ClientEnableNetworkVoice_Params params;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientCommitMapChange
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientCommitMapChange()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientCommitMapChange");

	APlayerController_ClientCommitMapChange_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientClearCameraLensEffects
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)

void APlayerController::ClientClearCameraLensEffects()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientClearCameraLensEffects");

	APlayerController_ClientClearCameraLensEffects_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientCapBandwidth
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// int                            Cap                            (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientCapBandwidth(int Cap)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientCapBandwidth");

	APlayerController_ClientCapBandwidth_Params params;
	params.Cap = Cap;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientCancelPendingMapChange
// (Net, NetReliable, Native, Event, Public, NetClient)

void APlayerController::ClientCancelPendingMapChange()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientCancelPendingMapChange");

	APlayerController_ClientCancelPendingMapChange_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClientAddTextureStreamingLoc
// (Final, Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FVector                 InLoc                          (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bOverrideLocation              (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ClientAddTextureStreamingLoc(const struct FVector& InLoc, float Duration, bool bOverrideLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClientAddTextureStreamingLoc");

	APlayerController_ClientAddTextureStreamingLoc_Params params;
	params.InLoc = InLoc;
	params.Duration = Duration;
	params.bOverrideLocation = bOverrideLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ClearAudioListenerOverride
// (Final, Native, Public, BlueprintCallable)

void APlayerController::ClearAudioListenerOverride()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ClearAudioListenerOverride");

	APlayerController_ClearAudioListenerOverride_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.Camera
// (Exec, Native, Public)
// Parameters:
// struct FName                   NewMode                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::Camera(const struct FName& NewMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.Camera");

	APlayerController_Camera_Params params;
	params.NewMode = NewMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.AddYawInput
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::AddYawInput(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.AddYawInput");

	APlayerController_AddYawInput_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.AddRollInput
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::AddRollInput(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.AddRollInput");

	APlayerController_AddRollInput_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.AddPitchInput
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::AddPitchInput(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.AddPitchInput");

	APlayerController_AddPitchInput_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerController.ActivateTouchInterface
// (Native, Public, BlueprintCallable)
// Parameters:
// class UTouchInterface*         NewTouchInterface              (Parm, ZeroConstructor, IsPlainOldData)

void APlayerController::ActivateTouchInterface(class UTouchInterface* NewTouchInterface)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerController.ActivateTouchInterface");

	APlayerController_ActivateTouchInterface_Params params;
	params.NewTouchInterface = NewTouchInterface;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.Walk
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::Walk()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.Walk");

	UCheatManager_Walk_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ViewSelf
// (Exec, Native, Public)

void UCheatManager::ViewSelf()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ViewSelf");

	UCheatManager_ViewSelf_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ViewPlayer
// (Exec, Native, Public)
// Parameters:
// struct FString                 S                              (Parm, ZeroConstructor)

void UCheatManager::ViewPlayer(const struct FString& S)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ViewPlayer");

	UCheatManager_ViewPlayer_Params params;
	params.S = S;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ViewClass
// (Exec, Native, Public)
// Parameters:
// class UClass*                  DesiredClass                   (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::ViewClass(class UClass* DesiredClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ViewClass");

	UCheatManager_ViewClass_Params params;
	params.DesiredClass = DesiredClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ViewActor
// (Exec, Native, Public)
// Parameters:
// struct FName                   ActorName                      (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::ViewActor(const struct FName& ActorName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ViewActor");

	UCheatManager_ViewActor_Params params;
	params.ActorName = ActorName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ToggleDebugCamera
// (Exec, Native, Public)

void UCheatManager::ToggleDebugCamera()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ToggleDebugCamera");

	UCheatManager_ToggleDebugCamera_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ToggleAILogging
// (Exec, Native, Public)

void UCheatManager::ToggleAILogging()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ToggleAILogging");

	UCheatManager_ToggleAILogging_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.TestCollisionDistance
// (Exec, Native, Public)

void UCheatManager::TestCollisionDistance()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.TestCollisionDistance");

	UCheatManager_TestCollisionDistance_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.Teleport
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::Teleport()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.Teleport");

	UCheatManager_Teleport_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.Summon
// (Exec, Native, Public)
// Parameters:
// struct FString                 ClassName                      (Parm, ZeroConstructor)

void UCheatManager::Summon(const struct FString& ClassName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.Summon");

	UCheatManager_Summon_Params params;
	params.ClassName = ClassName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.StreamLevelOut
// (Exec, Native, Public)
// Parameters:
// struct FName                   PackageName                    (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::StreamLevelOut(const struct FName& PackageName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.StreamLevelOut");

	UCheatManager_StreamLevelOut_Params params;
	params.PackageName = PackageName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.StreamLevelIn
// (Exec, Native, Public)
// Parameters:
// struct FName                   PackageName                    (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::StreamLevelIn(const struct FName& PackageName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.StreamLevelIn");

	UCheatManager_StreamLevelIn_Params params;
	params.PackageName = PackageName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.Slomo
// (Exec, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewTimeDilation                (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::Slomo(float NewTimeDilation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.Slomo");

	UCheatManager_Slomo_Params params;
	params.NewTimeDilation = NewTimeDilation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.SetWorldOrigin
// (Final, Exec, Native, Public)

void UCheatManager::SetWorldOrigin()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.SetWorldOrigin");

	UCheatManager_SetWorldOrigin_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.SetNavDrawDistance
// (Final, Exec, Native, Public)
// Parameters:
// float                          DrawDistance                   (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::SetNavDrawDistance(float DrawDistance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.SetNavDrawDistance");

	UCheatManager_SetNavDrawDistance_Params params;
	params.DrawDistance = DrawDistance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.SetMouseSensitivityToDefault
// (Final, Exec, Native, Public)

void UCheatManager::SetMouseSensitivityToDefault()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.SetMouseSensitivityToDefault");

	UCheatManager_SetMouseSensitivityToDefault_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ServerToggleAILogging
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void UCheatManager::ServerToggleAILogging()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ServerToggleAILogging");

	UCheatManager_ServerToggleAILogging_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ReceiveInitCheatManager
// (Event, Public, BlueprintEvent)

void UCheatManager::ReceiveInitCheatManager()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ReceiveInitCheatManager");

	UCheatManager_ReceiveInitCheatManager_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ReceiveEndPlay
// (Event, Public, BlueprintEvent)

void UCheatManager::ReceiveEndPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ReceiveEndPlay");

	UCheatManager_ReceiveEndPlay_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.RebuildNavigation
// (Exec, Native, Public)

void UCheatManager::RebuildNavigation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.RebuildNavigation");

	UCheatManager_RebuildNavigation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.PlayersOnly
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::PlayersOnly()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.PlayersOnly");

	UCheatManager_PlayersOnly_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.OnlyLoadLevel
// (Exec, Native, Public)
// Parameters:
// struct FName                   PackageName                    (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::OnlyLoadLevel(const struct FName& PackageName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.OnlyLoadLevel");

	UCheatManager_OnlyLoadLevel_Params params;
	params.PackageName = PackageName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.LogLoc
// (Exec, Native, Public)

void UCheatManager::LogLoc()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.LogLoc");

	UCheatManager_LogLoc_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.InvertMouse
// (Final, Exec, Native, Public)

void UCheatManager::InvertMouse()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.InvertMouse");

	UCheatManager_InvertMouse_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.God
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::God()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.God");

	UCheatManager_God_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.Ghost
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::Ghost()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.Ghost");

	UCheatManager_Ghost_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.FreezeFrame
// (Exec, Native, Public, BlueprintCallable)
// Parameters:
// float                          Delay                          (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::FreezeFrame(float Delay)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.FreezeFrame");

	UCheatManager_FreezeFrame_Params params;
	params.Delay = Delay;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.Fly
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::Fly()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.Fly");

	UCheatManager_Fly_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.FlushLog
// (Exec, Native, Public)

void UCheatManager::FlushLog()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.FlushLog");

	UCheatManager_FlushLog_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.EnableDebugCamera
// (Native, Protected, BlueprintCallable)

void UCheatManager::EnableDebugCamera()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.EnableDebugCamera");

	UCheatManager_EnableDebugCamera_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DumpVoiceMutingState
// (Exec, Native, Public)

void UCheatManager::DumpVoiceMutingState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DumpVoiceMutingState");

	UCheatManager_DumpVoiceMutingState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DumpPartyState
// (Exec, Native, Public)

void UCheatManager::DumpPartyState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DumpPartyState");

	UCheatManager_DumpPartyState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DumpOnlineSessionState
// (Exec, Native, Public)

void UCheatManager::DumpOnlineSessionState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DumpOnlineSessionState");

	UCheatManager_DumpOnlineSessionState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DumpChatState
// (Exec, Native, Public)

void UCheatManager::DumpChatState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DumpChatState");

	UCheatManager_DumpChatState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DisableDebugCamera
// (Native, Protected, BlueprintCallable)

void UCheatManager::DisableDebugCamera()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DisableDebugCamera");

	UCheatManager_DisableDebugCamera_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DestroyTarget
// (Exec, Native, Public, BlueprintCallable)

void UCheatManager::DestroyTarget()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DestroyTarget");

	UCheatManager_DestroyTarget_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DestroyPawns
// (Exec, Native, Public)
// Parameters:
// class UClass*                  aClass                         (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::DestroyPawns(class UClass* aClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DestroyPawns");

	UCheatManager_DestroyPawns_Params params;
	params.aClass = aClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DestroyAllPawnsExceptTarget
// (Exec, Native, Public)

void UCheatManager::DestroyAllPawnsExceptTarget()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DestroyAllPawnsExceptTarget");

	UCheatManager_DestroyAllPawnsExceptTarget_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DestroyAll
// (Exec, Native, Public)
// Parameters:
// class UClass*                  aClass                         (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::DestroyAll(class UClass* aClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DestroyAll");

	UCheatManager_DestroyAll_Params params;
	params.aClass = aClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweepSize
// (Exec, Native, Public)
// Parameters:
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::DebugCapsuleSweepSize(float HalfHeight, float Radius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweepSize");

	UCheatManager_DebugCapsuleSweepSize_Params params;
	params.HalfHeight = HalfHeight;
	params.Radius = Radius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweepPawn
// (Exec, Native, Public)

void UCheatManager::DebugCapsuleSweepPawn()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweepPawn");

	UCheatManager_DebugCapsuleSweepPawn_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweepComplex
// (Exec, Native, Public)
// Parameters:
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::DebugCapsuleSweepComplex(bool bTraceComplex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweepComplex");

	UCheatManager_DebugCapsuleSweepComplex_Params params;
	params.bTraceComplex = bTraceComplex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweepClear
// (Exec, Native, Public)

void UCheatManager::DebugCapsuleSweepClear()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweepClear");

	UCheatManager_DebugCapsuleSweepClear_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweepChannel
// (Exec, Native, Public)
// Parameters:
// TEnumAsByte<ECollisionChannel> Channel                        (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::DebugCapsuleSweepChannel(TEnumAsByte<ECollisionChannel> Channel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweepChannel");

	UCheatManager_DebugCapsuleSweepChannel_Params params;
	params.Channel = Channel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweepCapture
// (Exec, Native, Public)

void UCheatManager::DebugCapsuleSweepCapture()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweepCapture");

	UCheatManager_DebugCapsuleSweepCapture_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DebugCapsuleSweep
// (Exec, Native, Public)

void UCheatManager::DebugCapsuleSweep()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DebugCapsuleSweep");

	UCheatManager_DebugCapsuleSweep_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.DamageTarget
// (Exec, Native, Public, BlueprintCallable)
// Parameters:
// float                          DamageAmount                   (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::DamageTarget(float DamageAmount)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.DamageTarget");

	UCheatManager_DamageTarget_Params params;
	params.DamageAmount = DamageAmount;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.CheatScript
// (Final, Exec, Native, Public)
// Parameters:
// struct FString                 ScriptName                     (Parm, ZeroConstructor)

void UCheatManager::CheatScript(const struct FString& ScriptName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.CheatScript");

	UCheatManager_CheatScript_Params params;
	params.ScriptName = ScriptName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.ChangeSize
// (Exec, Native, Public, BlueprintCallable)
// Parameters:
// float                          F                              (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::ChangeSize(float F)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.ChangeSize");

	UCheatManager_ChangeSize_Params params;
	params.F = F;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.BugItStringCreator
// (Exec, Native, Public, HasOutParms, HasDefaults)
// Parameters:
// struct FVector                 ViewLocation                   (Parm, IsPlainOldData)
// struct FRotator                ViewRotation                   (Parm, IsPlainOldData)
// struct FString                 GoString                       (Parm, OutParm, ZeroConstructor)
// struct FString                 LocString                      (Parm, OutParm, ZeroConstructor)

void UCheatManager::BugItStringCreator(const struct FVector& ViewLocation, const struct FRotator& ViewRotation, struct FString* GoString, struct FString* LocString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.BugItStringCreator");

	UCheatManager_BugItStringCreator_Params params;
	params.ViewLocation = ViewLocation;
	params.ViewRotation = ViewRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (GoString != nullptr)
		*GoString = params.GoString;
	if (LocString != nullptr)
		*LocString = params.LocString;
}


// Function Engine.CheatManager.BugItGo
// (Exec, Native, Public)
// Parameters:
// float                          X                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Y                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Z                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Pitch                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Yaw                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Roll                           (Parm, ZeroConstructor, IsPlainOldData)

void UCheatManager::BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.BugItGo");

	UCheatManager_BugItGo_Params params;
	params.X = X;
	params.Y = Y;
	params.Z = Z;
	params.Pitch = Pitch;
	params.Yaw = Yaw;
	params.Roll = Roll;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CheatManager.BugIt
// (Exec, Native, Public)
// Parameters:
// struct FString                 ScreenShotDescription          (Parm, ZeroConstructor)

void UCheatManager::BugIt(const struct FString& ScreenShotDescription)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CheatManager.BugIt");

	UCheatManager_BugIt_Params params;
	params.ScreenShotDescription = ScreenShotDescription;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.SpawnDefaultController
// (Native, Public, BlueprintCallable)

void APawn::SpawnDefaultController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.SpawnDefaultController");

	APawn_SpawnDefaultController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.SetUseViewTranslatedTransform
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewUseViewTranslatedTransform (Parm, ZeroConstructor, IsPlainOldData)

void APawn::SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.SetUseViewTranslatedTransform");

	APawn_SetUseViewTranslatedTransform_Params params;
	params.bNewUseViewTranslatedTransform = bNewUseViewTranslatedTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.SetCanAffectNavigationGeneration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bForceUpdate                   (Parm, ZeroConstructor, IsPlainOldData)

void APawn::SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.SetCanAffectNavigationGeneration");

	APawn_SetCanAffectNavigationGeneration_Params params;
	params.bNewValue = bNewValue;
	params.bForceUpdate = bForceUpdate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.ReceiveUnpossessed
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*             OldController                  (Parm, ZeroConstructor, IsPlainOldData)

void APawn::ReceiveUnpossessed(class AController* OldController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.ReceiveUnpossessed");

	APawn_ReceiveUnpossessed_Params params;
	params.OldController = OldController;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.ReceivePossessed
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController*             NewController                  (Parm, ZeroConstructor, IsPlainOldData)

void APawn::ReceivePossessed(class AController* NewController)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.ReceivePossessed");

	APawn_ReceivePossessed_Params params;
	params.NewController = NewController;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.PawnMakeNoise
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                          Loudness                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NoiseLocation                  (Parm, IsPlainOldData)
// bool                           bUseNoiseMakerLocation         (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  NoiseMaker                     (Parm, ZeroConstructor, IsPlainOldData)

void APawn::PawnMakeNoise(float Loudness, const struct FVector& NoiseLocation, bool bUseNoiseMakerLocation, class AActor* NoiseMaker)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.PawnMakeNoise");

	APawn_PawnMakeNoise_Params params;
	params.Loudness = Loudness;
	params.NoiseLocation = NoiseLocation;
	params.bUseNoiseMakerLocation = bUseNoiseMakerLocation;
	params.NoiseMaker = NoiseMaker;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.OnRep_PlayerState
// (Native, Public)

void APawn::OnRep_PlayerState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.OnRep_PlayerState");

	APawn_OnRep_PlayerState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.OnRep_Controller
// (Native, Public)

void APawn::OnRep_Controller()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.OnRep_Controller");

	APawn_OnRep_Controller_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.LaunchPawn
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 LaunchVelocity                 (Parm, IsPlainOldData)
// bool                           bXYOverride                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bZOverride                     (Parm, ZeroConstructor, IsPlainOldData)

void APawn::LaunchPawn(const struct FVector& LaunchVelocity, bool bXYOverride, bool bZOverride)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.LaunchPawn");

	APawn_LaunchPawn_Params params;
	params.LaunchVelocity = LaunchVelocity;
	params.bXYOverride = bXYOverride;
	params.bZOverride = bZOverride;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.K2_GetMovementInputVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APawn::K2_GetMovementInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.K2_GetMovementInputVector");

	APawn_K2_GetMovementInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.IsPlayerControlled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APawn::IsPlayerControlled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.IsPlayerControlled");

	APawn_IsPlayerControlled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.IsMoveInputIgnored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APawn::IsMoveInputIgnored()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.IsMoveInputIgnored");

	APawn_IsMoveInputIgnored_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.IsLocallyControlled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APawn::IsLocallyControlled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.IsLocallyControlled");

	APawn_IsLocallyControlled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.IsControlled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APawn::IsControlled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.IsControlled");

	APawn_IsControlled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetPendingMovementInputVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APawn::GetPendingMovementInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetPendingMovementInputVector");

	APawn_GetPendingMovementInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetNavAgentLocation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APawn::GetNavAgentLocation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetNavAgentLocation");

	APawn_GetNavAgentLocation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetMovementComponent
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPawnMovementComponent*  ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UPawnMovementComponent* APawn::GetMovementComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetMovementComponent");

	APawn_GetMovementComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetMovementBaseActor
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class APawn*                   Pawn                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* APawn::GetMovementBaseActor(class APawn* Pawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetMovementBaseActor");

	APawn_GetMovementBaseActor_Params params;
	params.Pawn = Pawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetLastMovementInputVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APawn::GetLastMovementInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetLastMovementInputVector");

	APawn_GetLastMovementInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetControlRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator APawn::GetControlRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetControlRotation");

	APawn_GetControlRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AController*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AController* APawn::GetController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetController");

	APawn_GetController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.GetBaseAimRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator APawn::GetBaseAimRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.GetBaseAimRotation");

	APawn_GetBaseAimRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.DetachFromControllerPendingDestroy
// (Native, Public, BlueprintCallable)

void APawn::DetachFromControllerPendingDestroy()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.DetachFromControllerPendingDestroy");

	APawn_DetachFromControllerPendingDestroy_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.ConsumeMovementInputVector
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APawn::ConsumeMovementInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.ConsumeMovementInputVector");

	APawn_ConsumeMovementInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Pawn.AddMovementInput
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 WorldDirection                 (Parm, IsPlainOldData)
// float                          ScaleValue                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bForce                         (Parm, ZeroConstructor, IsPlainOldData)

void APawn::AddMovementInput(const struct FVector& WorldDirection, float ScaleValue, bool bForce)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.AddMovementInput");

	APawn_AddMovementInput_Params params;
	params.WorldDirection = WorldDirection;
	params.ScaleValue = ScaleValue;
	params.bForce = bForce;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.AddControllerYawInput
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void APawn::AddControllerYawInput(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.AddControllerYawInput");

	APawn_AddControllerYawInput_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.AddControllerRollInput
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void APawn::AddControllerRollInput(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.AddControllerRollInput");

	APawn_AddControllerRollInput_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Pawn.AddControllerPitchInput
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void APawn::AddControllerPitchInput(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Pawn.AddControllerPitchInput");

	APawn_AddControllerPitchInput_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.UnCrouch
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bClientSimulation              (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::UnCrouch(bool bClientSimulation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.UnCrouch");

	ACharacter_UnCrouch_Params params;
	params.bClientSimulation = bClientSimulation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.StopJumping
// (Native, Public, BlueprintCallable)

void ACharacter::StopJumping()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.StopJumping");

	ACharacter_StopJumping_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.StopAnimMontage
// (Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            AnimMontage                    (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::StopAnimMontage(class UAnimMontage* AnimMontage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.StopAnimMontage");

	ACharacter_StopAnimMontage_Params params;
	params.AnimMontage = AnimMontage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.SetReplicateMovement
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInReplicateMovement           (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::SetReplicateMovement(bool bInReplicateMovement)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.SetReplicateMovement");

	ACharacter_SetReplicateMovement_Params params;
	params.bInReplicateMovement = bInReplicateMovement;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.RootMotionDebugClientPrintOnScreen
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)

void ACharacter::RootMotionDebugClientPrintOnScreen(const struct FString& inString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.RootMotionDebugClientPrintOnScreen");

	ACharacter_RootMotionDebugClientPrintOnScreen_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.PlayAnimMontage
// (Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            AnimMontage                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   StartSectionName               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float ACharacter::PlayAnimMontage(class UAnimMontage* AnimMontage, float InPlayRate, const struct FName& StartSectionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.PlayAnimMontage");

	ACharacter_PlayAnimMontage_Params params;
	params.AnimMontage = AnimMontage;
	params.InPlayRate = InPlayRate;
	params.StartSectionName = StartSectionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.OnWalkingOffLedge
// (Native, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                 PreviousFloorImpactNormal      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 PreviousFloorContactNormal     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 PreviousLocation               (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          TimeDelta                      (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::OnWalkingOffLedge(const struct FVector& PreviousFloorImpactNormal, const struct FVector& PreviousFloorContactNormal, const struct FVector& PreviousLocation, float TimeDelta)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnWalkingOffLedge");

	ACharacter_OnWalkingOffLedge_Params params;
	params.PreviousFloorImpactNormal = PreviousFloorImpactNormal;
	params.PreviousFloorContactNormal = PreviousFloorContactNormal;
	params.PreviousLocation = PreviousLocation;
	params.TimeDelta = TimeDelta;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.OnRep_RootMotion
// (Final, Native, Public)

void ACharacter::OnRep_RootMotion()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnRep_RootMotion");

	ACharacter_OnRep_RootMotion_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.OnRep_ReplicatedBasedMovement
// (Native, Public)

void ACharacter::OnRep_ReplicatedBasedMovement()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnRep_ReplicatedBasedMovement");

	ACharacter_OnRep_ReplicatedBasedMovement_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.OnRep_IsCrouched
// (Native, Public)

void ACharacter::OnRep_IsCrouched()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnRep_IsCrouched");

	ACharacter_OnRep_IsCrouched_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.OnLaunched
// (Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                 LaunchVelocity                 (Parm, IsPlainOldData)
// bool                           bXYOverride                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bZOverride                     (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::OnLaunched(const struct FVector& LaunchVelocity, bool bXYOverride, bool bZOverride)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnLaunched");

	ACharacter_OnLaunched_Params params;
	params.LaunchVelocity = LaunchVelocity;
	params.bXYOverride = bXYOverride;
	params.bZOverride = bZOverride;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.OnLanded
// (Event, Public, HasOutParms, BlueprintEvent)
// Parameters:
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void ACharacter::OnLanded(const struct FHitResult& Hit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnLanded");

	ACharacter_OnLanded_Params params;
	params.Hit = Hit;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.OnJumped
// (Native, Event, Public, BlueprintEvent)

void ACharacter::OnJumped()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.OnJumped");

	ACharacter_OnJumped_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.LaunchCharacter
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 LaunchVelocity                 (Parm, IsPlainOldData)
// bool                           bXYOverride                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bZOverride                     (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::LaunchCharacter(const struct FVector& LaunchVelocity, bool bXYOverride, bool bZOverride)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.LaunchCharacter");

	ACharacter_LaunchCharacter_Params params;
	params.LaunchVelocity = LaunchVelocity;
	params.bXYOverride = bXYOverride;
	params.bZOverride = bZOverride;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.K2_UpdateCustomMovement
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::K2_UpdateCustomMovement(float DeltaTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.K2_UpdateCustomMovement");

	ACharacter_K2_UpdateCustomMovement_Params params;
	params.DeltaTime = DeltaTime;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.K2_OnStartCrouch
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          HalfHeightAdjust               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScaledHalfHeightAdjust         (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.K2_OnStartCrouch");

	ACharacter_K2_OnStartCrouch_Params params;
	params.HalfHeightAdjust = HalfHeightAdjust;
	params.ScaledHalfHeightAdjust = ScaledHalfHeightAdjust;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.K2_OnMovementModeChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<EMovementMode>     PrevMovementMode               (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EMovementMode>     NewMovementMode                (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  PrevCustomMode                 (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  NewCustomMode                  (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::K2_OnMovementModeChanged(TEnumAsByte<EMovementMode> PrevMovementMode, TEnumAsByte<EMovementMode> NewMovementMode, unsigned char PrevCustomMode, unsigned char NewCustomMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.K2_OnMovementModeChanged");

	ACharacter_K2_OnMovementModeChanged_Params params;
	params.PrevMovementMode = PrevMovementMode;
	params.NewMovementMode = NewMovementMode;
	params.PrevCustomMode = PrevCustomMode;
	params.NewCustomMode = NewCustomMode;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.K2_OnEndCrouch
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          HalfHeightAdjust               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScaledHalfHeightAdjust         (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.K2_OnEndCrouch");

	ACharacter_K2_OnEndCrouch_Params params;
	params.HalfHeightAdjust = HalfHeightAdjust;
	params.ScaledHalfHeightAdjust = ScaledHalfHeightAdjust;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.Jump
// (Native, Public, BlueprintCallable)

void ACharacter::Jump()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.Jump");

	ACharacter_Jump_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.IsPlayingRootMotion
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ACharacter::IsPlayingRootMotion()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.IsPlayingRootMotion");

	ACharacter_IsPlayingRootMotion_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.IsPlayingNetworkedRootMotionMontage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ACharacter::IsPlayingNetworkedRootMotionMontage()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.IsPlayingNetworkedRootMotionMontage");

	ACharacter_IsPlayingNetworkedRootMotionMontage_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.IsPlayer
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ACharacter::IsPlayer()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.IsPlayer");

	ACharacter_IsPlayer_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.IsJumpProvidingForce
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ACharacter::IsJumpProvidingForce()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.IsJumpProvidingForce");

	ACharacter_IsJumpProvidingForce_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.GetCurrentMontage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAnimMontage* ACharacter::GetCurrentMontage()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.GetCurrentMontage");

	ACharacter_GetCurrentMontage_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.GetBaseTranslationOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector ACharacter::GetBaseTranslationOffset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.GetBaseTranslationOffset");

	ACharacter_GetBaseTranslationOffset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.GetBaseRotationOffsetRotator
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator ACharacter::GetBaseRotationOffsetRotator()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.GetBaseRotationOffsetRotator");

	ACharacter_GetBaseRotationOffsetRotator_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.GetAnimRootMotionTranslationScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float ACharacter::GetAnimRootMotionTranslationScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.GetAnimRootMotionTranslationScale");

	ACharacter_GetAnimRootMotionTranslationScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.Crouch
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bClientSimulation              (Parm, ZeroConstructor, IsPlainOldData)

void ACharacter::Crouch(bool bClientSimulation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.Crouch");

	ACharacter_Crouch_Params params;
	params.bClientSimulation = bClientSimulation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.ClientCheatWalk
// (Net, NetReliable, Native, Event, Public, NetClient)

void ACharacter::ClientCheatWalk()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.ClientCheatWalk");

	ACharacter_ClientCheatWalk_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.ClientCheatGhost
// (Net, NetReliable, Native, Event, Public, NetClient)

void ACharacter::ClientCheatGhost()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.ClientCheatGhost");

	ACharacter_ClientCheatGhost_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.ClientCheatFly
// (Net, NetReliable, Native, Event, Public, NetClient)

void ACharacter::ClientCheatFly()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.ClientCheatFly");

	ACharacter_ClientCheatFly_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Character.CanJumpInternal
// (Native, Event, Protected, BlueprintEvent, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ACharacter::CanJumpInternal()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.CanJumpInternal");

	ACharacter_CanJumpInternal_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.CanJump
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ACharacter::CanJump()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.CanJump");

	ACharacter_CanJump_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Character.CacheInitialMeshOffset
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 MeshRelativeLocation           (Parm, IsPlainOldData)
// struct FRotator                MeshRelativeRotation           (Parm, IsPlainOldData)

void ACharacter::CacheInitialMeshOffset(const struct FVector& MeshRelativeLocation, const struct FRotator& MeshRelativeRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Character.CacheInitialMeshOffset");

	ACharacter_CacheInitialMeshOffset_Params params;
	params.MeshRelativeLocation = MeshRelativeLocation;
	params.MeshRelativeRotation = MeshRelativeRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshComponent.SetVectorParameterValueOnMaterials
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ParameterValue                 (ConstParm, Parm, IsPlainOldData)

void UMeshComponent::SetVectorParameterValueOnMaterials(const struct FName& ParameterName, const struct FVector& ParameterValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.SetVectorParameterValueOnMaterials");

	UMeshComponent_SetVectorParameterValueOnMaterials_Params params;
	params.ParameterName = ParameterName;
	params.ParameterValue = ParameterValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshComponent.SetScalarParameterValueOnMaterials
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ParameterValue                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UMeshComponent::SetScalarParameterValueOnMaterials(const struct FName& ParameterName, float ParameterValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.SetScalarParameterValueOnMaterials");

	UMeshComponent_SetScalarParameterValueOnMaterials_Params params;
	params.ParameterName = ParameterName;
	params.ParameterValue = ParameterValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshComponent.PrestreamTextures
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Seconds                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPrioritizeCharacterTextures   (Parm, ZeroConstructor, IsPlainOldData)
// int                            CinematicTextureGroups         (Parm, ZeroConstructor, IsPlainOldData)

void UMeshComponent::PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.PrestreamTextures");

	UMeshComponent_PrestreamTextures_Params params;
	params.Seconds = Seconds;
	params.bPrioritizeCharacterTextures = bPrioritizeCharacterTextures;
	params.CinematicTextureGroups = CinematicTextureGroups;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshComponent.IsMaterialSlotNameValid
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   MaterialSlotName               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UMeshComponent::IsMaterialSlotNameValid(const struct FName& MaterialSlotName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.IsMaterialSlotNameValid");

	UMeshComponent_IsMaterialSlotNameValid_Params params;
	params.MaterialSlotName = MaterialSlotName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MeshComponent.GetMaterialSlotNames
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FName>           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FName> UMeshComponent::GetMaterialSlotNames()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.GetMaterialSlotNames");

	UMeshComponent_GetMaterialSlotNames_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MeshComponent.GetMaterials
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UMaterialInterface*> ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<class UMaterialInterface*> UMeshComponent::GetMaterials()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.GetMaterials");

	UMeshComponent_GetMaterials_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MeshComponent.GetMaterialIndex
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   MaterialSlotName               (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UMeshComponent::GetMaterialIndex(const struct FName& MaterialSlotName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshComponent.GetMaterialIndex");

	UMeshComponent_GetMaterialIndex_Params params;
	params.MaterialSlotName = MaterialSlotName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMeshComponent.SetStaticMesh
// (Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMesh*             NewMesh                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UStaticMeshComponent::SetStaticMesh(class UStaticMesh* NewMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMeshComponent.SetStaticMesh");

	UStaticMeshComponent_SetStaticMesh_Params params;
	params.NewMesh = NewMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMeshComponent.SetForcedLodModel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            NewForcedLodModel              (Parm, ZeroConstructor, IsPlainOldData)

void UStaticMeshComponent::SetForcedLodModel(int NewForcedLodModel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMeshComponent.SetForcedLodModel");

	UStaticMeshComponent_SetForcedLodModel_Params params;
	params.NewForcedLodModel = NewForcedLodModel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StaticMeshComponent.SetDistanceFieldSelfShadowBias
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UStaticMeshComponent::SetDistanceFieldSelfShadowBias(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMeshComponent.SetDistanceFieldSelfShadowBias");

	UStaticMeshComponent_SetDistanceFieldSelfShadowBias_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StaticMeshComponent.SetDirty
// (Final, Native, Public, BlueprintCallable)

void UStaticMeshComponent::SetDirty()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMeshComponent.SetDirty");

	UStaticMeshComponent_SetDirty_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StaticMeshComponent.OnRep_StaticMesh
// (Final, Native, Public)
// Parameters:
// class UStaticMesh*             OldStaticMesh                  (Parm, ZeroConstructor, IsPlainOldData)

void UStaticMeshComponent::OnRep_StaticMesh(class UStaticMesh* OldStaticMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMeshComponent.OnRep_StaticMesh");

	UStaticMeshComponent_OnRep_StaticMesh_Params params;
	params.OldStaticMesh = OldStaticMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StaticMeshComponent.GetLocalBounds
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Min                            (Parm, OutParm, IsPlainOldData)
// struct FVector                 Max                            (Parm, OutParm, IsPlainOldData)

void UStaticMeshComponent::GetLocalBounds(struct FVector* Min, struct FVector* Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMeshComponent.GetLocalBounds");

	UStaticMeshComponent_GetLocalBounds_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Min != nullptr)
		*Min = params.Min;
	if (Max != nullptr)
		*Max = params.Max;
}


// Function Engine.CameraComponent.SetUseFieldOfViewForLOD
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInUseFieldOfViewForLOD        (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetUseFieldOfViewForLOD");

	UCameraComponent_SetUseFieldOfViewForLOD_Params params;
	params.bInUseFieldOfViewForLOD = bInUseFieldOfViewForLOD;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetProjectionMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ECameraProjectionMode> InProjectionMode               (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetProjectionMode(TEnumAsByte<ECameraProjectionMode> InProjectionMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetProjectionMode");

	UCameraComponent_SetProjectionMode_Params params;
	params.InProjectionMode = InProjectionMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetPostProcessBlendWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InPostProcessBlendWeight       (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetPostProcessBlendWeight(float InPostProcessBlendWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetPostProcessBlendWeight");

	UCameraComponent_SetPostProcessBlendWeight_Params params;
	params.InPostProcessBlendWeight = InPostProcessBlendWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetOrthoWidth
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InOrthoWidth                   (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetOrthoWidth(float InOrthoWidth)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetOrthoWidth");

	UCameraComponent_SetOrthoWidth_Params params;
	params.InOrthoWidth = InOrthoWidth;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetOrthoNearClipPlane
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InOrthoNearClipPlane           (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetOrthoNearClipPlane(float InOrthoNearClipPlane)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetOrthoNearClipPlane");

	UCameraComponent_SetOrthoNearClipPlane_Params params;
	params.InOrthoNearClipPlane = InOrthoNearClipPlane;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetOrthoFarClipPlane
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InOrthoFarClipPlane            (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetOrthoFarClipPlane(float InOrthoFarClipPlane)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetOrthoFarClipPlane");

	UCameraComponent_SetOrthoFarClipPlane_Params params;
	params.InOrthoFarClipPlane = InOrthoFarClipPlane;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetFieldOfView
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InFieldOfView                  (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetFieldOfView(float InFieldOfView)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetFieldOfView");

	UCameraComponent_SetFieldOfView_Params params;
	params.InFieldOfView = InFieldOfView;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetConstraintAspectRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInConstrainAspectRatio        (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetConstraintAspectRatio(bool bInConstrainAspectRatio)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetConstraintAspectRatio");

	UCameraComponent_SetConstraintAspectRatio_Params params;
	params.bInConstrainAspectRatio = bInConstrainAspectRatio;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetAspectRatio
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InAspectRatio                  (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetAspectRatio(float InAspectRatio)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetAspectRatio");

	UCameraComponent_SetAspectRatio_Params params;
	params.InAspectRatio = InAspectRatio;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.SetActive
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewActive                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bReset                         (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::SetActive(bool bNewActive, bool bReset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.SetActive");

	UCameraComponent_SetActive_Params params;
	params.bNewActive = bNewActive;
	params.bReset = bReset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.RemoveBlendable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UBlendableInterface> InBlendableObject              (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::RemoveBlendable(const TScriptInterface<class UBlendableInterface>& InBlendableObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.RemoveBlendable");

	UCameraComponent_RemoveBlendable_Params params;
	params.InBlendableObject = InBlendableObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.GetCameraView
// (Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FMinimalViewInfo        DesiredView                    (Parm, OutParm)

void UCameraComponent::GetCameraView(float DeltaTime, struct FMinimalViewInfo* DesiredView)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.GetCameraView");

	UCameraComponent_GetCameraView_Params params;
	params.DeltaTime = DeltaTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (DesiredView != nullptr)
		*DesiredView = params.DesiredView;
}


// Function Engine.CameraComponent.ApplyDrawDistanceOffset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InFieldOfView                  (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::ApplyDrawDistanceOffset(float InFieldOfView)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.ApplyDrawDistanceOffset");

	UCameraComponent_ApplyDrawDistanceOffset_Params params;
	params.InFieldOfView = InFieldOfView;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraComponent.AddOrUpdateBlendable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UBlendableInterface> InBlendableObject              (Parm, ZeroConstructor, IsPlainOldData)
// float                          InWeight                       (Parm, ZeroConstructor, IsPlainOldData)

void UCameraComponent::AddOrUpdateBlendable(const TScriptInterface<class UBlendableInterface>& InBlendableObject, float InWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraComponent.AddOrUpdateBlendable");

	UCameraComponent_AddOrUpdateBlendable_Params params;
	params.InBlendableObject = InBlendableObject;
	params.InWeight = InWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ShowHUD
// (Exec, Native, Public)

void AHUD::ShowHUD()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ShowHUD");

	AHUD_ShowHUD_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ShowDebugToggleSubCategory
// (Final, Exec, Native, Public)
// Parameters:
// struct FName                   Category                       (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ShowDebugToggleSubCategory(const struct FName& Category)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ShowDebugToggleSubCategory");

	AHUD_ShowDebugToggleSubCategory_Params params;
	params.Category = Category;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ShowDebugForReticleTargetToggle
// (Final, Exec, Native, Public)
// Parameters:
// class UClass*                  DesiredClass                   (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ShowDebugForReticleTargetToggle(class UClass* DesiredClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ShowDebugForReticleTargetToggle");

	AHUD_ShowDebugForReticleTargetToggle_Params params;
	params.DesiredClass = DesiredClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ShowDebug
// (Exec, Native, Public)
// Parameters:
// struct FName                   DebugType                      (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ShowDebug(const struct FName& DebugType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ShowDebug");

	AHUD_ShowDebug_Params params;
	params.DebugType = DebugType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.RemoveDebugText
// (Final, Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AActor*                  SrcActor                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLeaveDurationText             (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::RemoveDebugText(class AActor* SrcActor, bool bLeaveDurationText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.RemoveDebugText");

	AHUD_RemoveDebugText_Params params;
	params.SrcActor = SrcActor;
	params.bLeaveDurationText = bLeaveDurationText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.RemoveAllDebugStrings
// (Final, Net, NetReliable, Native, Event, Public, NetClient)

void AHUD::RemoveAllDebugStrings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.RemoveAllDebugStrings");

	AHUD_RemoveAllDebugStrings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ReceiveHitBoxRelease
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FName                   BoxName                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ReceiveHitBoxRelease(const struct FName& BoxName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ReceiveHitBoxRelease");

	AHUD_ReceiveHitBoxRelease_Params params;
	params.BoxName = BoxName;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ReceiveHitBoxEndCursorOver
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FName                   BoxName                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ReceiveHitBoxEndCursorOver(const struct FName& BoxName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ReceiveHitBoxEndCursorOver");

	AHUD_ReceiveHitBoxEndCursorOver_Params params;
	params.BoxName = BoxName;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ReceiveHitBoxClick
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FName                   BoxName                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ReceiveHitBoxClick(const struct FName& BoxName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ReceiveHitBoxClick");

	AHUD_ReceiveHitBoxClick_Params params;
	params.BoxName = BoxName;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ReceiveHitBoxBeginCursorOver
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FName                   BoxName                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ReceiveHitBoxBeginCursorOver(const struct FName& BoxName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ReceiveHitBoxBeginCursorOver");

	AHUD_ReceiveHitBoxBeginCursorOver_Params params;
	params.BoxName = BoxName;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.ReceiveDrawHUD
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// int                            SizeX                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            SizeY                          (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::ReceiveDrawHUD(int SizeX, int SizeY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.ReceiveDrawHUD");

	AHUD_ReceiveDrawHUD_Params params;
	params.SizeX = SizeX;
	params.SizeY = SizeY;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.Project
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector AHUD::Project(const struct FVector& Location)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.Project");

	AHUD_Project_Params params;
	params.Location = Location;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.HUD.GetTextSize
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FString                 Text                           (Parm, ZeroConstructor)
// float                          OutWidth                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutHeight                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class UFont*                   Font                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::GetTextSize(const struct FString& Text, class UFont* Font, float Scale, float* OutWidth, float* OutHeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.GetTextSize");

	AHUD_GetTextSize_Params params;
	params.Text = Text;
	params.Font = Font;
	params.Scale = Scale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutWidth != nullptr)
		*OutWidth = params.OutWidth;
	if (OutHeight != nullptr)
		*OutHeight = params.OutHeight;
}


// Function Engine.HUD.GetOwningPlayerController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerController*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APlayerController* AHUD::GetOwningPlayerController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.GetOwningPlayerController");

	AHUD_GetOwningPlayerController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.HUD.GetOwningPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* AHUD::GetOwningPawn()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.GetOwningPawn");

	AHUD_GetOwningPawn_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.HUD.GetActorsInSelectionRectangle
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  ClassFilter                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               FirstPoint                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector2D               SecondPoint                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)
// bool                           bIncludeNonCollidingComponents (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bActorMustBeFullyEnclosed      (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::GetActorsInSelectionRectangle(class UClass* ClassFilter, const struct FVector2D& FirstPoint, const struct FVector2D& SecondPoint, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.GetActorsInSelectionRectangle");

	AHUD_GetActorsInSelectionRectangle_Params params;
	params.ClassFilter = ClassFilter;
	params.FirstPoint = FirstPoint;
	params.SecondPoint = SecondPoint;
	params.bIncludeNonCollidingComponents = bIncludeNonCollidingComponents;
	params.bActorMustBeFullyEnclosed = bActorMustBeFullyEnclosed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;
}


// Function Engine.HUD.DrawTextureSimple
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture*                Texture                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bScalePosition                 (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::DrawTextureSimple(class UTexture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawTextureSimple");

	AHUD_DrawTextureSimple_Params params;
	params.Texture = Texture;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;
	params.Scale = Scale;
	params.bScalePosition = bScalePosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawTexture
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture*                Texture                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenW                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenH                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          TextureU                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          TextureV                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          TextureUWidth                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          TextureVHeight                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TintColor                      (Parm, IsPlainOldData)
// TEnumAsByte<EBlendMode>        BlendMode                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bScalePosition                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          Rotation                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               RotPivot                       (Parm, IsPlainOldData)

void AHUD::DrawTexture(class UTexture* Texture, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float TextureVHeight, const struct FLinearColor& TintColor, TEnumAsByte<EBlendMode> BlendMode, float Scale, bool bScalePosition, float Rotation, const struct FVector2D& RotPivot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawTexture");

	AHUD_DrawTexture_Params params;
	params.Texture = Texture;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;
	params.ScreenW = ScreenW;
	params.ScreenH = ScreenH;
	params.TextureU = TextureU;
	params.TextureV = TextureV;
	params.TextureUWidth = TextureUWidth;
	params.TextureVHeight = TextureVHeight;
	params.TintColor = TintColor;
	params.BlendMode = BlendMode;
	params.Scale = Scale;
	params.bScalePosition = bScalePosition;
	params.Rotation = Rotation;
	params.RotPivot = RotPivot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawText
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FString                 Text                           (Parm, ZeroConstructor)
// struct FLinearColor            TextColor                      (Parm, IsPlainOldData)
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// class UFont*                   Font                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bScalePosition                 (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::DrawText(const struct FString& Text, const struct FLinearColor& TextColor, float ScreenX, float ScreenY, class UFont* Font, float Scale, bool bScalePosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawText");

	AHUD_DrawText_Params params;
	params.Text = Text;
	params.TextColor = TextColor;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;
	params.Font = Font;
	params.Scale = Scale;
	params.bScalePosition = bScalePosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawRect
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            RectColor                      (Parm, IsPlainOldData)
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenW                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenH                        (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::DrawRect(const struct FLinearColor& RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawRect");

	AHUD_DrawRect_Params params;
	params.RectColor = RectColor;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;
	params.ScreenW = ScreenW;
	params.ScreenH = ScreenH;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawMaterialTriangle
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               V0_Pos                         (Parm, IsPlainOldData)
// struct FVector2D               V1_Pos                         (Parm, IsPlainOldData)
// struct FVector2D               V2_Pos                         (Parm, IsPlainOldData)
// struct FVector2D               V0_UV                          (Parm, IsPlainOldData)
// struct FVector2D               V1_UV                          (Parm, IsPlainOldData)
// struct FVector2D               V2_UV                          (Parm, IsPlainOldData)
// struct FLinearColor            V0_Color                       (Parm, IsPlainOldData)
// struct FLinearColor            V1_Color                       (Parm, IsPlainOldData)
// struct FLinearColor            V2_Color                       (Parm, IsPlainOldData)

void AHUD::DrawMaterialTriangle(class UMaterialInterface* Material, const struct FVector2D& V0_Pos, const struct FVector2D& V1_Pos, const struct FVector2D& V2_Pos, const struct FVector2D& V0_UV, const struct FVector2D& V1_UV, const struct FVector2D& V2_UV, const struct FLinearColor& V0_Color, const struct FLinearColor& V1_Color, const struct FLinearColor& V2_Color)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawMaterialTriangle");

	AHUD_DrawMaterialTriangle_Params params;
	params.Material = Material;
	params.V0_Pos = V0_Pos;
	params.V1_Pos = V1_Pos;
	params.V2_Pos = V2_Pos;
	params.V0_UV = V0_UV;
	params.V1_UV = V1_UV;
	params.V2_UV = V2_UV;
	params.V0_Color = V0_Color;
	params.V1_Color = V1_Color;
	params.V2_Color = V2_Color;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawMaterialSimple
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenW                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenH                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bScalePosition                 (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::DrawMaterialSimple(class UMaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawMaterialSimple");

	AHUD_DrawMaterialSimple_Params params;
	params.Material = Material;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;
	params.ScreenW = ScreenW;
	params.ScreenH = ScreenH;
	params.Scale = Scale;
	params.bScalePosition = bScalePosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawMaterial
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenW                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenH                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaterialU                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaterialV                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaterialUWidth                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaterialVHeight                (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bScalePosition                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          Rotation                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               RotPivot                       (Parm, IsPlainOldData)

void AHUD::DrawMaterial(class UMaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float Rotation, const struct FVector2D& RotPivot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawMaterial");

	AHUD_DrawMaterial_Params params;
	params.Material = Material;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;
	params.ScreenW = ScreenW;
	params.ScreenH = ScreenH;
	params.MaterialU = MaterialU;
	params.MaterialV = MaterialV;
	params.MaterialUWidth = MaterialUWidth;
	params.MaterialVHeight = MaterialVHeight;
	params.Scale = Scale;
	params.bScalePosition = bScalePosition;
	params.Rotation = Rotation;
	params.RotPivot = RotPivot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.DrawLine
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                          StartScreenX                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartScreenY                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          EndScreenX                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          EndScreenY                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          LineThickness                  (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, const struct FLinearColor& LineColor, float LineThickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.DrawLine");

	AHUD_DrawLine_Params params;
	params.StartScreenX = StartScreenX;
	params.StartScreenY = StartScreenY;
	params.EndScreenX = EndScreenX;
	params.EndScreenY = EndScreenY;
	params.LineColor = LineColor;
	params.LineThickness = LineThickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.Deproject
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ScreenX                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ScreenY                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 WorldPosition                  (Parm, OutParm, IsPlainOldData)
// struct FVector                 WorldDirection                 (Parm, OutParm, IsPlainOldData)

void AHUD::Deproject(float ScreenX, float ScreenY, struct FVector* WorldPosition, struct FVector* WorldDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.Deproject");

	AHUD_Deproject_Params params;
	params.ScreenX = ScreenX;
	params.ScreenY = ScreenY;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (WorldPosition != nullptr)
		*WorldPosition = params.WorldPosition;
	if (WorldDirection != nullptr)
		*WorldDirection = params.WorldDirection;
}


// Function Engine.HUD.AddHitBox
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               Position                       (Parm, IsPlainOldData)
// struct FVector2D               Size                           (Parm, IsPlainOldData)
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bConsumesInput                 (Parm, ZeroConstructor, IsPlainOldData)
// int                            Priority                       (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::AddHitBox(const struct FVector2D& Position, const struct FVector2D& Size, const struct FName& InName, bool bConsumesInput, int Priority)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.AddHitBox");

	AHUD_AddHitBox_Params params;
	params.Position = Position;
	params.Size = Size;
	params.InName = InName;
	params.bConsumesInput = bConsumesInput;
	params.Priority = Priority;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.HUD.AddDebugText
// (Final, Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FString                 DebugText                      (Parm, ZeroConstructor)
// class AActor*                  SrcActor                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Offset                         (Parm, IsPlainOldData)
// struct FVector                 DesiredOffset                  (Parm, IsPlainOldData)
// struct FColor                  TextColor                      (Parm, IsPlainOldData)
// bool                           bSkipOverwriteCheck            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAbsoluteLocation              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bKeepAttachedToActor           (Parm, ZeroConstructor, IsPlainOldData)
// class UFont*                   InFont                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          FontScale                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bDrawShadow                    (Parm, ZeroConstructor, IsPlainOldData)

void AHUD::AddDebugText(const struct FString& DebugText, class AActor* SrcActor, float Duration, const struct FVector& Offset, const struct FVector& DesiredOffset, const struct FColor& TextColor, bool bSkipOverwriteCheck, bool bAbsoluteLocation, bool bKeepAttachedToActor, class UFont* InFont, float FontScale, bool bDrawShadow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HUD.AddDebugText");

	AHUD_AddDebugText_Params params;
	params.DebugText = DebugText;
	params.SrcActor = SrcActor;
	params.Duration = Duration;
	params.Offset = Offset;
	params.DesiredOffset = DesiredOffset;
	params.TextColor = TextColor;
	params.bSkipOverwriteCheck = bSkipOverwriteCheck;
	params.bAbsoluteLocation = bAbsoluteLocation;
	params.bKeepAttachedToActor = bKeepAttachedToActor;
	params.InFont = InFont;
	params.FontScale = FontScale;
	params.bDrawShadow = bDrawShadow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavMovementComponent.StopMovementKeepPathing
// (Final, Native, Public, BlueprintCallable)

void UNavMovementComponent::StopMovementKeepPathing()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.StopMovementKeepPathing");

	UNavMovementComponent_StopMovementKeepPathing_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavMovementComponent.StopActiveMovement
// (Native, Public, BlueprintCallable)

void UNavMovementComponent::StopActiveMovement()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.StopActiveMovement");

	UNavMovementComponent_StopActiveMovement_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavMovementComponent.IsSwimming
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavMovementComponent::IsSwimming()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.IsSwimming");

	UNavMovementComponent_IsSwimming_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavMovementComponent.IsMovingOnGround
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavMovementComponent::IsMovingOnGround()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.IsMovingOnGround");

	UNavMovementComponent_IsMovingOnGround_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavMovementComponent.IsFlying
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavMovementComponent::IsFlying()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.IsFlying");

	UNavMovementComponent_IsFlying_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavMovementComponent.IsFalling
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavMovementComponent::IsFalling()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.IsFalling");

	UNavMovementComponent_IsFalling_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavMovementComponent.IsCrouching
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavMovementComponent::IsCrouching()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavMovementComponent.IsCrouching");

	UNavMovementComponent_IsCrouching_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.K2_GetInputVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPawnMovementComponent::K2_GetInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.K2_GetInputVector");

	UPawnMovementComponent_K2_GetInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.IsMoveInputIgnored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPawnMovementComponent::IsMoveInputIgnored()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.IsMoveInputIgnored");

	UPawnMovementComponent_IsMoveInputIgnored_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.GetPendingInputVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPawnMovementComponent::GetPendingInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.GetPendingInputVector");

	UPawnMovementComponent_GetPendingInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.GetPawnOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* UPawnMovementComponent::GetPawnOwner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.GetPawnOwner");

	UPawnMovementComponent_GetPawnOwner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.GetLastInputVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPawnMovementComponent::GetLastInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.GetLastInputVector");

	UPawnMovementComponent_GetLastInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.ConsumeInputVector
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPawnMovementComponent::ConsumeInputVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.ConsumeInputVector");

	UPawnMovementComponent_ConsumeInputVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnMovementComponent.AddInputVector
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 WorldVector                    (Parm, IsPlainOldData)
// bool                           bForce                         (Parm, ZeroConstructor, IsPlainOldData)

void UPawnMovementComponent::AddInputVector(const struct FVector& WorldVector, bool bForce)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnMovementComponent.AddInputVector");

	UPawnMovementComponent_AddInputVector_Params params;
	params.WorldVector = WorldVector;
	params.bForce = bForce;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetWalkableFloorZ
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InWalkableFloorZ               (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetWalkableFloorZ(float InWalkableFloorZ)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetWalkableFloorZ");

	UCharacterMovementComponent_SetWalkableFloorZ_Params params;
	params.InWalkableFloorZ = InWalkableFloorZ;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetWalkableFloorAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InWalkableFloorAngle           (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetWalkableFloorAngle(float InWalkableFloorAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetWalkableFloorAngle");

	UCharacterMovementComponent_SetWalkableFloorAngle_Params params;
	params.InWalkableFloorAngle = InWalkableFloorAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetMovementMode
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EMovementMode>     NewMovementMode                (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  NewCustomMode                  (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetMovementMode(TEnumAsByte<EMovementMode> NewMovementMode, unsigned char NewCustomMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetMovementMode");

	UCharacterMovementComponent_SetMovementMode_Params params;
	params.NewMovementMode = NewMovementMode;
	params.NewCustomMode = NewCustomMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetGroupsToIgnoreMask
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FNavAvoidanceMask       GroupMask                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UCharacterMovementComponent::SetGroupsToIgnoreMask(const struct FNavAvoidanceMask& GroupMask)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetGroupsToIgnoreMask");

	UCharacterMovementComponent_SetGroupsToIgnoreMask_Params params;
	params.GroupMask = GroupMask;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetGroupsToIgnore
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            GroupFlags                     (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetGroupsToIgnore(int GroupFlags)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetGroupsToIgnore");

	UCharacterMovementComponent_SetGroupsToIgnore_Params params;
	params.GroupFlags = GroupFlags;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetGroupsToAvoidMask
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FNavAvoidanceMask       GroupMask                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UCharacterMovementComponent::SetGroupsToAvoidMask(const struct FNavAvoidanceMask& GroupMask)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetGroupsToAvoidMask");

	UCharacterMovementComponent_SetGroupsToAvoidMask_Params params;
	params.GroupMask = GroupMask;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetGroupsToAvoid
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            GroupFlags                     (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetGroupsToAvoid(int GroupFlags)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetGroupsToAvoid");

	UCharacterMovementComponent_SetGroupsToAvoid_Params params;
	params.GroupFlags = GroupFlags;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetAvoidanceGroupMask
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FNavAvoidanceMask       GroupMask                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UCharacterMovementComponent::SetAvoidanceGroupMask(const struct FNavAvoidanceMask& GroupMask)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetAvoidanceGroupMask");

	UCharacterMovementComponent_SetAvoidanceGroupMask_Params params;
	params.GroupMask = GroupMask;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetAvoidanceGroup
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            GroupFlags                     (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetAvoidanceGroup(int GroupFlags)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetAvoidanceGroup");

	UCharacterMovementComponent_SetAvoidanceGroup_Params params;
	params.GroupFlags = GroupFlags;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.SetAvoidanceEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::SetAvoidanceEnabled(bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.SetAvoidanceEnabled");

	UCharacterMovementComponent_SetAvoidanceEnabled_Params params;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ServerMoveOld
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// float                          OldTimeStamp                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector_NetQuantize10   OldAccel                       (Parm)
// unsigned char                  OldMoveFlags                   (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ServerMoveOld(float OldTimeStamp, const struct FVector_NetQuantize10& OldAccel, unsigned char OldMoveFlags)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ServerMoveOld");

	UCharacterMovementComponent_ServerMoveOld_Params params;
	params.OldTimeStamp = OldTimeStamp;
	params.OldAccel = OldAccel;
	params.OldMoveFlags = OldMoveFlags;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ServerMoveDualHybridRootMotion
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// float                          TimeStamp0                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector_NetQuantize10   InAccel0                       (Parm)
// unsigned char                  PendingFlags                   (Parm, ZeroConstructor, IsPlainOldData)
// uint32_t                       View0                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector_NetQuantize10   InAccel                        (Parm)
// struct FVector_NetQuantize100  ClientLoc                      (Parm)
// unsigned char                  NewFlags                       (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ClientRoll                     (Parm, ZeroConstructor, IsPlainOldData)
// uint32_t                       View                           (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     ClientMovementBase             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   ClientBaseBoneName             (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ClientMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ServerMoveDualHybridRootMotion(float TimeStamp0, const struct FVector_NetQuantize10& InAccel0, unsigned char PendingFlags, uint32_t View0, float TimeStamp, const struct FVector_NetQuantize10& InAccel, const struct FVector_NetQuantize100& ClientLoc, unsigned char NewFlags, unsigned char ClientRoll, uint32_t View, class UPrimitiveComponent* ClientMovementBase, const struct FName& ClientBaseBoneName, unsigned char ClientMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ServerMoveDualHybridRootMotion");

	UCharacterMovementComponent_ServerMoveDualHybridRootMotion_Params params;
	params.TimeStamp0 = TimeStamp0;
	params.InAccel0 = InAccel0;
	params.PendingFlags = PendingFlags;
	params.View0 = View0;
	params.TimeStamp = TimeStamp;
	params.InAccel = InAccel;
	params.ClientLoc = ClientLoc;
	params.NewFlags = NewFlags;
	params.ClientRoll = ClientRoll;
	params.View = View;
	params.ClientMovementBase = ClientMovementBase;
	params.ClientBaseBoneName = ClientBaseBoneName;
	params.ClientMovementMode = ClientMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ServerMoveDual
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// float                          TimeStamp0                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector_NetQuantize10   InAccel0                       (Parm)
// unsigned char                  PendingFlags                   (Parm, ZeroConstructor, IsPlainOldData)
// uint32_t                       View0                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector_NetQuantize10   InAccel                        (Parm)
// struct FVector_NetQuantize100  ClientLoc                      (Parm)
// unsigned char                  NewFlags                       (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ClientRoll                     (Parm, ZeroConstructor, IsPlainOldData)
// uint32_t                       View                           (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     ClientMovementBase             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   ClientBaseBoneName             (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ClientMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ServerMoveDual(float TimeStamp0, const struct FVector_NetQuantize10& InAccel0, unsigned char PendingFlags, uint32_t View0, float TimeStamp, const struct FVector_NetQuantize10& InAccel, const struct FVector_NetQuantize100& ClientLoc, unsigned char NewFlags, unsigned char ClientRoll, uint32_t View, class UPrimitiveComponent* ClientMovementBase, const struct FName& ClientBaseBoneName, unsigned char ClientMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ServerMoveDual");

	UCharacterMovementComponent_ServerMoveDual_Params params;
	params.TimeStamp0 = TimeStamp0;
	params.InAccel0 = InAccel0;
	params.PendingFlags = PendingFlags;
	params.View0 = View0;
	params.TimeStamp = TimeStamp;
	params.InAccel = InAccel;
	params.ClientLoc = ClientLoc;
	params.NewFlags = NewFlags;
	params.ClientRoll = ClientRoll;
	params.View = View;
	params.ClientMovementBase = ClientMovementBase;
	params.ClientBaseBoneName = ClientBaseBoneName;
	params.ClientMovementMode = ClientMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ServerMove
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector_NetQuantize10   InAccel                        (Parm)
// struct FVector_NetQuantize100  ClientLoc                      (Parm)
// unsigned char                  CompressedMoveFlags            (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ClientRoll                     (Parm, ZeroConstructor, IsPlainOldData)
// uint32_t                       View                           (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     ClientMovementBase             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   ClientBaseBoneName             (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ClientMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ServerMove(float TimeStamp, const struct FVector_NetQuantize10& InAccel, const struct FVector_NetQuantize100& ClientLoc, unsigned char CompressedMoveFlags, unsigned char ClientRoll, uint32_t View, class UPrimitiveComponent* ClientMovementBase, const struct FName& ClientBaseBoneName, unsigned char ClientMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ServerMove");

	UCharacterMovementComponent_ServerMove_Params params;
	params.TimeStamp = TimeStamp;
	params.InAccel = InAccel;
	params.ClientLoc = ClientLoc;
	params.CompressedMoveFlags = CompressedMoveFlags;
	params.ClientRoll = ClientRoll;
	params.View = View;
	params.ClientMovementBase = ClientMovementBase;
	params.ClientBaseBoneName = ClientBaseBoneName;
	params.ClientMovementMode = ClientMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.K2_GetWalkableFloorZ
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::K2_GetWalkableFloorZ()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.K2_GetWalkableFloorZ");

	UCharacterMovementComponent_K2_GetWalkableFloorZ_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.K2_GetWalkableFloorAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::K2_GetWalkableFloorAngle()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.K2_GetWalkableFloorAngle");

	UCharacterMovementComponent_K2_GetWalkableFloorAngle_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.K2_GetModifiedMaxAcceleration
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::K2_GetModifiedMaxAcceleration()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.K2_GetModifiedMaxAcceleration");

	UCharacterMovementComponent_K2_GetModifiedMaxAcceleration_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.K2_FindFloor
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 CapsuleLocation                (Parm, IsPlainOldData)
// struct FFindFloorResult        FloorResult                    (Parm, OutParm)

void UCharacterMovementComponent::K2_FindFloor(const struct FVector& CapsuleLocation, struct FFindFloorResult* FloorResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.K2_FindFloor");

	UCharacterMovementComponent_K2_FindFloor_Params params;
	params.CapsuleLocation = CapsuleLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (FloorResult != nullptr)
		*FloorResult = params.FloorResult;
}


// Function Engine.CharacterMovementComponent.K2_ComputeFloorDist
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 CapsuleLocation                (Parm, IsPlainOldData)
// float                          LineDistance                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          SweepDistance                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          SweepRadius                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FFindFloorResult        FloorResult                    (Parm, OutParm)

void UCharacterMovementComponent::K2_ComputeFloorDist(const struct FVector& CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, struct FFindFloorResult* FloorResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.K2_ComputeFloorDist");

	UCharacterMovementComponent_K2_ComputeFloorDist_Params params;
	params.CapsuleLocation = CapsuleLocation;
	params.LineDistance = LineDistance;
	params.SweepDistance = SweepDistance;
	params.SweepRadius = SweepRadius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (FloorResult != nullptr)
		*FloorResult = params.FloorResult;
}


// Function Engine.CharacterMovementComponent.IsWalking
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UCharacterMovementComponent::IsWalking()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.IsWalking");

	UCharacterMovementComponent_IsWalking_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.IsWalkable
// (Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UCharacterMovementComponent::IsWalkable(const struct FHitResult& Hit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.IsWalkable");

	UCharacterMovementComponent_IsWalkable_Params params;
	params.Hit = Hit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetValidPerchRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetValidPerchRadius()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetValidPerchRadius");

	UCharacterMovementComponent_GetValidPerchRadius_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetPerchRadiusThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetPerchRadiusThreshold()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetPerchRadiusThreshold");

	UCharacterMovementComponent_GetPerchRadiusThreshold_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetMovementBase
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPrimitiveComponent*     ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UPrimitiveComponent* UCharacterMovementComponent::GetMovementBase()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetMovementBase");

	UCharacterMovementComponent_GetMovementBase_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetMinAnalogSpeed
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetMinAnalogSpeed()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetMinAnalogSpeed");

	UCharacterMovementComponent_GetMinAnalogSpeed_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetMaxJumpHeightWithJumpTime
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetMaxJumpHeightWithJumpTime()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetMaxJumpHeightWithJumpTime");

	UCharacterMovementComponent_GetMaxJumpHeightWithJumpTime_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetMaxJumpHeight
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetMaxJumpHeight()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetMaxJumpHeight");

	UCharacterMovementComponent_GetMaxJumpHeight_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetMaxBrakingDeceleration
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetMaxBrakingDeceleration()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetMaxBrakingDeceleration");

	UCharacterMovementComponent_GetMaxBrakingDeceleration_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetMaxAcceleration
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetMaxAcceleration()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetMaxAcceleration");

	UCharacterMovementComponent_GetMaxAcceleration_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetImpartedMovementBaseVelocity
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UCharacterMovementComponent::GetImpartedMovementBaseVelocity()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetImpartedMovementBaseVelocity");

	UCharacterMovementComponent_GetImpartedMovementBaseVelocity_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetCurrentAcceleration
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UCharacterMovementComponent::GetCurrentAcceleration()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetCurrentAcceleration");

	UCharacterMovementComponent_GetCurrentAcceleration_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetCharacterOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ACharacter*              ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ACharacter* UCharacterMovementComponent::GetCharacterOwner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetCharacterOwner");

	UCharacterMovementComponent_GetCharacterOwner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.GetAnalogInputModifier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCharacterMovementComponent::GetAnalogInputModifier()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.GetAnalogInputModifier");

	UCharacterMovementComponent_GetAnalogInputModifier_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CharacterMovementComponent.DisableMovement
// (Native, Public, BlueprintCallable)

void UCharacterMovementComponent::DisableMovement()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.DisableMovement");

	UCharacterMovementComponent_DisableMovement_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ClientVeryShortAdjustPosition
// (Net, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewLoc                         (Parm, IsPlainOldData)
// class UPrimitiveComponent*     NewBase                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   NewBaseBoneName                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHasBase                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bBaseRelativePosition          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ServerMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ClientVeryShortAdjustPosition(float TimeStamp, const struct FVector& NewLoc, class UPrimitiveComponent* NewBase, const struct FName& NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned char ServerMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ClientVeryShortAdjustPosition");

	UCharacterMovementComponent_ClientVeryShortAdjustPosition_Params params;
	params.TimeStamp = TimeStamp;
	params.NewLoc = NewLoc;
	params.NewBase = NewBase;
	params.NewBaseBoneName = NewBaseBoneName;
	params.bHasBase = bHasBase;
	params.bBaseRelativePosition = bBaseRelativePosition;
	params.ServerMovementMode = ServerMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ClientAdjustRootMotionSourcePosition
// (Net, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FRootMotionSourceGroup  ServerRootMotion               (Parm)
// bool                           bHasAnimRootMotion             (Parm, ZeroConstructor, IsPlainOldData)
// float                          ServerMontageTrackPosition     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ServerLoc                      (Parm, IsPlainOldData)
// struct FVector_NetQuantizeNormal ServerRotation                 (Parm)
// float                          ServerVelZ                     (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     ServerBase                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   ServerBoneName                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHasBase                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bBaseRelativePosition          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ServerMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition(float TimeStamp, const struct FRootMotionSourceGroup& ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, const struct FVector& ServerLoc, const struct FVector_NetQuantizeNormal& ServerRotation, float ServerVelZ, class UPrimitiveComponent* ServerBase, const struct FName& ServerBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned char ServerMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ClientAdjustRootMotionSourcePosition");

	UCharacterMovementComponent_ClientAdjustRootMotionSourcePosition_Params params;
	params.TimeStamp = TimeStamp;
	params.ServerRootMotion = ServerRootMotion;
	params.bHasAnimRootMotion = bHasAnimRootMotion;
	params.ServerMontageTrackPosition = ServerMontageTrackPosition;
	params.ServerLoc = ServerLoc;
	params.ServerRotation = ServerRotation;
	params.ServerVelZ = ServerVelZ;
	params.ServerBase = ServerBase;
	params.ServerBoneName = ServerBoneName;
	params.bHasBase = bHasBase;
	params.bBaseRelativePosition = bBaseRelativePosition;
	params.ServerMovementMode = ServerMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ClientAdjustRootMotionPosition
// (Net, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ServerMontageTrackPosition     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ServerLoc                      (Parm, IsPlainOldData)
// struct FVector_NetQuantizeNormal ServerRotation                 (Parm)
// float                          ServerVelZ                     (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     ServerBase                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   ServerBoneName                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHasBase                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bBaseRelativePosition          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ServerMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, const struct FVector& ServerLoc, const struct FVector_NetQuantizeNormal& ServerRotation, float ServerVelZ, class UPrimitiveComponent* ServerBase, const struct FName& ServerBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned char ServerMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ClientAdjustRootMotionPosition");

	UCharacterMovementComponent_ClientAdjustRootMotionPosition_Params params;
	params.TimeStamp = TimeStamp;
	params.ServerMontageTrackPosition = ServerMontageTrackPosition;
	params.ServerLoc = ServerLoc;
	params.ServerRotation = ServerRotation;
	params.ServerVelZ = ServerVelZ;
	params.ServerBase = ServerBase;
	params.ServerBoneName = ServerBoneName;
	params.bHasBase = bHasBase;
	params.bBaseRelativePosition = bBaseRelativePosition;
	params.ServerMovementMode = ServerMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ClientAdjustPosition
// (Net, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewLoc                         (Parm, IsPlainOldData)
// struct FVector                 NewVel                         (Parm, IsPlainOldData)
// class UPrimitiveComponent*     NewBase                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   NewBaseBoneName                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHasBase                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bBaseRelativePosition          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ServerMovementMode             (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ClientAdjustPosition(float TimeStamp, const struct FVector& NewLoc, const struct FVector& NewVel, class UPrimitiveComponent* NewBase, const struct FName& NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned char ServerMovementMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ClientAdjustPosition");

	UCharacterMovementComponent_ClientAdjustPosition_Params params;
	params.TimeStamp = TimeStamp;
	params.NewLoc = NewLoc;
	params.NewVel = NewVel;
	params.NewBase = NewBase;
	params.NewBaseBoneName = NewBaseBoneName;
	params.bHasBase = bHasBase;
	params.bBaseRelativePosition = bBaseRelativePosition;
	params.ServerMovementMode = ServerMovementMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ClientAckGoodMove
// (Net, Native, Event, Public, NetClient)
// Parameters:
// float                          TimeStamp                      (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::ClientAckGoodMove(float TimeStamp)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ClientAckGoodMove");

	UCharacterMovementComponent_ClientAckGoodMove_Params params;
	params.TimeStamp = TimeStamp;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.ClearAccumulatedForces
// (Native, Public, BlueprintCallable)

void UCharacterMovementComponent::ClearAccumulatedForces()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.ClearAccumulatedForces");

	UCharacterMovementComponent_ClearAccumulatedForces_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.CapsuleTouched
// (Native, Protected, HasOutParms)
// Parameters:
// class UPrimitiveComponent*     OverlappedComp                 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class AActor*                  Other                          (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     OtherComp                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// int                            OtherBodyIndex                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFromSweep                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              SweepResult                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UCharacterMovementComponent::CapsuleTouched(class UPrimitiveComponent* OverlappedComp, class AActor* Other, class UPrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.CapsuleTouched");

	UCharacterMovementComponent_CapsuleTouched_Params params;
	params.OverlappedComp = OverlappedComp;
	params.Other = Other;
	params.OtherComp = OtherComp;
	params.OtherBodyIndex = OtherBodyIndex;
	params.bFromSweep = bFromSweep;
	params.SweepResult = SweepResult;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.CalcVelocity
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Friction                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFluid                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          BrakingDeceleration            (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.CalcVelocity");

	UCharacterMovementComponent_CalcVelocity_Params params;
	params.DeltaTime = DeltaTime;
	params.Friction = Friction;
	params.bFluid = bFluid;
	params.BrakingDeceleration = BrakingDeceleration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.AddImpulse
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// bool                           bVelocityChange                (Parm, ZeroConstructor, IsPlainOldData)

void UCharacterMovementComponent::AddImpulse(const struct FVector& Impulse, bool bVelocityChange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.AddImpulse");

	UCharacterMovementComponent_AddImpulse_Params params;
	params.Impulse = Impulse;
	params.bVelocityChange = bVelocityChange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CharacterMovementComponent.AddForce
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 force                          (Parm, IsPlainOldData)

void UCharacterMovementComponent::AddForce(const struct FVector& force)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CharacterMovementComponent.AddForce");

	UCharacterMovementComponent_AddForce_Params params;
	params.force = force;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraShake.ReceiveStopShake
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                           bImmediately                   (Parm, ZeroConstructor, IsPlainOldData)

void UCameraShake::ReceiveStopShake(bool bImmediately)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraShake.ReceiveStopShake");

	UCameraShake_ReceiveStopShake_Params params;
	params.bImmediately = bImmediately;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraShake.ReceiveRestart
// (Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// class APlayerCameraManager*    Camera                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECameraAnimPlaySpace> InPlaySpace                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                UserPlaySpaceRot               (Parm, IsPlainOldData)

void UCameraShake::ReceiveRestart(class APlayerCameraManager* Camera, float Scale, TEnumAsByte<ECameraAnimPlaySpace> InPlaySpace, const struct FRotator& UserPlaySpaceRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraShake.ReceiveRestart");

	UCameraShake_ReceiveRestart_Params params;
	params.Camera = Camera;
	params.Scale = Scale;
	params.InPlaySpace = InPlaySpace;
	params.UserPlaySpaceRot = UserPlaySpaceRot;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraShake.ReceivePlayShake
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)

void UCameraShake::ReceivePlayShake(float Scale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraShake.ReceivePlayShake");

	UCameraShake_ReceivePlayShake_Params params;
	params.Scale = Scale;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraShake.ReceiveIsFinished
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UCameraShake::ReceiveIsFinished()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraShake.ReceiveIsFinished");

	UCameraShake_ReceiveIsFinished_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CameraShake.BlueprintUpdateCameraShake
// (Event, Public, HasOutParms, BlueprintEvent)
// Parameters:
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FMinimalViewInfo        POV                            (ConstParm, Parm, OutParm, ReferenceParm)
// struct FMinimalViewInfo        ModifiedPOV                    (Parm, OutParm)

void UCameraShake::BlueprintUpdateCameraShake(float DeltaTime, float alpha, const struct FMinimalViewInfo& POV, struct FMinimalViewInfo* ModifiedPOV)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraShake.BlueprintUpdateCameraShake");

	UCameraShake_BlueprintUpdateCameraShake_Params params;
	params.DeltaTime = DeltaTime;
	params.alpha = alpha;
	params.POV = POV;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ModifiedPOV != nullptr)
		*ModifiedPOV = params.ModifiedPOV;
}


// Function Engine.SkinnedMeshComponent.UnHideBoneByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::UnHideBoneByName(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.UnHideBoneByName");

	USkinnedMeshComponent_UnHideBoneByName_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.TransformToBoneSpace
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InPosition                     (Parm, IsPlainOldData)
// struct FRotator                InRotation                     (Parm, IsPlainOldData)
// struct FVector                 OutPosition                    (Parm, OutParm, IsPlainOldData)
// struct FRotator                OutRotation                    (Parm, OutParm, IsPlainOldData)

void USkinnedMeshComponent::TransformToBoneSpace(const struct FName& BoneName, const struct FVector& InPosition, const struct FRotator& InRotation, struct FVector* OutPosition, struct FRotator* OutRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.TransformToBoneSpace");

	USkinnedMeshComponent_TransformToBoneSpace_Params params;
	params.BoneName = BoneName;
	params.InPosition = InPosition;
	params.InRotation = InRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutPosition != nullptr)
		*OutPosition = params.OutPosition;
	if (OutRotation != nullptr)
		*OutRotation = params.OutRotation;
}


// Function Engine.SkinnedMeshComponent.TransformFromBoneSpace
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InPosition                     (Parm, IsPlainOldData)
// struct FRotator                InRotation                     (Parm, IsPlainOldData)
// struct FVector                 OutPosition                    (Parm, OutParm, IsPlainOldData)
// struct FRotator                OutRotation                    (Parm, OutParm, IsPlainOldData)

void USkinnedMeshComponent::TransformFromBoneSpace(const struct FName& BoneName, const struct FVector& InPosition, const struct FRotator& InRotation, struct FVector* OutPosition, struct FRotator* OutRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.TransformFromBoneSpace");

	USkinnedMeshComponent_TransformFromBoneSpace_Params params;
	params.BoneName = BoneName;
	params.InPosition = InPosition;
	params.InRotation = InRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutPosition != nullptr)
		*OutPosition = params.OutPosition;
	if (OutRotation != nullptr)
		*OutRotation = params.OutRotation;
}


// Function Engine.SkinnedMeshComponent.SetVertexColorOverride_LinearColor
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            LODIndex                       (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FLinearColor>    VertexColors                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void USkinnedMeshComponent::SetVertexColorOverride_LinearColor(int LODIndex, TArray<struct FLinearColor> VertexColors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetVertexColorOverride_LinearColor");

	USkinnedMeshComponent_SetVertexColorOverride_LinearColor_Params params;
	params.LODIndex = LODIndex;
	params.VertexColors = VertexColors;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetSkinWeightOverride
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            LODIndex                       (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FSkelMeshSkinWeightInfo> SkinWeights                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void USkinnedMeshComponent::SetSkinWeightOverride(int LODIndex, TArray<struct FSkelMeshSkinWeightInfo> SkinWeights)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetSkinWeightOverride");

	USkinnedMeshComponent_SetSkinWeightOverride_Params params;
	params.LODIndex = LODIndex;
	params.SkinWeights = SkinWeights;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetSkeletalMesh
// (Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMesh*           NewMesh                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bReinitPose                    (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetSkeletalMesh(class USkeletalMesh* NewMesh, bool bReinitPose)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetSkeletalMesh");

	USkinnedMeshComponent_SetSkeletalMesh_Params params;
	params.NewMesh = NewMesh;
	params.bReinitPose = bReinitPose;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetPhysicsAsset
// (Native, Public, BlueprintCallable)
// Parameters:
// class UPhysicsAsset*           NewPhysicsAsset                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bForceReInit                   (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetPhysicsAsset(class UPhysicsAsset* NewPhysicsAsset, bool bForceReInit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetPhysicsAsset");

	USkinnedMeshComponent_SetPhysicsAsset_Params params;
	params.NewPhysicsAsset = NewPhysicsAsset;
	params.bForceReInit = bForceReInit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetMinLOD
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            InNewMinLOD                    (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetMinLOD(int InNewMinLOD)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetMinLOD");

	USkinnedMeshComponent_SetMinLOD_Params params;
	params.InNewMinLOD = InNewMinLOD;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetMasterPoseComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkinnedMeshComponent*   NewMasterBoneComponent         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void USkinnedMeshComponent::SetMasterPoseComponent(class USkinnedMeshComponent* NewMasterBoneComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetMasterPoseComponent");

	USkinnedMeshComponent_SetMasterPoseComponent_Params params;
	params.NewMasterBoneComponent = NewMasterBoneComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetForcedLOD
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            InNewForcedLOD                 (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetForcedLOD(int InNewForcedLOD)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetForcedLOD");

	USkinnedMeshComponent_SetForcedLOD_Params params;
	params.InNewForcedLOD = InNewForcedLOD;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetCastCapsuleIndirectShadow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetCastCapsuleIndirectShadow(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetCastCapsuleIndirectShadow");

	USkinnedMeshComponent_SetCastCapsuleIndirectShadow_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetCastCapsuleDirectShadow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetCastCapsuleDirectShadow(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetCastCapsuleDirectShadow");

	USkinnedMeshComponent_SetCastCapsuleDirectShadow_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.SetCapsuleIndirectShadowMinVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::SetCapsuleIndirectShadowMinVisibility(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.SetCapsuleIndirectShadowMinVisibility");

	USkinnedMeshComponent_SetCapsuleIndirectShadowMinVisibility_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.IsBoneHiddenByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkinnedMeshComponent::IsBoneHiddenByName(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.IsBoneHiddenByName");

	USkinnedMeshComponent_IsBoneHiddenByName_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.HideBoneByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EPhysBodyOp>       PhysBodyOption                 (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::HideBoneByName(const struct FName& BoneName, TEnumAsByte<EPhysBodyOp> PhysBodyOption)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.HideBoneByName");

	USkinnedMeshComponent_HideBoneByName_Params params;
	params.BoneName = BoneName;
	params.PhysBodyOption = PhysBodyOption;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.GetSocketBoneName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName USkinnedMeshComponent::GetSocketBoneName(const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.GetSocketBoneName");

	USkinnedMeshComponent_GetSocketBoneName_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.GetParentBone
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName USkinnedMeshComponent::GetParentBone(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.GetParentBone");

	USkinnedMeshComponent_GetParentBone_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.GetNumBones
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int USkinnedMeshComponent::GetNumBones()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.GetNumBones");

	USkinnedMeshComponent_GetNumBones_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.GetBoneName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            BoneIndex                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName USkinnedMeshComponent::GetBoneName(int BoneIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.GetBoneName");

	USkinnedMeshComponent_GetBoneName_Params params;
	params.BoneIndex = BoneIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.GetBoneIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int USkinnedMeshComponent::GetBoneIndex(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.GetBoneIndex");

	USkinnedMeshComponent_GetBoneIndex_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.FindClosestBone_K2
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 TestLocation                   (Parm, IsPlainOldData)
// struct FVector                 BoneLocation                   (Parm, OutParm, IsPlainOldData)
// float                          IgnoreScale                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRequirePhysicsAsset           (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName USkinnedMeshComponent::FindClosestBone_K2(const struct FVector& TestLocation, float IgnoreScale, bool bRequirePhysicsAsset, struct FVector* BoneLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.FindClosestBone_K2");

	USkinnedMeshComponent_FindClosestBone_K2_Params params;
	params.TestLocation = TestLocation;
	params.IgnoreScale = IgnoreScale;
	params.bRequirePhysicsAsset = bRequirePhysicsAsset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (BoneLocation != nullptr)
		*BoneLocation = params.BoneLocation;

	return params.ReturnValue;
}


// Function Engine.SkinnedMeshComponent.ClearVertexColorOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            LODIndex                       (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::ClearVertexColorOverride(int LODIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.ClearVertexColorOverride");

	USkinnedMeshComponent_ClearVertexColorOverride_Params params;
	params.LODIndex = LODIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.ClearSkinWeightOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            LODIndex                       (Parm, ZeroConstructor, IsPlainOldData)

void USkinnedMeshComponent::ClearSkinWeightOverride(int LODIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.ClearSkinWeightOverride");

	USkinnedMeshComponent_ClearSkinWeightOverride_Params params;
	params.LODIndex = LODIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkinnedMeshComponent.BoneIsChildOf
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ParentBoneName                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkinnedMeshComponent::BoneIsChildOf(const struct FName& BoneName, const struct FName& ParentBoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkinnedMeshComponent.BoneIsChildOf");

	USkinnedMeshComponent_BoneIsChildOf_Params params;
	params.BoneName = BoneName;
	params.ParentBoneName = ParentBoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.UnbindClothFromMasterPoseComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bRestoreSimulationSpace        (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.UnbindClothFromMasterPoseComponent");

	USkeletalMeshComponent_UnbindClothFromMasterPoseComponent_Params params;
	params.bRestoreSimulationSpace = bRestoreSimulationSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SuspendClothingSimulation
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::SuspendClothingSimulation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SuspendClothingSimulation");

	USkeletalMeshComponent_SuspendClothingSimulation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.Stop
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.Stop");

	USkeletalMeshComponent_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SnapshotPose
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FPoseSnapshot           Snapshot                       (Parm, OutParm, ReferenceParm)

void USkeletalMeshComponent::SnapshotPose(struct FPoseSnapshot* Snapshot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SnapshotPose");

	USkeletalMeshComponent_SnapshotPose_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Snapshot != nullptr)
		*Snapshot = params.Snapshot;
}


// Function Engine.SkeletalMeshComponent.SetUpdateAnimationInEditor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           NewUpdateState                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetUpdateAnimationInEditor(bool NewUpdateState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetUpdateAnimationInEditor");

	USkeletalMeshComponent_SetUpdateAnimationInEditor_Params params;
	params.NewUpdateState = NewUpdateState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetTeleportRotationThreshold
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Threshold                      (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetTeleportRotationThreshold(float Threshold)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetTeleportRotationThreshold");

	USkeletalMeshComponent_SetTeleportRotationThreshold_Params params;
	params.Threshold = Threshold;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetTeleportDistanceThreshold
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Threshold                      (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetTeleportDistanceThreshold(float Threshold)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetTeleportDistanceThreshold");

	USkeletalMeshComponent_SetTeleportDistanceThreshold_Params params;
	params.Threshold = Threshold;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetPosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InPos                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFireNotifies                  (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetPosition(float InPos, bool bFireNotifies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetPosition");

	USkeletalMeshComponent_SetPosition_Params params;
	params.InPos = InPos;
	params.bFireNotifies = bFireNotifies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetPlayRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Rate                           (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetPlayRate(float Rate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetPlayRate");

	USkeletalMeshComponent_SetPlayRate_Params params;
	params.Rate = Rate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetPhysicsBlendWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          PhysicsBlendWeight             (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetPhysicsBlendWeight(float PhysicsBlendWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetPhysicsBlendWeight");

	USkeletalMeshComponent_SetPhysicsBlendWeight_Params params;
	params.PhysicsBlendWeight = PhysicsBlendWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetNotifyRigidBodyCollisionBelow
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewNotifyRigidBodyCollision   (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, const struct FName& BoneName, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetNotifyRigidBodyCollisionBelow");

	USkeletalMeshComponent_SetNotifyRigidBodyCollisionBelow_Params params;
	params.bNewNotifyRigidBodyCollision = bNewNotifyRigidBodyCollision;
	params.BoneName = BoneName;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetMorphTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   MorphTargetName                (Parm, ZeroConstructor, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRemoveZeroWeight              (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetMorphTarget(const struct FName& MorphTargetName, float Value, bool bRemoveZeroWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetMorphTarget");

	USkeletalMeshComponent_SetMorphTarget_Params params;
	params.MorphTargetName = MorphTargetName;
	params.Value = Value;
	params.bRemoveZeroWeight = bRemoveZeroWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetEnablePhysicsBlending
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewBlendPhysics               (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetEnablePhysicsBlending(bool bNewBlendPhysics)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetEnablePhysicsBlending");

	USkeletalMeshComponent_SetEnablePhysicsBlending_Params params;
	params.bNewBlendPhysics = bNewBlendPhysics;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetEnableGravityOnAllBodiesBelow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableGravity                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, const struct FName& BoneName, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetEnableGravityOnAllBodiesBelow");

	USkeletalMeshComponent_SetEnableGravityOnAllBodiesBelow_Params params;
	params.bEnableGravity = bEnableGravity;
	params.BoneName = BoneName;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetEnableBodyGravity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableGravity                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetEnableBodyGravity(bool bEnableGravity, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetEnableBodyGravity");

	USkeletalMeshComponent_SetEnableBodyGravity_Params params;
	params.bEnableGravity = bEnableGravity;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetDisableAnimCurves
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInDisableAnimCurves           (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetDisableAnimCurves(bool bInDisableAnimCurves)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetDisableAnimCurves");

	USkeletalMeshComponent_SetDisableAnimCurves_Params params;
	params.bInDisableAnimCurves = bInDisableAnimCurves;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetConstraintProfileForAll
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bDefaultIfNotFound             (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetConstraintProfileForAll(const struct FName& ProfileName, bool bDefaultIfNotFound)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetConstraintProfileForAll");

	USkeletalMeshComponent_SetConstraintProfileForAll_Params params;
	params.ProfileName = ProfileName;
	params.bDefaultIfNotFound = bDefaultIfNotFound;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetConstraintProfile
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   JointName                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bDefaultIfNotFound             (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetConstraintProfile(const struct FName& JointName, const struct FName& ProfileName, bool bDefaultIfNotFound)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetConstraintProfile");

	USkeletalMeshComponent_SetConstraintProfile_Params params;
	params.JointName = JointName;
	params.ProfileName = ProfileName;
	params.bDefaultIfNotFound = bDefaultIfNotFound;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetClothMaxDistanceScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetClothMaxDistanceScale(float Scale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetClothMaxDistanceScale");

	USkeletalMeshComponent_SetClothMaxDistanceScale_Params params;
	params.Scale = Scale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetBodyNotifyRigidBodyCollision
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewNotifyRigidBodyCollision   (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetBodyNotifyRigidBodyCollision");

	USkeletalMeshComponent_SetBodyNotifyRigidBodyCollision_Params params;
	params.bNewNotifyRigidBodyCollision = bNewNotifyRigidBodyCollision;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAnimInstanceClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  NewClass                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAnimInstanceClass(class UClass* NewClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAnimInstanceClass");

	USkeletalMeshComponent_SetAnimInstanceClass_Params params;
	params.NewClass = NewClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAnimationMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EAnimationMode>    InAnimationMode                (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAnimationMode(TEnumAsByte<EAnimationMode> InAnimationMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAnimationMode");

	USkeletalMeshComponent_SetAnimationMode_Params params;
	params.InAnimationMode = InAnimationMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAnimation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimationAsset*         NewAnimToPlay                  (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAnimation(class UAnimationAsset* NewAnimToPlay)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAnimation");

	USkeletalMeshComponent_SetAnimation_Params params;
	params.NewAnimToPlay = NewAnimToPlay;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAngularLimits
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InBoneName                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Swing1LimitAngle               (Parm, ZeroConstructor, IsPlainOldData)
// float                          TwistLimitAngle                (Parm, ZeroConstructor, IsPlainOldData)
// float                          Swing2LimitAngle               (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAngularLimits(const struct FName& InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAngularLimits");

	USkeletalMeshComponent_SetAngularLimits_Params params;
	params.InBoneName = InBoneName;
	params.Swing1LimitAngle = Swing1LimitAngle;
	params.TwistLimitAngle = TwistLimitAngle;
	params.Swing2LimitAngle = Swing2LimitAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllowedAnimCurvesEvaluation
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FName>           List                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bAllow                         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllowedAnimCurvesEvaluation(TArray<struct FName> List, bool bAllow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllowedAnimCurvesEvaluation");

	USkeletalMeshComponent_SetAllowedAnimCurvesEvaluation_Params params;
	params.List = List;
	params.bAllow = bAllow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllowAnimCurveEvaluation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInAllow                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllowAnimCurveEvaluation(bool bInAllow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllowAnimCurveEvaluation");

	USkeletalMeshComponent_SetAllowAnimCurveEvaluation_Params params;
	params.bInAllow = bInAllow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllMotorsAngularVelocityDrive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableSwingDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableTwistDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSkipCustomPhysicsType         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllMotorsAngularVelocityDrive");

	USkeletalMeshComponent_SetAllMotorsAngularVelocityDrive_Params params;
	params.bEnableSwingDrive = bEnableSwingDrive;
	params.bEnableTwistDrive = bEnableTwistDrive;
	params.bSkipCustomPhysicsType = bSkipCustomPhysicsType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllMotorsAngularPositionDrive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableSwingDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableTwistDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSkipCustomPhysicsType         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllMotorsAngularPositionDrive");

	USkeletalMeshComponent_SetAllMotorsAngularPositionDrive_Params params;
	params.bEnableSwingDrive = bEnableSwingDrive;
	params.bEnableTwistDrive = bEnableTwistDrive;
	params.bSkipCustomPhysicsType = bSkipCustomPhysicsType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllMotorsAngularDriveParams
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InSpring                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          InDamping                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InForceLimit                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSkipCustomPhysicsType         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllMotorsAngularDriveParams");

	USkeletalMeshComponent_SetAllMotorsAngularDriveParams_Params params;
	params.InSpring = InSpring;
	params.InDamping = InDamping;
	params.InForceLimit = InForceLimit;
	params.bSkipCustomPhysicsType = bSkipCustomPhysicsType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllBodiesSimulatePhysics
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewSimulate                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllBodiesSimulatePhysics(bool bNewSimulate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllBodiesSimulatePhysics");

	USkeletalMeshComponent_SetAllBodiesSimulatePhysics_Params params;
	params.bNewSimulate = bNewSimulate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllBodiesPhysicsBlendWeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          PhysicsBlendWeight             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSkipCustomPhysicsType         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllBodiesPhysicsBlendWeight");

	USkeletalMeshComponent_SetAllBodiesPhysicsBlendWeight_Params params;
	params.PhysicsBlendWeight = PhysicsBlendWeight;
	params.bSkipCustomPhysicsType = bSkipCustomPhysicsType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllBodiesBelowSimulatePhysics
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   InBoneName                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           bNewSimulate                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllBodiesBelowSimulatePhysics(const struct FName& InBoneName, bool bNewSimulate, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllBodiesBelowSimulatePhysics");

	USkeletalMeshComponent_SetAllBodiesBelowSimulatePhysics_Params params;
	params.InBoneName = InBoneName;
	params.bNewSimulate = bNewSimulate;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.SetAllBodiesBelowPhysicsBlendWeight
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   InBoneName                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// float                          PhysicsBlendWeight             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSkipCustomPhysicsType         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::SetAllBodiesBelowPhysicsBlendWeight(const struct FName& InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.SetAllBodiesBelowPhysicsBlendWeight");

	USkeletalMeshComponent_SetAllBodiesBelowPhysicsBlendWeight_Params params;
	params.InBoneName = InBoneName;
	params.PhysicsBlendWeight = PhysicsBlendWeight;
	params.bSkipCustomPhysicsType = bSkipCustomPhysicsType;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.ResumeClothingSimulation
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ResumeClothingSimulation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ResumeClothingSimulation");

	USkeletalMeshComponent_ResumeClothingSimulation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.ResetClothTeleportMode
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ResetClothTeleportMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ResetClothTeleportMode");

	USkeletalMeshComponent_ResetClothTeleportMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.ResetAllowedAnimCurveEvaluation
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ResetAllowedAnimCurveEvaluation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ResetAllowedAnimCurveEvaluation");

	USkeletalMeshComponent_ResetAllowedAnimCurveEvaluation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.ResetAllBodiesSimulatePhysics
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ResetAllBodiesSimulatePhysics()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ResetAllBodiesSimulatePhysics");

	USkeletalMeshComponent_ResetAllBodiesSimulatePhysics_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.PlayAnimation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimationAsset*         NewAnimToPlay                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::PlayAnimation(class UAnimationAsset* NewAnimToPlay, bool bLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.PlayAnimation");

	USkeletalMeshComponent_PlayAnimation_Params params;
	params.NewAnimToPlay = NewAnimToPlay;
	params.bLooping = bLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.Play
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::Play(bool bLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.Play");

	USkeletalMeshComponent_Play_Params params;
	params.bLooping = bLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.OverrideAnimationData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimationAsset*         InAnimToPlay                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIsLooping                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIsPlaying                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Position                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          PlayRate                       (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::OverrideAnimationData(class UAnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.OverrideAnimationData");

	USkeletalMeshComponent_OverrideAnimationData_Params params;
	params.InAnimToPlay = InAnimToPlay;
	params.bIsLooping = bIsLooping;
	params.bIsPlaying = bIsPlaying;
	params.Position = Position;
	params.PlayRate = PlayRate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.K2_GetClosestPointOnPhysicsAsset
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldPosition                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 ClosestWorldPosition           (Parm, OutParm, IsPlainOldData)
// struct FVector                 Normal                         (Parm, OutParm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Distance                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMeshComponent::K2_GetClosestPointOnPhysicsAsset(const struct FVector& WorldPosition, struct FVector* ClosestWorldPosition, struct FVector* Normal, struct FName* BoneName, float* Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.K2_GetClosestPointOnPhysicsAsset");

	USkeletalMeshComponent_K2_GetClosestPointOnPhysicsAsset_Params params;
	params.WorldPosition = WorldPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ClosestWorldPosition != nullptr)
		*ClosestWorldPosition = params.ClosestWorldPosition;
	if (Normal != nullptr)
		*Normal = params.Normal;
	if (BoneName != nullptr)
		*BoneName = params.BoneName;
	if (Distance != nullptr)
		*Distance = params.Distance;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.IsPlaying
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMeshComponent::IsPlaying()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.IsPlaying");

	USkeletalMeshComponent_IsPlaying_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.IsClothingSimulationSuspended
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMeshComponent::IsClothingSimulationSuspended()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.IsClothingSimulationSuspended");

	USkeletalMeshComponent_IsClothingSimulationSuspended_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.IsBodyGravityEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMeshComponent::IsBodyGravityEnabled(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.IsBodyGravityEnabled");

	USkeletalMeshComponent_IsBodyGravityEnabled_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetTeleportRotationThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetTeleportRotationThreshold()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetTeleportRotationThreshold");

	USkeletalMeshComponent_GetTeleportRotationThreshold_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetTeleportDistanceThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetTeleportDistanceThreshold()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetTeleportDistanceThreshold");

	USkeletalMeshComponent_GetTeleportDistanceThreshold_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetSubAnimInstances
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UAnimInstance*>   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<class UAnimInstance*> USkeletalMeshComponent::GetSubAnimInstances()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetSubAnimInstances");

	USkeletalMeshComponent_GetSubAnimInstances_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetSkeletalCenterOfMass
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USkeletalMeshComponent::GetSkeletalCenterOfMass()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetSkeletalCenterOfMass");

	USkeletalMeshComponent_GetSkeletalCenterOfMass_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetPostProcessInstance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimInstance*           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAnimInstance* USkeletalMeshComponent::GetPostProcessInstance()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetPostProcessInstance");

	USkeletalMeshComponent_GetPostProcessInstance_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetPosition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetPosition()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetPosition");

	USkeletalMeshComponent_GetPosition_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetPlayRate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetPlayRate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetPlayRate");

	USkeletalMeshComponent_GetPlayRate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetMorphTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   MorphTargetName                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetMorphTarget(const struct FName& MorphTargetName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetMorphTarget");

	USkeletalMeshComponent_GetMorphTarget_Params params;
	params.MorphTargetName = MorphTargetName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetDisableAnimCurves
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMeshComponent::GetDisableAnimCurves()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetDisableAnimCurves");

	USkeletalMeshComponent_GetDisableAnimCurves_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetCurrentJointAngles
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   InBoneName                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Swing1Angle                    (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          TwistAngle                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Swing2Angle                    (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::GetCurrentJointAngles(const struct FName& InBoneName, float* Swing1Angle, float* TwistAngle, float* Swing2Angle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetCurrentJointAngles");

	USkeletalMeshComponent_GetCurrentJointAngles_Params params;
	params.InBoneName = InBoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Swing1Angle != nullptr)
		*Swing1Angle = params.Swing1Angle;
	if (TwistAngle != nullptr)
		*TwistAngle = params.TwistAngle;
	if (Swing2Angle != nullptr)
		*Swing2Angle = params.Swing2Angle;
}


// Function Engine.SkeletalMeshComponent.GetClothMaxDistanceScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetClothMaxDistanceScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetClothMaxDistanceScale");

	USkeletalMeshComponent_GetClothMaxDistanceScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetBoneMass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bScaleMass                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USkeletalMeshComponent::GetBoneMass(const struct FName& BoneName, bool bScaleMass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetBoneMass");

	USkeletalMeshComponent_GetBoneMass_Params params;
	params.BoneName = BoneName;
	params.bScaleMass = bScaleMass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetAnimInstance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimInstance*           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAnimInstance* USkeletalMeshComponent::GetAnimInstance()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetAnimInstance");

	USkeletalMeshComponent_GetAnimInstance_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetAnimationMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EAnimationMode>    ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<EAnimationMode> USkeletalMeshComponent::GetAnimationMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetAnimationMode");

	USkeletalMeshComponent_GetAnimationMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.GetAllowedAnimCurveEvaluate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMeshComponent::GetAllowedAnimCurveEvaluate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.GetAllowedAnimCurveEvaluate");

	USkeletalMeshComponent_GetAllowedAnimCurveEvaluate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.ForceClothNextUpdateTeleportAndReset
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ForceClothNextUpdateTeleportAndReset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ForceClothNextUpdateTeleportAndReset");

	USkeletalMeshComponent_ForceClothNextUpdateTeleportAndReset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.ForceClothNextUpdateTeleport
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ForceClothNextUpdateTeleport()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ForceClothNextUpdateTeleport");

	USkeletalMeshComponent_ForceClothNextUpdateTeleport_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.FindConstraintBoneName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            ConstraintIndex                (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName USkeletalMeshComponent::FindConstraintBoneName(int ConstraintIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.FindConstraintBoneName");

	USkeletalMeshComponent_FindConstraintBoneName_Params params;
	params.ConstraintIndex = ConstraintIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshComponent.ClearMorphTargets
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::ClearMorphTargets()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.ClearMorphTargets");

	USkeletalMeshComponent_ClearMorphTargets_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.BreakConstraint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FVector                 HitLocation                    (Parm, IsPlainOldData)
// struct FName                   InBoneName                     (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::BreakConstraint(const struct FVector& Impulse, const struct FVector& HitLocation, const struct FName& InBoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.BreakConstraint");

	USkeletalMeshComponent_BreakConstraint_Params params;
	params.Impulse = Impulse;
	params.HitLocation = HitLocation;
	params.InBoneName = InBoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.BindClothToMasterPoseComponent
// (Final, Native, Public, BlueprintCallable)

void USkeletalMeshComponent::BindClothToMasterPoseComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.BindClothToMasterPoseComponent");

	USkeletalMeshComponent_BindClothToMasterPoseComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.AllowAnimCurveEvaluation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   NameOfCurve                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAllow                         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::AllowAnimCurveEvaluation(const struct FName& NameOfCurve, bool bAllow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.AllowAnimCurveEvaluation");

	USkeletalMeshComponent_AllowAnimCurveEvaluation_Params params;
	params.NameOfCurve = NameOfCurve;
	params.bAllow = bAllow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.AddImpulseToAllBodiesBelow
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Impulse                        (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bVelChange                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::AddImpulseToAllBodiesBelow(const struct FVector& Impulse, const struct FName& BoneName, bool bVelChange, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.AddImpulseToAllBodiesBelow");

	USkeletalMeshComponent_AddImpulseToAllBodiesBelow_Params params;
	params.Impulse = Impulse;
	params.BoneName = BoneName;
	params.bVelChange = bVelChange;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.AddForceToAllBodiesBelow
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 force                          (Parm, IsPlainOldData)
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAccelChange                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::AddForceToAllBodiesBelow(const struct FVector& force, const struct FName& BoneName, bool bAccelChange, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.AddForceToAllBodiesBelow");

	USkeletalMeshComponent_AddForceToAllBodiesBelow_Params params;
	params.force = force;
	params.BoneName = BoneName;
	params.bAccelChange = bAccelChange;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshComponent.AccumulateAllBodiesBelowPhysicsBlendWeight
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   InBoneName                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// float                          AddPhysicsBlendWeight          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSkipCustomPhysicsType         (Parm, ZeroConstructor, IsPlainOldData)

void USkeletalMeshComponent::AccumulateAllBodiesBelowPhysicsBlendWeight(const struct FName& InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshComponent.AccumulateAllBodiesBelowPhysicsBlendWeight");

	USkeletalMeshComponent_AccumulateAllBodiesBelowPhysicsBlendWeight_Params params;
	params.InBoneName = InBoneName;
	params.AddPhysicsBlendWeight = AddPhysicsBlendWeight;
	params.bSkipCustomPhysicsType = bSkipCustomPhysicsType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.UnlockAIResources
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bUnlockMovement                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           UnlockAILogic                  (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.UnlockAIResources");

	UAnimInstance_UnlockAIResources_Params params;
	params.bUnlockMovement = bUnlockMovement;
	params.UnlockAILogic = UnlockAILogic;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.TryGetPawnOwner
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* UAnimInstance::TryGetPawnOwner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.TryGetPawnOwner");

	UAnimInstance_TryGetPawnOwner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.StopSlotAnimation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InBlendOutTime                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   SlotNodeName                   (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::StopSlotAnimation(float InBlendOutTime, const struct FName& SlotNodeName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.StopSlotAnimation");

	UAnimInstance_StopSlotAnimation_Params params;
	params.InBlendOutTime = InBlendOutTime;
	params.SlotNodeName = SlotNodeName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.SnapshotPose
// (Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FPoseSnapshot           Snapshot                       (Parm, OutParm, ReferenceParm)

void UAnimInstance::SnapshotPose(struct FPoseSnapshot* Snapshot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.SnapshotPose");

	UAnimInstance_SnapshotPose_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Snapshot != nullptr)
		*Snapshot = params.Snapshot;
}


// Function Engine.AnimInstance.SetRootMotionMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ERootMotionMode>   Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::SetRootMotionMode(TEnumAsByte<ERootMotionMode> Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.SetRootMotionMode");

	UAnimInstance_SetRootMotionMode_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.SetMorphTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   MorphTargetName                (Parm, ZeroConstructor, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::SetMorphTarget(const struct FName& MorphTargetName, float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.SetMorphTarget");

	UAnimInstance_SetMorphTarget_Params params;
	params.MorphTargetName = MorphTargetName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.SavePoseSnapshot
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   SnapshotName                   (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::SavePoseSnapshot(const struct FName& SnapshotName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.SavePoseSnapshot");

	UAnimInstance_SavePoseSnapshot_Params params;
	params.SnapshotName = SnapshotName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.PlaySlotAnimationAsDynamicMontage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimSequenceBase*       Asset                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   SlotNodeName                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendInTime                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendOutTime                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)
// int                            LoopCount                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendOutTriggerTime            (Parm, ZeroConstructor, IsPlainOldData)
// float                          InTimeToStartMontageAt         (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimMontage*            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAnimMontage* UAnimInstance::PlaySlotAnimationAsDynamicMontage(class UAnimSequenceBase* Asset, const struct FName& SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.PlaySlotAnimationAsDynamicMontage");

	UAnimInstance_PlaySlotAnimationAsDynamicMontage_Params params;
	params.Asset = Asset;
	params.SlotNodeName = SlotNodeName;
	params.BlendInTime = BlendInTime;
	params.BlendOutTime = BlendOutTime;
	params.InPlayRate = InPlayRate;
	params.LoopCount = LoopCount;
	params.BlendOutTriggerTime = BlendOutTriggerTime;
	params.InTimeToStartMontageAt = InTimeToStartMontageAt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.PlaySlotAnimation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimSequenceBase*       Asset                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   SlotNodeName                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendInTime                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendOutTime                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)
// int                            LoopCount                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::PlaySlotAnimation(class UAnimSequenceBase* Asset, const struct FName& SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.PlaySlotAnimation");

	UAnimInstance_PlaySlotAnimation_Params params;
	params.Asset = Asset;
	params.SlotNodeName = SlotNodeName;
	params.BlendInTime = BlendInTime;
	params.BlendOutTime = BlendOutTime;
	params.InPlayRate = InPlayRate;
	params.LoopCount = LoopCount;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_Stop
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InBlendOutTime                 (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_Stop(float InBlendOutTime, class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_Stop");

	UAnimInstance_Montage_Stop_Params params;
	params.InBlendOutTime = InBlendOutTime;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_SetPosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          NewPosition                    (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_SetPosition(class UAnimMontage* Montage, float NewPosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_SetPosition");

	UAnimInstance_Montage_SetPosition_Params params;
	params.Montage = Montage;
	params.NewPosition = NewPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_SetPlayRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          NewPlayRate                    (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_SetPlayRate(class UAnimMontage* Montage, float NewPlayRate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_SetPlayRate");

	UAnimInstance_Montage_SetPlayRate_Params params;
	params.Montage = Montage;
	params.NewPlayRate = NewPlayRate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_SetNextSection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   SectionNameToChange            (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   NextSection                    (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_SetNextSection(const struct FName& SectionNameToChange, const struct FName& NextSection, class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_SetNextSection");

	UAnimInstance_Montage_SetNextSection_Params params;
	params.SectionNameToChange = SectionNameToChange;
	params.NextSection = NextSection;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_Resume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_Resume(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_Resume");

	UAnimInstance_Montage_Resume_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_Play
// (Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            MontageToPlay                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)
// EMontagePlayReturnType         ReturnValueType                (Parm, ZeroConstructor, IsPlainOldData)
// float                          InTimeToStartMontageAt         (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::Montage_Play(class UAnimMontage* MontageToPlay, float InPlayRate, EMontagePlayReturnType ReturnValueType, float InTimeToStartMontageAt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_Play");

	UAnimInstance_Montage_Play_Params params;
	params.MontageToPlay = MontageToPlay;
	params.InPlayRate = InPlayRate;
	params.ReturnValueType = ReturnValueType;
	params.InTimeToStartMontageAt = InTimeToStartMontageAt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_Pause
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_Pause(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_Pause");

	UAnimInstance_Montage_Pause_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_JumpToSectionsEnd
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   SectionName                    (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_JumpToSectionsEnd(const struct FName& SectionName, class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_JumpToSectionsEnd");

	UAnimInstance_Montage_JumpToSectionsEnd_Params params;
	params.SectionName = SectionName;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_JumpToSection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   SectionName                    (Parm, ZeroConstructor, IsPlainOldData)
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::Montage_JumpToSection(const struct FName& SectionName, class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_JumpToSection");

	UAnimInstance_Montage_JumpToSection_Params params;
	params.SectionName = SectionName;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.Montage_IsPlaying
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::Montage_IsPlaying(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_IsPlaying");

	UAnimInstance_Montage_IsPlaying_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_IsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::Montage_IsActive(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_IsActive");

	UAnimInstance_Montage_IsActive_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_GetPosition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::Montage_GetPosition(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_GetPosition");

	UAnimInstance_Montage_GetPosition_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_GetPlayRate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::Montage_GetPlayRate(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_GetPlayRate");

	UAnimInstance_Montage_GetPlayRate_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_GetIsStopped
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::Montage_GetIsStopped(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_GetIsStopped");

	UAnimInstance_Montage_GetIsStopped_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_GetCurrentSection
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UAnimInstance::Montage_GetCurrentSection(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_GetCurrentSection");

	UAnimInstance_Montage_GetCurrentSection_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.Montage_GetBlendTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            Montage                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::Montage_GetBlendTime(class UAnimMontage* Montage)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.Montage_GetBlendTime");

	UAnimInstance_Montage_GetBlendTime_Params params;
	params.Montage = Montage;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.LockAIResources
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bLockMovement                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           LockAILogic                    (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::LockAIResources(bool bLockMovement, bool LockAILogic)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.LockAIResources");

	UAnimInstance_LockAIResources_Params params;
	params.bLockMovement = bLockMovement;
	params.LockAILogic = LockAILogic;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.IsSyncGroupBetweenMarkers
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSyncGroupName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PreviousMarker                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   NextMarker                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRespectMarkerOrder            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::IsSyncGroupBetweenMarkers(const struct FName& InSyncGroupName, const struct FName& PreviousMarker, const struct FName& NextMarker, bool bRespectMarkerOrder)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.IsSyncGroupBetweenMarkers");

	UAnimInstance_IsSyncGroupBetweenMarkers_Params params;
	params.InSyncGroupName = InSyncGroupName;
	params.PreviousMarker = PreviousMarker;
	params.NextMarker = NextMarker;
	params.bRespectMarkerOrder = bRespectMarkerOrder;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.IsPlayingSlotAnimation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimSequenceBase*       Asset                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   SlotNodeName                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::IsPlayingSlotAnimation(class UAnimSequenceBase* Asset, const struct FName& SlotNodeName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.IsPlayingSlotAnimation");

	UAnimInstance_IsPlayingSlotAnimation_Params params;
	params.Asset = Asset;
	params.SlotNodeName = SlotNodeName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.IsAnyMontagePlaying
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::IsAnyMontagePlaying()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.IsAnyMontagePlaying");

	UAnimInstance_IsAnyMontagePlaying_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.HasMarkerBeenHitThisFrame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   SyncGroup                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   MarkerName                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::HasMarkerBeenHitThisFrame(const struct FName& SyncGroup, const struct FName& MarkerName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.HasMarkerBeenHitThisFrame");

	UAnimInstance_HasMarkerBeenHitThisFrame_Params params;
	params.SyncGroup = SyncGroup;
	params.MarkerName = MarkerName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetTimeToClosestMarker
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   SyncGroup                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   MarkerName                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutMarkerTime                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimInstance::GetTimeToClosestMarker(const struct FName& SyncGroup, const struct FName& MarkerName, float* OutMarkerTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetTimeToClosestMarker");

	UAnimInstance_GetTimeToClosestMarker_Params params;
	params.SyncGroup = SyncGroup;
	params.MarkerName = MarkerName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutMarkerTime != nullptr)
		*OutMarkerTime = params.OutMarkerTime;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetSyncGroupPosition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSyncGroupName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FMarkerSyncAnimPosition ReturnValue                    (Parm, OutParm, ReturnParm)

struct FMarkerSyncAnimPosition UAnimInstance::GetSyncGroupPosition(const struct FName& InSyncGroupName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetSyncGroupPosition");

	UAnimInstance_GetSyncGroupPosition_Params params;
	params.InSyncGroupName = InSyncGroupName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetRelevantAnimTimeRemainingFraction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            StateIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetRelevantAnimTimeRemainingFraction");

	UAnimInstance_GetRelevantAnimTimeRemainingFraction_Params params;
	params.MachineIndex = MachineIndex;
	params.StateIndex = StateIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetRelevantAnimTimeRemaining
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            StateIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetRelevantAnimTimeRemaining");

	UAnimInstance_GetRelevantAnimTimeRemaining_Params params;
	params.MachineIndex = MachineIndex;
	params.StateIndex = StateIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetRelevantAnimTimeFraction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            StateIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetRelevantAnimTimeFraction");

	UAnimInstance_GetRelevantAnimTimeFraction_Params params;
	params.MachineIndex = MachineIndex;
	params.StateIndex = StateIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetRelevantAnimTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            StateIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetRelevantAnimTime(int MachineIndex, int StateIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetRelevantAnimTime");

	UAnimInstance_GetRelevantAnimTime_Params params;
	params.MachineIndex = MachineIndex;
	params.StateIndex = StateIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetRelevantAnimLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            StateIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetRelevantAnimLength(int MachineIndex, int StateIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetRelevantAnimLength");

	UAnimInstance_GetRelevantAnimLength_Params params;
	params.MachineIndex = MachineIndex;
	params.StateIndex = StateIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetOwningComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*  ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class USkeletalMeshComponent* UAnimInstance::GetOwningComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetOwningComponent");

	UAnimInstance_GetOwningComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetOwningActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UAnimInstance::GetOwningActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetOwningActor");

	UAnimInstance_GetOwningActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceTransitionTimeElapsedFraction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            TransitionIndex                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceTransitionTimeElapsedFraction");

	UAnimInstance_GetInstanceTransitionTimeElapsedFraction_Params params;
	params.MachineIndex = MachineIndex;
	params.TransitionIndex = TransitionIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceTransitionTimeElapsed
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            TransitionIndex                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceTransitionTimeElapsed");

	UAnimInstance_GetInstanceTransitionTimeElapsed_Params params;
	params.MachineIndex = MachineIndex;
	params.TransitionIndex = TransitionIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceTransitionCrossfadeDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            TransitionIndex                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceTransitionCrossfadeDuration");

	UAnimInstance_GetInstanceTransitionCrossfadeDuration_Params params;
	params.MachineIndex = MachineIndex;
	params.TransitionIndex = TransitionIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceStateWeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            StateIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceStateWeight(int MachineIndex, int StateIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceStateWeight");

	UAnimInstance_GetInstanceStateWeight_Params params;
	params.MachineIndex = MachineIndex;
	params.StateIndex = StateIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceMachineWeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceMachineWeight(int MachineIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceMachineWeight");

	UAnimInstance_GetInstanceMachineWeight_Params params;
	params.MachineIndex = MachineIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceCurrentStateElapsedTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceCurrentStateElapsedTime(int MachineIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceCurrentStateElapsedTime");

	UAnimInstance_GetInstanceCurrentStateElapsedTime_Params params;
	params.MachineIndex = MachineIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceAssetPlayerTimeFromEndFraction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            AssetPlayerIndex               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceAssetPlayerTimeFromEndFraction");

	UAnimInstance_GetInstanceAssetPlayerTimeFromEndFraction_Params params;
	params.AssetPlayerIndex = AssetPlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceAssetPlayerTimeFromEnd
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            AssetPlayerIndex               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceAssetPlayerTimeFromEnd");

	UAnimInstance_GetInstanceAssetPlayerTimeFromEnd_Params params;
	params.AssetPlayerIndex = AssetPlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceAssetPlayerTimeFraction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            AssetPlayerIndex               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceAssetPlayerTimeFraction");

	UAnimInstance_GetInstanceAssetPlayerTimeFraction_Params params;
	params.AssetPlayerIndex = AssetPlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceAssetPlayerTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            AssetPlayerIndex               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceAssetPlayerTime(int AssetPlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceAssetPlayerTime");

	UAnimInstance_GetInstanceAssetPlayerTime_Params params;
	params.AssetPlayerIndex = AssetPlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetInstanceAssetPlayerLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            AssetPlayerIndex               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetInstanceAssetPlayerLength(int AssetPlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetInstanceAssetPlayerLength");

	UAnimInstance_GetInstanceAssetPlayerLength_Params params;
	params.AssetPlayerIndex = AssetPlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetCurveValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   CurveName                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::GetCurveValue(const struct FName& CurveName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetCurveValue");

	UAnimInstance_GetCurveValue_Params params;
	params.CurveName = CurveName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetCurrentStateName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            MachineIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UAnimInstance::GetCurrentStateName(int MachineIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetCurrentStateName");

	UAnimInstance_GetCurrentStateName_Params params;
	params.MachineIndex = MachineIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.GetCurrentActiveMontage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAnimMontage* UAnimInstance::GetCurrentActiveMontage()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.GetCurrentActiveMontage");

	UAnimInstance_GetCurrentActiveMontage_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.ClearMorphTargets
// (Final, Native, Public, BlueprintCallable)

void UAnimInstance::ClearMorphTargets()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.ClearMorphTargets");

	UAnimInstance_ClearMorphTargets_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.CalculateDirection
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Velocity                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                BaseRotation                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimInstance::CalculateDirection(const struct FVector& Velocity, const struct FRotator& BaseRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.CalculateDirection");

	UAnimInstance_CalculateDirection_Params params;
	params.Velocity = Velocity;
	params.BaseRotation = BaseRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimInstance.BlueprintUpdateAnimation
// (Event, Public, BlueprintEvent)
// Parameters:
// float                          DeltaTimeX                     (Parm, ZeroConstructor, IsPlainOldData)

void UAnimInstance::BlueprintUpdateAnimation(float DeltaTimeX)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.BlueprintUpdateAnimation");

	UAnimInstance_BlueprintUpdateAnimation_Params params;
	params.DeltaTimeX = DeltaTimeX;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.BlueprintPostEvaluateAnimation
// (Event, Public, BlueprintEvent)

void UAnimInstance::BlueprintPostEvaluateAnimation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.BlueprintPostEvaluateAnimation");

	UAnimInstance_BlueprintPostEvaluateAnimation_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.BlueprintInitializeAnimation
// (Event, Public, BlueprintEvent)

void UAnimInstance::BlueprintInitializeAnimation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.BlueprintInitializeAnimation");

	UAnimInstance_BlueprintInitializeAnimation_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimInstance.BlueprintBeginPlay
// (Event, Public, BlueprintEvent)

void UAnimInstance::BlueprintBeginPlay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimInstance.BlueprintBeginPlay");

	UAnimInstance_BlueprintBeginPlay_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameInstance.ReceiveShutdown
// (Event, Public, BlueprintEvent)

void UGameInstance::ReceiveShutdown()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameInstance.ReceiveShutdown");

	UGameInstance_ReceiveShutdown_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameInstance.ReceiveInit
// (Event, Public, BlueprintEvent)

void UGameInstance::ReceiveInit()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameInstance.ReceiveInit");

	UGameInstance_ReceiveInit_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameInstance.HandleTravelError
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<ETravelFailure>    FailureType                    (Parm, ZeroConstructor, IsPlainOldData)

void UGameInstance::HandleTravelError(TEnumAsByte<ETravelFailure> FailureType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameInstance.HandleTravelError");

	UGameInstance_HandleTravelError_Params params;
	params.FailureType = FailureType;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameInstance.HandleNetworkError
// (Event, Public, BlueprintEvent)
// Parameters:
// TEnumAsByte<ENetworkFailure>   FailureType                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIsServer                      (Parm, ZeroConstructor, IsPlainOldData)

void UGameInstance::HandleNetworkError(TEnumAsByte<ENetworkFailure> FailureType, bool bIsServer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameInstance.HandleNetworkError");

	UGameInstance_HandleNetworkError_Params params;
	params.FailureType = FailureType;
	params.bIsServer = bIsServer;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameInstance.DebugRemovePlayer
// (Exec, Native, Public)
// Parameters:
// int                            ControllerId                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameInstance::DebugRemovePlayer(int ControllerId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameInstance.DebugRemovePlayer");

	UGameInstance_DebugRemovePlayer_Params params;
	params.ControllerId = ControllerId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameInstance.DebugCreatePlayer
// (Exec, Native, Public)
// Parameters:
// int                            ControllerId                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameInstance::DebugCreatePlayer(int ControllerId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameInstance.DebugCreatePlayer");

	UGameInstance_DebugCreatePlayer_Params params;
	params.ControllerId = ControllerId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.UnloadStreamLevel
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   LevelName                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UGameplayStatics::UnloadStreamLevel(class UObject* WorldContextObject, const struct FName& LevelName, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.UnloadStreamLevel");

	UGameplayStatics_UnloadStreamLevel_Params params;
	params.WorldContextObject = WorldContextObject;
	params.LevelName = LevelName;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SuggestProjectileVelocity_CustomArc
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 OutLaunchVelocity              (Parm, OutParm, IsPlainOldData)
// struct FVector                 startPos                       (Parm, IsPlainOldData)
// struct FVector                 EndPos                         (Parm, IsPlainOldData)
// float                          OverrideGravityZ               (Parm, ZeroConstructor, IsPlainOldData)
// float                          ArcParam                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::SuggestProjectileVelocity_CustomArc(class UObject* WorldContextObject, const struct FVector& startPos, const struct FVector& EndPos, float OverrideGravityZ, float ArcParam, struct FVector* OutLaunchVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SuggestProjectileVelocity_CustomArc");

	UGameplayStatics_SuggestProjectileVelocity_CustomArc_Params params;
	params.WorldContextObject = WorldContextObject;
	params.startPos = startPos;
	params.EndPos = EndPos;
	params.OverrideGravityZ = OverrideGravityZ;
	params.ArcParam = ArcParam;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutLaunchVelocity != nullptr)
		*OutLaunchVelocity = params.OutLaunchVelocity;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnSoundAttached
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bStopWhenAttachedToDestroyed   (Parm, ZeroConstructor, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundAttenuation*       AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// class USoundConcurrency*       ConcurrencySettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::SpawnSoundAttached(class USoundBase* Sound, class USceneComponent* AttachToComponent, const struct FName& AttachPointName, const struct FVector& Location, const struct FRotator& Rotation, TEnumAsByte<EAttachLocation> LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings, class USoundConcurrency* ConcurrencySettings, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnSoundAttached");

	UGameplayStatics_SpawnSoundAttached_Params params;
	params.Sound = Sound;
	params.AttachToComponent = AttachToComponent;
	params.AttachPointName = AttachPointName;
	params.Location = Location;
	params.Rotation = Rotation;
	params.LocationType = LocationType;
	params.bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.ConcurrencySettings = ConcurrencySettings;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnSoundAtLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundAttenuation*       AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// class USoundConcurrency*       ConcurrencySettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::SpawnSoundAtLocation(class UObject* WorldContextObject, class USoundBase* Sound, const struct FVector& Location, const struct FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings, class USoundConcurrency* ConcurrencySettings, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnSoundAtLocation");

	UGameplayStatics_SpawnSoundAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Sound = Sound;
	params.Location = Location;
	params.Rotation = Rotation;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.ConcurrencySettings = ConcurrencySettings;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnSound2D
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundConcurrency*       ConcurrencySettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPersistAcrossLevelTransition  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::SpawnSound2D(class UObject* WorldContextObject, class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnSound2D");

	UGameplayStatics_SpawnSound2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Sound = Sound;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.ConcurrencySettings = ConcurrencySettings;
	params.bPersistAcrossLevelTransition = bPersistAcrossLevelTransition;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnObject
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UClass*                  ObjectClass                    (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 Outer                          (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UObject* UGameplayStatics::SpawnObject(class UClass* ObjectClass, class UObject* Outer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnObject");

	UGameplayStatics_SpawnObject_Params params;
	params.ObjectClass = ObjectClass;
	params.Outer = Outer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnForceFeedbackAttached
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UForceFeedbackEffect*    ForceFeedbackEffect            (Parm, ZeroConstructor, IsPlainOldData)
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bStopWhenAttachedToDestroyed   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          IntensityMultiplier            (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class UForceFeedbackAttenuation* AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UForceFeedbackComponent* ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UForceFeedbackComponent* UGameplayStatics::SpawnForceFeedbackAttached(class UForceFeedbackEffect* ForceFeedbackEffect, class USceneComponent* AttachToComponent, const struct FName& AttachPointName, const struct FVector& Location, const struct FRotator& Rotation, TEnumAsByte<EAttachLocation> LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping, float IntensityMultiplier, float StartTime, class UForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnForceFeedbackAttached");

	UGameplayStatics_SpawnForceFeedbackAttached_Params params;
	params.ForceFeedbackEffect = ForceFeedbackEffect;
	params.AttachToComponent = AttachToComponent;
	params.AttachPointName = AttachPointName;
	params.Location = Location;
	params.Rotation = Rotation;
	params.LocationType = LocationType;
	params.bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
	params.bLooping = bLooping;
	params.IntensityMultiplier = IntensityMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnForceFeedbackAtLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UForceFeedbackEffect*    ForceFeedbackEffect            (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          IntensityMultiplier            (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class UForceFeedbackAttenuation* AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UForceFeedbackComponent* ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UForceFeedbackComponent* UGameplayStatics::SpawnForceFeedbackAtLocation(class UObject* WorldContextObject, class UForceFeedbackEffect* ForceFeedbackEffect, const struct FVector& Location, const struct FRotator& Rotation, bool bLooping, float IntensityMultiplier, float StartTime, class UForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnForceFeedbackAtLocation");

	UGameplayStatics_SpawnForceFeedbackAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.ForceFeedbackEffect = ForceFeedbackEffect;
	params.Location = Location;
	params.Rotation = Rotation;
	params.bLooping = bLooping;
	params.IntensityMultiplier = IntensityMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnEmitterAttached
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UParticleSystem*         EmitterTemplate                (Parm, ZeroConstructor, IsPlainOldData)
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// struct FVector                 Scale                          (Parm, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UParticleSystemComponent* ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UParticleSystemComponent* UGameplayStatics::SpawnEmitterAttached(class UParticleSystem* EmitterTemplate, class USceneComponent* AttachToComponent, const struct FName& AttachPointName, const struct FVector& Location, const struct FRotator& Rotation, const struct FVector& Scale, TEnumAsByte<EAttachLocation> LocationType, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnEmitterAttached");

	UGameplayStatics_SpawnEmitterAttached_Params params;
	params.EmitterTemplate = EmitterTemplate;
	params.AttachToComponent = AttachToComponent;
	params.AttachPointName = AttachPointName;
	params.Location = Location;
	params.Rotation = Rotation;
	params.Scale = Scale;
	params.LocationType = LocationType;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnEmitterAtLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UParticleSystem*         EmitterTemplate                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// struct FVector                 Scale                          (Parm, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UParticleSystemComponent* ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UParticleSystemComponent* UGameplayStatics::SpawnEmitterAtLocation(class UObject* WorldContextObject, class UParticleSystem* EmitterTemplate, const struct FVector& Location, const struct FRotator& Rotation, const struct FVector& Scale, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnEmitterAtLocation");

	UGameplayStatics_SpawnEmitterAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.EmitterTemplate = EmitterTemplate;
	params.Location = Location;
	params.Rotation = Rotation;
	params.Scale = Scale;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnDialogueAttached
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UDialogueWave*           Dialogue                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FDialogueContext        Context                        (ConstParm, Parm, OutParm, ReferenceParm)
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bStopWhenAttachedToDestroyed   (Parm, ZeroConstructor, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundAttenuation*       AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::SpawnDialogueAttached(class UDialogueWave* Dialogue, const struct FDialogueContext& Context, class USceneComponent* AttachToComponent, const struct FName& AttachPointName, const struct FVector& Location, const struct FRotator& Rotation, TEnumAsByte<EAttachLocation> LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnDialogueAttached");

	UGameplayStatics_SpawnDialogueAttached_Params params;
	params.Dialogue = Dialogue;
	params.Context = Context;
	params.AttachToComponent = AttachToComponent;
	params.AttachPointName = AttachPointName;
	params.Location = Location;
	params.Rotation = Rotation;
	params.LocationType = LocationType;
	params.bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnDialogueAtLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UDialogueWave*           Dialogue                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FDialogueContext        Context                        (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundAttenuation*       AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::SpawnDialogueAtLocation(class UObject* WorldContextObject, class UDialogueWave* Dialogue, const struct FDialogueContext& Context, const struct FVector& Location, const struct FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnDialogueAtLocation");

	UGameplayStatics_SpawnDialogueAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Dialogue = Dialogue;
	params.Context = Context;
	params.Location = Location;
	params.Rotation = Rotation;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnDialogue2D
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UDialogueWave*           Dialogue                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FDialogueContext        Context                        (ConstParm, Parm, OutParm, ReferenceParm)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::SpawnDialogue2D(class UObject* WorldContextObject, class UDialogueWave* Dialogue, const struct FDialogueContext& Context, float VolumeMultiplier, float PitchMultiplier, float StartTime, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnDialogue2D");

	UGameplayStatics_SpawnDialogue2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Dialogue = Dialogue;
	params.Context = Context;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnDecalAttached
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      DecalMaterial                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 DecalSize                      (Parm, IsPlainOldData)
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          LifeSpan                       (Parm, ZeroConstructor, IsPlainOldData)
// class UDecalComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UDecalComponent* UGameplayStatics::SpawnDecalAttached(class UMaterialInterface* DecalMaterial, const struct FVector& DecalSize, class USceneComponent* AttachToComponent, const struct FName& AttachPointName, const struct FVector& Location, const struct FRotator& Rotation, TEnumAsByte<EAttachLocation> LocationType, float LifeSpan)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnDecalAttached");

	UGameplayStatics_SpawnDecalAttached_Params params;
	params.DecalMaterial = DecalMaterial;
	params.DecalSize = DecalSize;
	params.AttachToComponent = AttachToComponent;
	params.AttachPointName = AttachPointName;
	params.Location = Location;
	params.Rotation = Rotation;
	params.LocationType = LocationType;
	params.LifeSpan = LifeSpan;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SpawnDecalAtLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      DecalMaterial                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 DecalSize                      (Parm, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// float                          LifeSpan                       (Parm, ZeroConstructor, IsPlainOldData)
// class UDecalComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UDecalComponent* UGameplayStatics::SpawnDecalAtLocation(class UObject* WorldContextObject, class UMaterialInterface* DecalMaterial, const struct FVector& DecalSize, const struct FVector& Location, const struct FRotator& Rotation, float LifeSpan)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SpawnDecalAtLocation");

	UGameplayStatics_SpawnDecalAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.DecalMaterial = DecalMaterial;
	params.DecalSize = DecalSize;
	params.Location = Location;
	params.Rotation = Rotation;
	params.LifeSpan = LifeSpan;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SetWorldOriginLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FIntVector              NewLocation                    (Parm, IsPlainOldData)

void UGameplayStatics::SetWorldOriginLocation(class UObject* WorldContextObject, const struct FIntVector& NewLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetWorldOriginLocation");

	UGameplayStatics_SetWorldOriginLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.NewLocation = NewLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetSubtitlesEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           bEnabled                       (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetSubtitlesEnabled(bool bEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetSubtitlesEnabled");

	UGameplayStatics_SetSubtitlesEnabled_Params params;
	params.bEnabled = bEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetSoundMixClassOverride
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundMix*               InSoundMixModifier             (Parm, ZeroConstructor, IsPlainOldData)
// class USoundClass*             InSoundClass                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          Volume                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          Pitch                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeInTime                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bApplyToChildren               (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetSoundMixClassOverride(class UObject* WorldContextObject, class USoundMix* InSoundMixModifier, class USoundClass* InSoundClass, float Volume, float Pitch, float FadeInTime, bool bApplyToChildren)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetSoundMixClassOverride");

	UGameplayStatics_SetSoundMixClassOverride_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InSoundMixModifier = InSoundMixModifier;
	params.InSoundClass = InSoundClass;
	params.Volume = Volume;
	params.Pitch = Pitch;
	params.FadeInTime = FadeInTime;
	params.bApplyToChildren = bApplyToChildren;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetPlayerControllerID
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       Player                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            ControllerId                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetPlayerControllerID(class APlayerController* Player, int ControllerId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetPlayerControllerID");

	UGameplayStatics_SetPlayerControllerID_Params params;
	params.Player = Player;
	params.ControllerId = ControllerId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetGlobalTimeDilation
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          TimeDilation                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetGlobalTimeDilation(class UObject* WorldContextObject, float TimeDilation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetGlobalTimeDilation");

	UGameplayStatics_SetGlobalTimeDilation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TimeDilation = TimeDilation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetGlobalPitchModulation
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchModulation                (Parm, ZeroConstructor, IsPlainOldData)
// float                          TimeSec                        (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetGlobalPitchModulation(class UObject* WorldContextObject, float PitchModulation, float TimeSec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetGlobalPitchModulation");

	UGameplayStatics_SetGlobalPitchModulation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PitchModulation = PitchModulation;
	params.TimeSec = TimeSec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetGlobalListenerFocusParameters
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          FocusAzimuthScale              (Parm, ZeroConstructor, IsPlainOldData)
// float                          NonFocusAzimuthScale           (Parm, ZeroConstructor, IsPlainOldData)
// float                          FocusDistanceScale             (Parm, ZeroConstructor, IsPlainOldData)
// float                          NonFocusDistanceScale          (Parm, ZeroConstructor, IsPlainOldData)
// float                          FocusVolumeScale               (Parm, ZeroConstructor, IsPlainOldData)
// float                          NonFocusVolumeScale            (Parm, ZeroConstructor, IsPlainOldData)
// float                          FocusPriorityScale             (Parm, ZeroConstructor, IsPlainOldData)
// float                          NonFocusPriorityScale          (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetGlobalListenerFocusParameters(class UObject* WorldContextObject, float FocusAzimuthScale, float NonFocusAzimuthScale, float FocusDistanceScale, float NonFocusDistanceScale, float FocusVolumeScale, float NonFocusVolumeScale, float FocusPriorityScale, float NonFocusPriorityScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetGlobalListenerFocusParameters");

	UGameplayStatics_SetGlobalListenerFocusParameters_Params params;
	params.WorldContextObject = WorldContextObject;
	params.FocusAzimuthScale = FocusAzimuthScale;
	params.NonFocusAzimuthScale = NonFocusAzimuthScale;
	params.FocusDistanceScale = FocusDistanceScale;
	params.NonFocusDistanceScale = NonFocusDistanceScale;
	params.FocusVolumeScale = FocusVolumeScale;
	params.NonFocusVolumeScale = NonFocusVolumeScale;
	params.FocusPriorityScale = FocusPriorityScale;
	params.NonFocusPriorityScale = NonFocusPriorityScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SetGamePaused
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPaused                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::SetGamePaused(class UObject* WorldContextObject, bool bPaused)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetGamePaused");

	UGameplayStatics_SetGamePaused_Params params;
	params.WorldContextObject = WorldContextObject;
	params.bPaused = bPaused;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.SetBaseSoundMix
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundMix*               InSoundMix                     (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::SetBaseSoundMix(class UObject* WorldContextObject, class USoundMix* InSoundMix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SetBaseSoundMix");

	UGameplayStatics_SetBaseSoundMix_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InSoundMix = InSoundMix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.SaveGameToSlot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USaveGame*               SaveGameObject                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 SlotName                       (Parm, ZeroConstructor)
// int                            UserIndex                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::SaveGameToSlot(class USaveGame* SaveGameObject, const struct FString& SlotName, int UserIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.SaveGameToSlot");

	UGameplayStatics_SaveGameToSlot_Params params;
	params.SaveGameObject = SaveGameObject;
	params.SlotName = SlotName;
	params.UserIndex = UserIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.RemovePlayer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       Player                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bDestroyPawn                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::RemovePlayer(class APlayerController* Player, bool bDestroyPawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.RemovePlayer");

	UGameplayStatics_RemovePlayer_Params params;
	params.Player = Player;
	params.bDestroyPawn = bDestroyPawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.RebaseZeroOriginOntoLocal
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 WorldLocation                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UGameplayStatics::RebaseZeroOriginOntoLocal(class UObject* WorldContextObject, const struct FVector& WorldLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.RebaseZeroOriginOntoLocal");

	UGameplayStatics_RebaseZeroOriginOntoLocal_Params params;
	params.WorldContextObject = WorldContextObject;
	params.WorldLocation = WorldLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.RebaseLocalOriginOntoZero
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 WorldLocation                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UGameplayStatics::RebaseLocalOriginOntoZero(class UObject* WorldContextObject, const struct FVector& WorldLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.RebaseLocalOriginOntoZero");

	UGameplayStatics_RebaseLocalOriginOntoZero_Params params;
	params.WorldContextObject = WorldContextObject;
	params.WorldLocation = WorldLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.PushSoundMixModifier
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundMix*               InSoundMixModifier             (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PushSoundMixModifier(class UObject* WorldContextObject, class USoundMix* InSoundMixModifier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PushSoundMixModifier");

	UGameplayStatics_PushSoundMixModifier_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InSoundMixModifier = InSoundMixModifier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.ProjectWorldToScreen
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*       Player                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 WorldPosition                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector2D               ScreenPosition                 (Parm, OutParm, IsPlainOldData)
// bool                           bPlayerViewportRelative        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::ProjectWorldToScreen(class APlayerController* Player, const struct FVector& WorldPosition, bool bPlayerViewportRelative, struct FVector2D* ScreenPosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ProjectWorldToScreen");

	UGameplayStatics_ProjectWorldToScreen_Params params;
	params.Player = Player;
	params.WorldPosition = WorldPosition;
	params.bPlayerViewportRelative = bPlayerViewportRelative;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ScreenPosition != nullptr)
		*ScreenPosition = params.ScreenPosition;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.PopSoundMixModifier
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundMix*               InSoundMixModifier             (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PopSoundMixModifier(class UObject* WorldContextObject, class USoundMix* InSoundMixModifier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PopSoundMixModifier");

	UGameplayStatics_PopSoundMixModifier_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InSoundMixModifier = InSoundMixModifier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.PlayWorldCameraShake
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  Shake                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Epicenter                      (Parm, IsPlainOldData)
// float                          InnerRadius                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          OuterRadius                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          Falloff                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bOrientShakeTowardsEpicenter   (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PlayWorldCameraShake(class UObject* WorldContextObject, class UClass* Shake, const struct FVector& Epicenter, float InnerRadius, float OuterRadius, float Falloff, bool bOrientShakeTowardsEpicenter)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PlayWorldCameraShake");

	UGameplayStatics_PlayWorldCameraShake_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Shake = Shake;
	params.Epicenter = Epicenter;
	params.InnerRadius = InnerRadius;
	params.OuterRadius = OuterRadius;
	params.Falloff = Falloff;
	params.bOrientShakeTowardsEpicenter = bOrientShakeTowardsEpicenter;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.PlaySoundAtLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundAttenuation*       AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)
// class USoundConcurrency*       ConcurrencySettings            (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  OwningActor                    (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PlaySoundAtLocation(class UObject* WorldContextObject, class USoundBase* Sound, const struct FVector& Location, const struct FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings, class USoundConcurrency* ConcurrencySettings, class AActor* OwningActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PlaySoundAtLocation");

	UGameplayStatics_PlaySoundAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Sound = Sound;
	params.Location = Location;
	params.Rotation = Rotation;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;
	params.ConcurrencySettings = ConcurrencySettings;
	params.OwningActor = OwningActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.PlaySound2D
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundConcurrency*       ConcurrencySettings            (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  OwningActor                    (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PlaySound2D(class UObject* WorldContextObject, class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundConcurrency* ConcurrencySettings, class AActor* OwningActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PlaySound2D");

	UGameplayStatics_PlaySound2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Sound = Sound;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.ConcurrencySettings = ConcurrencySettings;
	params.OwningActor = OwningActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.PlayDialogueAtLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UDialogueWave*           Dialogue                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FDialogueContext        Context                        (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundAttenuation*       AttenuationSettings            (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PlayDialogueAtLocation(class UObject* WorldContextObject, class UDialogueWave* Dialogue, const struct FDialogueContext& Context, const struct FVector& Location, const struct FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundAttenuation* AttenuationSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PlayDialogueAtLocation");

	UGameplayStatics_PlayDialogueAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Dialogue = Dialogue;
	params.Context = Context;
	params.Location = Location;
	params.Rotation = Rotation;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.AttenuationSettings = AttenuationSettings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.PlayDialogue2D
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UDialogueWave*           Dialogue                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FDialogueContext        Context                        (ConstParm, Parm, OutParm, ReferenceParm)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::PlayDialogue2D(class UObject* WorldContextObject, class UDialogueWave* Dialogue, const struct FDialogueContext& Context, float VolumeMultiplier, float PitchMultiplier, float StartTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.PlayDialogue2D");

	UGameplayStatics_PlayDialogue2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Dialogue = Dialogue;
	params.Context = Context;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.ParseOption
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 Options                        (Parm, ZeroConstructor)
// struct FString                 Key                            (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UGameplayStatics::ParseOption(const struct FString& Options, const struct FString& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ParseOption");

	UGameplayStatics_ParseOption_Params params;
	params.Options = Options;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.OpenLevel
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   LevelName                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAbsolute                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Options                        (Parm, ZeroConstructor)

void UGameplayStatics::OpenLevel(class UObject* WorldContextObject, const struct FName& LevelName, bool bAbsolute, const struct FString& Options)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.OpenLevel");

	UGameplayStatics_OpenLevel_Params params;
	params.WorldContextObject = WorldContextObject;
	params.LevelName = LevelName;
	params.bAbsolute = bAbsolute;
	params.Options = Options;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.MakeHitResult
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           bBlockingHit                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bInitialOverlap                (Parm, ZeroConstructor, IsPlainOldData)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FVector                 ImpactPoint                    (Parm, IsPlainOldData)
// struct FVector                 Normal                         (Parm, IsPlainOldData)
// struct FVector                 ImpactNormal                   (Parm, IsPlainOldData)
// class UPhysicalMaterial*       PhysMat                        (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  HitActor                       (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     HitComponent                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   HitBoneName                    (Parm, ZeroConstructor, IsPlainOldData)
// int                            HitItem                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            FaceIndex                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 TraceStart                     (Parm, IsPlainOldData)
// struct FVector                 TraceEnd                       (Parm, IsPlainOldData)
// struct FHitResult              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FHitResult UGameplayStatics::MakeHitResult(bool bBlockingHit, bool bInitialOverlap, float Time, float Distance, const struct FVector& Location, const struct FVector& ImpactPoint, const struct FVector& Normal, const struct FVector& ImpactNormal, class UPhysicalMaterial* PhysMat, class AActor* HitActor, class UPrimitiveComponent* HitComponent, const struct FName& HitBoneName, int HitItem, int FaceIndex, const struct FVector& TraceStart, const struct FVector& TraceEnd)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.MakeHitResult");

	UGameplayStatics_MakeHitResult_Params params;
	params.bBlockingHit = bBlockingHit;
	params.bInitialOverlap = bInitialOverlap;
	params.Time = Time;
	params.Distance = Distance;
	params.Location = Location;
	params.ImpactPoint = ImpactPoint;
	params.Normal = Normal;
	params.ImpactNormal = ImpactNormal;
	params.PhysMat = PhysMat;
	params.HitActor = HitActor;
	params.HitComponent = HitComponent;
	params.HitBoneName = HitBoneName;
	params.HitItem = HitItem;
	params.FaceIndex = FaceIndex;
	params.TraceStart = TraceStart;
	params.TraceEnd = TraceEnd;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.LoadStreamLevel
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   LevelName                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bMakeVisibleAfterLoad          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShouldBlockOnLoad             (Parm, ZeroConstructor, IsPlainOldData)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UGameplayStatics::LoadStreamLevel(class UObject* WorldContextObject, const struct FName& LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.LoadStreamLevel");

	UGameplayStatics_LoadStreamLevel_Params params;
	params.WorldContextObject = WorldContextObject;
	params.LevelName = LevelName;
	params.bMakeVisibleAfterLoad = bMakeVisibleAfterLoad;
	params.bShouldBlockOnLoad = bShouldBlockOnLoad;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.LoadGameFromSlotWithSizeLimit
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 SlotName                       (Parm, ZeroConstructor)
// int                            UserIndex                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            MaxSerSize                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USaveGame*               ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USaveGame* UGameplayStatics::LoadGameFromSlotWithSizeLimit(const struct FString& SlotName, int UserIndex, int MaxSerSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.LoadGameFromSlotWithSizeLimit");

	UGameplayStatics_LoadGameFromSlotWithSizeLimit_Params params;
	params.SlotName = SlotName;
	params.UserIndex = UserIndex;
	params.MaxSerSize = MaxSerSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.LoadGameFromSlot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 SlotName                       (Parm, ZeroConstructor)
// int                            UserIndex                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USaveGame*               ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USaveGame* UGameplayStatics::LoadGameFromSlot(const struct FString& SlotName, int UserIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.LoadGameFromSlot");

	UGameplayStatics_LoadGameFromSlot_Params params;
	params.SlotName = SlotName;
	params.UserIndex = UserIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.IsGamePaused
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::IsGamePaused(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.IsGamePaused");

	UGameplayStatics_IsGamePaused_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.HasOption
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 Options                        (Parm, ZeroConstructor)
// struct FString                 InKey                          (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::HasOption(const struct FString& Options, const struct FString& InKey)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.HasOption");

	UGameplayStatics_HasOption_Params params;
	params.Options = Options;
	params.InKey = InKey;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.HasLaunchOption
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 OptionToCheck                  (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::HasLaunchOption(const struct FString& OptionToCheck)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.HasLaunchOption");

	UGameplayStatics_HasLaunchOption_Params params;
	params.OptionToCheck = OptionToCheck;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GrassOverlappingSphereCount
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UStaticMesh*             StaticMesh                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 CenterPosition                 (Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameplayStatics::GrassOverlappingSphereCount(class UObject* WorldContextObject, class UStaticMesh* StaticMesh, const struct FVector& CenterPosition, float Radius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GrassOverlappingSphereCount");

	UGameplayStatics_GrassOverlappingSphereCount_Params params;
	params.WorldContextObject = WorldContextObject;
	params.StaticMesh = StaticMesh;
	params.CenterPosition = CenterPosition;
	params.Radius = Radius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetWorldOriginLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FIntVector              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntVector UGameplayStatics::GetWorldOriginLocation(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetWorldOriginLocation");

	UGameplayStatics_GetWorldOriginLocation_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetWorldDeltaSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::GetWorldDeltaSeconds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetWorldDeltaSeconds");

	UGameplayStatics_GetWorldDeltaSeconds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetUnpausedTimeSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::GetUnpausedTimeSeconds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetUnpausedTimeSeconds");

	UGameplayStatics_GetUnpausedTimeSeconds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetTimeSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::GetTimeSeconds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetTimeSeconds");

	UGameplayStatics_GetTimeSeconds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetSurfaceType
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<EPhysicalSurface>  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<EPhysicalSurface> UGameplayStatics::GetSurfaceType(const struct FHitResult& Hit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetSurfaceType");

	UGameplayStatics_GetSurfaceType_Params params;
	params.Hit = Hit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetStreamingLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PackageName                    (Parm, ZeroConstructor, IsPlainOldData)
// class ULevelStreaming*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ULevelStreaming* UGameplayStatics::GetStreamingLevel(class UObject* WorldContextObject, const struct FName& PackageName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetStreamingLevel");

	UGameplayStatics_GetStreamingLevel_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PackageName = PackageName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetRealTimeSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::GetRealTimeSeconds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetRealTimeSeconds");

	UGameplayStatics_GetRealTimeSeconds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetPlayerPawn
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            PlayerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// class APawn*                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APawn* UGameplayStatics::GetPlayerPawn(class UObject* WorldContextObject, int PlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetPlayerPawn");

	UGameplayStatics_GetPlayerPawn_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PlayerIndex = PlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetPlayerControllerID
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       Player                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameplayStatics::GetPlayerControllerID(class APlayerController* Player)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetPlayerControllerID");

	UGameplayStatics_GetPlayerControllerID_Params params;
	params.Player = Player;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetPlayerController
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            PlayerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerController*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APlayerController* UGameplayStatics::GetPlayerController(class UObject* WorldContextObject, int PlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetPlayerController");

	UGameplayStatics_GetPlayerController_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PlayerIndex = PlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetPlayerCharacter
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            PlayerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// class ACharacter*              ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ACharacter* UGameplayStatics::GetPlayerCharacter(class UObject* WorldContextObject, int PlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetPlayerCharacter");

	UGameplayStatics_GetPlayerCharacter_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PlayerIndex = PlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetPlayerCameraManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            PlayerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerCameraManager*    ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APlayerCameraManager* UGameplayStatics::GetPlayerCameraManager(class UObject* WorldContextObject, int PlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetPlayerCameraManager");

	UGameplayStatics_GetPlayerCameraManager_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PlayerIndex = PlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetPlatformName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UGameplayStatics::GetPlatformName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetPlatformName");

	UGameplayStatics_GetPlatformName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetObjectClass
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UClass* UGameplayStatics::GetObjectClass(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetObjectClass");

	UGameplayStatics_GetObjectClass_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetKeyValue
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 Pair                           (Parm, ZeroConstructor)
// struct FString                 Key                            (Parm, OutParm, ZeroConstructor)
// struct FString                 Value                          (Parm, OutParm, ZeroConstructor)

void UGameplayStatics::GetKeyValue(const struct FString& Pair, struct FString* Key, struct FString* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetKeyValue");

	UGameplayStatics_GetKeyValue_Params params;
	params.Pair = Pair;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Key != nullptr)
		*Key = params.Key;
	if (Value != nullptr)
		*Value = params.Value;
}


// Function Engine.GameplayStatics.GetIntOption
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 Options                        (Parm, ZeroConstructor)
// struct FString                 Key                            (Parm, ZeroConstructor)
// int                            DefaultValue                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameplayStatics::GetIntOption(const struct FString& Options, const struct FString& Key, int DefaultValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetIntOption");

	UGameplayStatics_GetIntOption_Params params;
	params.Options = Options;
	params.Key = Key;
	params.DefaultValue = DefaultValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetGlobalTimeDilation
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::GetGlobalTimeDilation(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetGlobalTimeDilation");

	UGameplayStatics_GetGlobalTimeDilation_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetGameState
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class AGameStateBase*          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AGameStateBase* UGameplayStatics::GetGameState(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetGameState");

	UGameplayStatics_GetGameState_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetGameMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class AGameModeBase*           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AGameModeBase* UGameplayStatics::GetGameMode(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetGameMode");

	UGameplayStatics_GetGameMode_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetGameInstance
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UGameInstance*           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UGameInstance* UGameplayStatics::GetGameInstance(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetGameInstance");

	UGameplayStatics_GetGameInstance_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetCurrentReverbEffect
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UReverbEffect*           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UReverbEffect* UGameplayStatics::GetCurrentReverbEffect(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetCurrentReverbEffect");

	UGameplayStatics_GetCurrentReverbEffect_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetCurrentLevelName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRemovePrefixString            (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UGameplayStatics::GetCurrentLevelName(class UObject* WorldContextObject, bool bRemovePrefixString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetCurrentLevelName");

	UGameplayStatics_GetCurrentLevelName_Params params;
	params.WorldContextObject = WorldContextObject;
	params.bRemovePrefixString = bRemovePrefixString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetAudioTimeSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::GetAudioTimeSeconds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetAudioTimeSeconds");

	UGameplayStatics_GetAudioTimeSeconds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetAllActorsWithTag
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   Tag                            (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)

void UGameplayStatics::GetAllActorsWithTag(class UObject* WorldContextObject, const struct FName& Tag, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetAllActorsWithTag");

	UGameplayStatics_GetAllActorsWithTag_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Tag = Tag;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;
}


// Function Engine.GameplayStatics.GetAllActorsWithInterface
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  Interface                      (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)

void UGameplayStatics::GetAllActorsWithInterface(class UObject* WorldContextObject, class UClass* Interface, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetAllActorsWithInterface");

	UGameplayStatics_GetAllActorsWithInterface_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Interface = Interface;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;
}


// Function Engine.GameplayStatics.GetAllActorsOfClass
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ActorClass                     (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)

void UGameplayStatics::GetAllActorsOfClass(class UObject* WorldContextObject, class UClass* ActorClass, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetAllActorsOfClass");

	UGameplayStatics_GetAllActorsOfClass_Params params;
	params.WorldContextObject = WorldContextObject;
	params.ActorClass = ActorClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;
}


// Function Engine.GameplayStatics.GetActorArrayBounds
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// TArray<class AActor*>          Actors                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bOnlyCollidingComponents       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Center                         (Parm, OutParm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, OutParm, IsPlainOldData)

void UGameplayStatics::GetActorArrayBounds(TArray<class AActor*> Actors, bool bOnlyCollidingComponents, struct FVector* Center, struct FVector* BoxExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetActorArrayBounds");

	UGameplayStatics_GetActorArrayBounds_Params params;
	params.Actors = Actors;
	params.bOnlyCollidingComponents = bOnlyCollidingComponents;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Center != nullptr)
		*Center = params.Center;
	if (BoxExtent != nullptr)
		*BoxExtent = params.BoxExtent;
}


// Function Engine.GameplayStatics.GetActorArrayAverageLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// TArray<class AActor*>          Actors                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UGameplayStatics::GetActorArrayAverageLocation(TArray<class AActor*> Actors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetActorArrayAverageLocation");

	UGameplayStatics_GetActorArrayAverageLocation_Params params;
	params.Actors = Actors;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.GetAccurateRealTime
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            Seconds                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          PartialSeconds                 (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::GetAccurateRealTime(class UObject* WorldContextObject, int* Seconds, float* PartialSeconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.GetAccurateRealTime");

	UGameplayStatics_GetAccurateRealTime_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Seconds != nullptr)
		*Seconds = params.Seconds;
	if (PartialSeconds != nullptr)
		*PartialSeconds = params.PartialSeconds;
}


// Function Engine.GameplayStatics.FlushLevelStreaming
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::FlushLevelStreaming(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.FlushLevelStreaming");

	UGameplayStatics_FlushLevelStreaming_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.FinishSpawningActor
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              SpawnTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UGameplayStatics::FinishSpawningActor(class AActor* Actor, const struct FTransform& SpawnTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.FinishSpawningActor");

	UGameplayStatics_FinishSpawningActor_Params params;
	params.Actor = Actor;
	params.SpawnTransform = SpawnTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.FindCollisionUV
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// int                            UVChannel                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               UV                             (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::FindCollisionUV(const struct FHitResult& Hit, int UVChannel, struct FVector2D* UV)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.FindCollisionUV");

	UGameplayStatics_FindCollisionUV_Params params;
	params.Hit = Hit;
	params.UVChannel = UVChannel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (UV != nullptr)
		*UV = params.UV;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.EnableLiveStreaming
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           Enable                         (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::EnableLiveStreaming(bool Enable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.EnableLiveStreaming");

	UGameplayStatics_EnableLiveStreaming_Params params;
	params.Enable = Enable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.DoesSaveGameExist
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 SlotName                       (Parm, ZeroConstructor)
// int                            UserIndex                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::DoesSaveGameExist(const struct FString& SlotName, int UserIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.DoesSaveGameExist");

	UGameplayStatics_DoesSaveGameExist_Params params;
	params.SlotName = SlotName;
	params.UserIndex = UserIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.DeprojectScreenToWorld
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*       Player                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ScreenPosition                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 WorldPosition                  (Parm, OutParm, IsPlainOldData)
// struct FVector                 WorldDirection                 (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::DeprojectScreenToWorld(class APlayerController* Player, const struct FVector2D& ScreenPosition, struct FVector* WorldPosition, struct FVector* WorldDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.DeprojectScreenToWorld");

	UGameplayStatics_DeprojectScreenToWorld_Params params;
	params.Player = Player;
	params.ScreenPosition = ScreenPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (WorldPosition != nullptr)
		*WorldPosition = params.WorldPosition;
	if (WorldDirection != nullptr)
		*WorldDirection = params.WorldDirection;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.DeleteGameInSlot
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 SlotName                       (Parm, ZeroConstructor)
// int                            UserIndex                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::DeleteGameInSlot(const struct FString& SlotName, int UserIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.DeleteGameInSlot");

	UGameplayStatics_DeleteGameInSlot_Params params;
	params.SlotName = SlotName;
	params.UserIndex = UserIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.DeactivateReverbEffect
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   TagName                        (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::DeactivateReverbEffect(class UObject* WorldContextObject, const struct FName& TagName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.DeactivateReverbEffect");

	UGameplayStatics_DeactivateReverbEffect_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TagName = TagName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.CreateSound2D
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundBase*              Sound                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          VolumeMultiplier               (Parm, ZeroConstructor, IsPlainOldData)
// float                          PitchMultiplier                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)
// class USoundConcurrency*       ConcurrencySettings            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPersistAcrossLevelTransition  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAutoDestroy                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAudioComponent*         ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAudioComponent* UGameplayStatics::CreateSound2D(class UObject* WorldContextObject, class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, class USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.CreateSound2D");

	UGameplayStatics_CreateSound2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Sound = Sound;
	params.VolumeMultiplier = VolumeMultiplier;
	params.PitchMultiplier = PitchMultiplier;
	params.StartTime = StartTime;
	params.ConcurrencySettings = ConcurrencySettings;
	params.bPersistAcrossLevelTransition = bPersistAcrossLevelTransition;
	params.bAutoDestroy = bAutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.CreateSaveGameObjectFromBlueprint
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UBlueprint*              SaveGameBlueprint              (Parm, ZeroConstructor, IsPlainOldData)
// class USaveGame*               ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USaveGame* UGameplayStatics::CreateSaveGameObjectFromBlueprint(class UBlueprint* SaveGameBlueprint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.CreateSaveGameObjectFromBlueprint");

	UGameplayStatics_CreateSaveGameObjectFromBlueprint_Params params;
	params.SaveGameBlueprint = SaveGameBlueprint;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.CreateSaveGameObject
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UClass*                  SaveGameClass                  (Parm, ZeroConstructor, IsPlainOldData)
// class USaveGame*               ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USaveGame* UGameplayStatics::CreateSaveGameObject(class UClass* SaveGameClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.CreateSaveGameObject");

	UGameplayStatics_CreateSaveGameObject_Params params;
	params.SaveGameClass = SaveGameClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.CreatePlayer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// int                            ControllerId                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSpawnPawn                     (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerController*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APlayerController* UGameplayStatics::CreatePlayer(class UObject* WorldContextObject, int ControllerId, bool bSpawnPawn)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.CreatePlayer");

	UGameplayStatics_CreatePlayer_Params params;
	params.WorldContextObject = WorldContextObject;
	params.ControllerId = ControllerId;
	params.bSpawnPawn = bSpawnPawn;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.ClearSoundMixModifiers
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::ClearSoundMixModifiers(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ClearSoundMixModifiers");

	UGameplayStatics_ClearSoundMixModifiers_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.ClearSoundMixClassOverride
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class USoundMix*               InSoundMixModifier             (Parm, ZeroConstructor, IsPlainOldData)
// class USoundClass*             InSoundClass                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeOutTime                    (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::ClearSoundMixClassOverride(class UObject* WorldContextObject, class USoundMix* InSoundMixModifier, class USoundClass* InSoundClass, float FadeOutTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ClearSoundMixClassOverride");

	UGameplayStatics_ClearSoundMixClassOverride_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InSoundMixModifier = InSoundMixModifier;
	params.InSoundClass = InSoundClass;
	params.FadeOutTime = FadeOutTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.CancelAsyncLoading
// (Final, Native, Static, Public, BlueprintCallable)

void UGameplayStatics::CancelAsyncLoading()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.CancelAsyncLoading");

	UGameplayStatics_CancelAsyncLoading_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameplayStatics.BreakHitResult
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bBlockingHit                   (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           bInitialOverlap                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Time                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Distance                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, OutParm, IsPlainOldData)
// struct FVector                 ImpactPoint                    (Parm, OutParm, IsPlainOldData)
// struct FVector                 Normal                         (Parm, OutParm, IsPlainOldData)
// struct FVector                 ImpactNormal                   (Parm, OutParm, IsPlainOldData)
// class UPhysicalMaterial*       PhysMat                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class AActor*                  HitActor                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     HitComponent                   (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   HitBoneName                    (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            HitItem                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            FaceIndex                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FVector                 TraceStart                     (Parm, OutParm, IsPlainOldData)
// struct FVector                 TraceEnd                       (Parm, OutParm, IsPlainOldData)

void UGameplayStatics::BreakHitResult(const struct FHitResult& Hit, bool* bBlockingHit, bool* bInitialOverlap, float* Time, float* Distance, struct FVector* Location, struct FVector* ImpactPoint, struct FVector* Normal, struct FVector* ImpactNormal, class UPhysicalMaterial** PhysMat, class AActor** HitActor, class UPrimitiveComponent** HitComponent, struct FName* HitBoneName, int* HitItem, int* FaceIndex, struct FVector* TraceStart, struct FVector* TraceEnd)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.BreakHitResult");

	UGameplayStatics_BreakHitResult_Params params;
	params.Hit = Hit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (bBlockingHit != nullptr)
		*bBlockingHit = params.bBlockingHit;
	if (bInitialOverlap != nullptr)
		*bInitialOverlap = params.bInitialOverlap;
	if (Time != nullptr)
		*Time = params.Time;
	if (Distance != nullptr)
		*Distance = params.Distance;
	if (Location != nullptr)
		*Location = params.Location;
	if (ImpactPoint != nullptr)
		*ImpactPoint = params.ImpactPoint;
	if (Normal != nullptr)
		*Normal = params.Normal;
	if (ImpactNormal != nullptr)
		*ImpactNormal = params.ImpactNormal;
	if (PhysMat != nullptr)
		*PhysMat = params.PhysMat;
	if (HitActor != nullptr)
		*HitActor = params.HitActor;
	if (HitComponent != nullptr)
		*HitComponent = params.HitComponent;
	if (HitBoneName != nullptr)
		*HitBoneName = params.HitBoneName;
	if (HitItem != nullptr)
		*HitItem = params.HitItem;
	if (FaceIndex != nullptr)
		*FaceIndex = params.FaceIndex;
	if (TraceStart != nullptr)
		*TraceStart = params.TraceStart;
	if (TraceEnd != nullptr)
		*TraceEnd = params.TraceEnd;
}


// Function Engine.GameplayStatics.BlueprintSuggestProjectileVelocity
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 TossVelocity                   (Parm, OutParm, IsPlainOldData)
// struct FVector                 StartLocation                  (Parm, IsPlainOldData)
// struct FVector                 EndLocation                    (Parm, IsPlainOldData)
// float                          LaunchSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          OverrideGravityZ               (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESuggestProjVelocityTraceOption> TraceOption                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          CollisionRadius                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFavorHighArc                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bDrawDebug                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::BlueprintSuggestProjectileVelocity(class UObject* WorldContextObject, bool bDrawDebug, const struct FVector& StartLocation, const struct FVector& EndLocation, float LaunchSpeed, float OverrideGravityZ, TEnumAsByte<ESuggestProjVelocityTraceOption> TraceOption, float CollisionRadius, bool bFavorHighArc, struct FVector* TossVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.BlueprintSuggestProjectileVelocity");

	UGameplayStatics_BlueprintSuggestProjectileVelocity_Params params;
	params.WorldContextObject = WorldContextObject;
	params.StartLocation = StartLocation;
	params.EndLocation = EndLocation;
	params.LaunchSpeed = LaunchSpeed;
	params.OverrideGravityZ = OverrideGravityZ;
	params.TraceOption = TraceOption;
	params.CollisionRadius = CollisionRadius;
	params.bFavorHighArc = bFavorHighArc;
	params.bDrawDebug = bDrawDebug;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (TossVelocity != nullptr)
		*TossVelocity = params.TossVelocity;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.Blueprint_PredictProjectilePath_ByTraceChannel
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// TArray<struct FVector>         OutPathPositions               (Parm, OutParm, ZeroConstructor)
// struct FVector                 OutLastTraceDestination        (Parm, OutParm, IsPlainOldData)
// struct FVector                 startPos                       (Parm, IsPlainOldData)
// struct FVector                 LaunchVelocity                 (Parm, IsPlainOldData)
// bool                           bTracePath                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ProjectileRadius               (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECollisionChannel> TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          DrawDebugTime                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          SimFrequency                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxSimTime                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          OverrideGravityZ               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel(class UObject* WorldContextObject, float OverrideGravityZ, float MaxSimTime, float SimFrequency, const struct FVector& startPos, const struct FVector& LaunchVelocity, bool bTracePath, float ProjectileRadius, TEnumAsByte<ECollisionChannel> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawDebugTime, struct FVector* OutLastTraceDestination, TArray<struct FVector>* OutPathPositions, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.Blueprint_PredictProjectilePath_ByTraceChannel");

	UGameplayStatics_Blueprint_PredictProjectilePath_ByTraceChannel_Params params;
	params.WorldContextObject = WorldContextObject;
	params.startPos = startPos;
	params.LaunchVelocity = LaunchVelocity;
	params.bTracePath = bTracePath;
	params.ProjectileRadius = ProjectileRadius;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.DrawDebugTime = DrawDebugTime;
	params.SimFrequency = SimFrequency;
	params.MaxSimTime = MaxSimTime;
	params.OverrideGravityZ = OverrideGravityZ;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;
	if (OutPathPositions != nullptr)
		*OutPathPositions = params.OutPathPositions;
	if (OutLastTraceDestination != nullptr)
		*OutLastTraceDestination = params.OutLastTraceDestination;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.Blueprint_PredictProjectilePath_ByObjectType
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// TArray<struct FVector>         OutPathPositions               (Parm, OutParm, ZeroConstructor)
// struct FVector                 OutLastTraceDestination        (Parm, OutParm, IsPlainOldData)
// struct FVector                 startPos                       (Parm, IsPlainOldData)
// struct FVector                 LaunchVelocity                 (Parm, IsPlainOldData)
// bool                           bTracePath                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ProjectileRadius               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          DrawDebugTime                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          SimFrequency                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxSimTime                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          OverrideGravityZ               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType(class UObject* WorldContextObject, float OverrideGravityZ, float MaxSimTime, float SimFrequency, const struct FVector& startPos, const struct FVector& LaunchVelocity, bool bTracePath, float ProjectileRadius, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawDebugTime, struct FVector* OutLastTraceDestination, TArray<struct FVector>* OutPathPositions, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.Blueprint_PredictProjectilePath_ByObjectType");

	UGameplayStatics_Blueprint_PredictProjectilePath_ByObjectType_Params params;
	params.WorldContextObject = WorldContextObject;
	params.startPos = startPos;
	params.LaunchVelocity = LaunchVelocity;
	params.bTracePath = bTracePath;
	params.ProjectileRadius = ProjectileRadius;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.DrawDebugTime = DrawDebugTime;
	params.SimFrequency = SimFrequency;
	params.MaxSimTime = MaxSimTime;
	params.OverrideGravityZ = OverrideGravityZ;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;
	if (OutPathPositions != nullptr)
		*OutPathPositions = params.OutPathPositions;
	if (OutLastTraceDestination != nullptr)
		*OutLastTraceDestination = params.OutLastTraceDestination;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.Blueprint_PredictProjectilePath_Advanced
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FPredictProjectilePathParams PredictParams                  (ConstParm, Parm, OutParm, ReferenceParm)
// struct FPredictProjectilePathResult PredictResult                  (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::Blueprint_PredictProjectilePath_Advanced(class UObject* WorldContextObject, const struct FPredictProjectilePathParams& PredictParams, struct FPredictProjectilePathResult* PredictResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.Blueprint_PredictProjectilePath_Advanced");

	UGameplayStatics_Blueprint_PredictProjectilePath_Advanced_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PredictParams = PredictParams;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (PredictResult != nullptr)
		*PredictResult = params.PredictResult;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.BeginSpawningActorFromClass
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ActorClass                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              SpawnTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bNoCollisionFail               (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Owner                          (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UGameplayStatics::BeginSpawningActorFromClass(class UObject* WorldContextObject, class UClass* ActorClass, const struct FTransform& SpawnTransform, bool bNoCollisionFail, class AActor* Owner)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.BeginSpawningActorFromClass");

	UGameplayStatics_BeginSpawningActorFromClass_Params params;
	params.WorldContextObject = WorldContextObject;
	params.ActorClass = ActorClass;
	params.SpawnTransform = SpawnTransform;
	params.bNoCollisionFail = bNoCollisionFail;
	params.Owner = Owner;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.BeginSpawningActorFromBlueprint
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UBlueprint*              Blueprint                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              SpawnTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bNoCollisionFail               (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UGameplayStatics::BeginSpawningActorFromBlueprint(class UObject* WorldContextObject, class UBlueprint* Blueprint, const struct FTransform& SpawnTransform, bool bNoCollisionFail)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.BeginSpawningActorFromBlueprint");

	UGameplayStatics_BeginSpawningActorFromBlueprint_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Blueprint = Blueprint;
	params.SpawnTransform = SpawnTransform;
	params.bNoCollisionFail = bNoCollisionFail;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.BeginDeferredActorSpawnFromClass
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ActorClass                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              SpawnTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// ESpawnActorCollisionHandlingMethod CollisionHandlingOverride      (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Owner                          (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(class UObject* WorldContextObject, class UClass* ActorClass, const struct FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, class AActor* Owner)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");

	UGameplayStatics_BeginDeferredActorSpawnFromClass_Params params;
	params.WorldContextObject = WorldContextObject;
	params.ActorClass = ActorClass;
	params.SpawnTransform = SpawnTransform;
	params.CollisionHandlingOverride = CollisionHandlingOverride;
	params.Owner = Owner;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.AreSubtitlesEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::AreSubtitlesEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.AreSubtitlesEnabled");

	UGameplayStatics_AreSubtitlesEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.AreAnyListenersWithinRange
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// float                          MaximumRange                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::AreAnyListenersWithinRange(class UObject* WorldContextObject, const struct FVector& Location, float MaximumRange)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.AreAnyListenersWithinRange");

	UGameplayStatics_AreAnyListenersWithinRange_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Location = Location;
	params.MaximumRange = MaximumRange;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.ApplyRadialDamageWithFalloff
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          BaseDamage                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          MinimumDamage                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          DamageInnerRadius              (Parm, ZeroConstructor, IsPlainOldData)
// float                          DamageOuterRadius              (Parm, ZeroConstructor, IsPlainOldData)
// float                          DamageFalloff                  (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  DamageTypeClass                (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          IgnoreActors                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)
// class AController*             InstigatedByController         (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECollisionChannel> DamagePreventionChannel        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::ApplyRadialDamageWithFalloff(class UObject* WorldContextObject, float BaseDamage, float MinimumDamage, const struct FVector& Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, class UClass* DamageTypeClass, TArray<class AActor*> IgnoreActors, class AActor* DamageCauser, class AController* InstigatedByController, TEnumAsByte<ECollisionChannel> DamagePreventionChannel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ApplyRadialDamageWithFalloff");

	UGameplayStatics_ApplyRadialDamageWithFalloff_Params params;
	params.WorldContextObject = WorldContextObject;
	params.BaseDamage = BaseDamage;
	params.MinimumDamage = MinimumDamage;
	params.Origin = Origin;
	params.DamageInnerRadius = DamageInnerRadius;
	params.DamageOuterRadius = DamageOuterRadius;
	params.DamageFalloff = DamageFalloff;
	params.DamageTypeClass = DamageTypeClass;
	params.IgnoreActors = IgnoreActors;
	params.DamageCauser = DamageCauser;
	params.InstigatedByController = InstigatedByController;
	params.DamagePreventionChannel = DamagePreventionChannel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.ApplyRadialDamage
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// float                          BaseDamage                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          DamageRadius                   (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  DamageTypeClass                (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          IgnoreActors                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)
// class AController*             InstigatedByController         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bDoFullDamage                  (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECollisionChannel> DamagePreventionChannel        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameplayStatics::ApplyRadialDamage(class UObject* WorldContextObject, float BaseDamage, const struct FVector& Origin, float DamageRadius, class UClass* DamageTypeClass, TArray<class AActor*> IgnoreActors, class AActor* DamageCauser, class AController* InstigatedByController, bool bDoFullDamage, TEnumAsByte<ECollisionChannel> DamagePreventionChannel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ApplyRadialDamage");

	UGameplayStatics_ApplyRadialDamage_Params params;
	params.WorldContextObject = WorldContextObject;
	params.BaseDamage = BaseDamage;
	params.Origin = Origin;
	params.DamageRadius = DamageRadius;
	params.DamageTypeClass = DamageTypeClass;
	params.IgnoreActors = IgnoreActors;
	params.DamageCauser = DamageCauser;
	params.InstigatedByController = InstigatedByController;
	params.bDoFullDamage = bDoFullDamage;
	params.DamagePreventionChannel = DamagePreventionChannel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.ApplyPointDamage
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                  DamagedActor                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          BaseDamage                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 HitFromDirection               (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FHitResult              HitInfo                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class AController*             EventInstigator                (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  DamageTypeClass                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::ApplyPointDamage(class AActor* DamagedActor, float BaseDamage, const struct FVector& HitFromDirection, const struct FHitResult& HitInfo, class AController* EventInstigator, class AActor* DamageCauser, class UClass* DamageTypeClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ApplyPointDamage");

	UGameplayStatics_ApplyPointDamage_Params params;
	params.DamagedActor = DamagedActor;
	params.BaseDamage = BaseDamage;
	params.HitFromDirection = HitFromDirection;
	params.HitInfo = HitInfo;
	params.EventInstigator = EventInstigator;
	params.DamageCauser = DamageCauser;
	params.DamageTypeClass = DamageTypeClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.ApplyDamage
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                  DamagedActor                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          BaseDamage                     (Parm, ZeroConstructor, IsPlainOldData)
// class AController*             EventInstigator                (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  DamageCauser                   (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  DamageTypeClass                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameplayStatics::ApplyDamage(class AActor* DamagedActor, float BaseDamage, class AController* EventInstigator, class AActor* DamageCauser, class UClass* DamageTypeClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ApplyDamage");

	UGameplayStatics_ApplyDamage_Params params;
	params.DamagedActor = DamagedActor;
	params.BaseDamage = BaseDamage;
	params.EventInstigator = EventInstigator;
	params.DamageCauser = DamageCauser;
	params.DamageTypeClass = DamageTypeClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameplayStatics.ActivateReverbEffect
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UReverbEffect*           ReverbEffect                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   TagName                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Priority                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Volume                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeTime                       (Parm, ZeroConstructor, IsPlainOldData)

void UGameplayStatics::ActivateReverbEffect(class UObject* WorldContextObject, class UReverbEffect* ReverbEffect, const struct FName& TagName, float Priority, float Volume, float FadeTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameplayStatics.ActivateReverbEffect");

	UGameplayStatics_ActivateReverbEffect_Params params;
	params.WorldContextObject = WorldContextObject;
	params.ReverbEffect = ReverbEffect;
	params.TagName = TagName;
	params.Priority = Priority;
	params.Volume = Volume;
	params.FadeTime = FadeTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopCameraShake
// (Native, Public, BlueprintCallable)
// Parameters:
// class UCameraShake*            ShakeInstance                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bImmediately                   (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StopCameraShake(class UCameraShake* ShakeInstance, bool bImmediately)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopCameraShake");

	APlayerCameraManager_StopCameraShake_Params params;
	params.ShakeInstance = ShakeInstance;
	params.bImmediately = bImmediately;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopCameraFade
// (Native, Public, BlueprintCallable)

void APlayerCameraManager::StopCameraFade()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopCameraFade");

	APlayerCameraManager_StopCameraFade_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopCameraAnimInst
// (Native, Public, BlueprintCallable)
// Parameters:
// class UCameraAnimInst*         AnimInst                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bImmediate                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StopCameraAnimInst(class UCameraAnimInst* AnimInst, bool bImmediate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopCameraAnimInst");

	APlayerCameraManager_StopCameraAnimInst_Params params;
	params.AnimInst = AnimInst;
	params.bImmediate = bImmediate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopAllInstancesOfCameraShake
// (Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  Shake                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bImmediately                   (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StopAllInstancesOfCameraShake(class UClass* Shake, bool bImmediately)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopAllInstancesOfCameraShake");

	APlayerCameraManager_StopAllInstancesOfCameraShake_Params params;
	params.Shake = Shake;
	params.bImmediately = bImmediately;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopAllInstancesOfCameraAnim
// (Native, Public, BlueprintCallable)
// Parameters:
// class UCameraAnim*             Anim                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bImmediate                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StopAllInstancesOfCameraAnim(class UCameraAnim* Anim, bool bImmediate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopAllInstancesOfCameraAnim");

	APlayerCameraManager_StopAllInstancesOfCameraAnim_Params params;
	params.Anim = Anim;
	params.bImmediate = bImmediate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopAllCameraShakes
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bImmediately                   (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StopAllCameraShakes(bool bImmediately)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopAllCameraShakes");

	APlayerCameraManager_StopAllCameraShakes_Params params;
	params.bImmediately = bImmediately;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StopAllCameraAnims
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bImmediate                     (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StopAllCameraAnims(bool bImmediate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StopAllCameraAnims");

	APlayerCameraManager_StopAllCameraAnims_Params params;
	params.bImmediate = bImmediate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.StartCameraFade
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                          FromAlpha                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ToAlpha                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            Color                          (Parm, IsPlainOldData)
// bool                           bShouldFadeAudio               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHoldWhenFinished              (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::StartCameraFade(float FromAlpha, float ToAlpha, float Duration, const struct FLinearColor& Color, bool bShouldFadeAudio, bool bHoldWhenFinished)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.StartCameraFade");

	APlayerCameraManager_StartCameraFade_Params params;
	params.FromAlpha = FromAlpha;
	params.ToAlpha = ToAlpha;
	params.Duration = Duration;
	params.Color = Color;
	params.bShouldFadeAudio = bShouldFadeAudio;
	params.bHoldWhenFinished = bHoldWhenFinished;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.SetManualCameraFade
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                          InFadeAmount                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            Color                          (Parm, IsPlainOldData)
// bool                           bInFadeAudio                   (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::SetManualCameraFade(float InFadeAmount, const struct FLinearColor& Color, bool bInFadeAudio)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.SetManualCameraFade");

	APlayerCameraManager_SetManualCameraFade_Params params;
	params.InFadeAmount = InFadeAmount;
	params.Color = Color;
	params.bInFadeAudio = bInFadeAudio;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.RemoveCameraModifier
// (Native, Public, BlueprintCallable)
// Parameters:
// class UCameraModifier*         ModifierToRemove               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerCameraManager::RemoveCameraModifier(class UCameraModifier* ModifierToRemove)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.RemoveCameraModifier");

	APlayerCameraManager_RemoveCameraModifier_Params params;
	params.ModifierToRemove = ModifierToRemove;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.RemoveCameraLensEffect
// (Native, Public, BlueprintCallable)
// Parameters:
// class AEmitterCameraLensEffectBase* Emitter                        (Parm, ZeroConstructor, IsPlainOldData)

void APlayerCameraManager::RemoveCameraLensEffect(class AEmitterCameraLensEffectBase* Emitter)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.RemoveCameraLensEffect");

	APlayerCameraManager_RemoveCameraLensEffect_Params params;
	params.Emitter = Emitter;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.PlayCameraShake
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UClass*                  ShakeClass                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECameraAnimPlaySpace> PlaySpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                UserPlaySpaceRot               (Parm, IsPlainOldData)
// class UCameraShake*            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UCameraShake* APlayerCameraManager::PlayCameraShake(class UClass* ShakeClass, float Scale, TEnumAsByte<ECameraAnimPlaySpace> PlaySpace, const struct FRotator& UserPlaySpaceRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.PlayCameraShake");

	APlayerCameraManager_PlayCameraShake_Params params;
	params.ShakeClass = ShakeClass;
	params.Scale = Scale;
	params.PlaySpace = PlaySpace;
	params.UserPlaySpaceRot = UserPlaySpaceRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.PlayCameraAnim
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UCameraAnim*             Anim                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Rate                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendInTime                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendOutTime                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLoop                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRandomStartTime               (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ECameraAnimPlaySpace> PlaySpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                UserPlaySpaceRot               (Parm, IsPlainOldData)
// class UCameraAnimInst*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UCameraAnimInst* APlayerCameraManager::PlayCameraAnim(class UCameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, TEnumAsByte<ECameraAnimPlaySpace> PlaySpace, const struct FRotator& UserPlaySpaceRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.PlayCameraAnim");

	APlayerCameraManager_PlayCameraAnim_Params params;
	params.Anim = Anim;
	params.Rate = Rate;
	params.Scale = Scale;
	params.BlendInTime = BlendInTime;
	params.BlendOutTime = BlendOutTime;
	params.bLoop = bLoop;
	params.bRandomStartTime = bRandomStartTime;
	params.Duration = Duration;
	params.PlaySpace = PlaySpace;
	params.UserPlaySpaceRot = UserPlaySpaceRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.PhotographyCameraModify
// (BlueprintCosmetic, Native, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                 NewCameraLocation              (ConstParm, Parm, IsPlainOldData)
// struct FVector                 PreviousCameraLocation         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 OriginalCameraLocation         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 ResultCameraLocation           (Parm, OutParm, IsPlainOldData)

void APlayerCameraManager::PhotographyCameraModify(const struct FVector& NewCameraLocation, const struct FVector& PreviousCameraLocation, const struct FVector& OriginalCameraLocation, struct FVector* ResultCameraLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.PhotographyCameraModify");

	APlayerCameraManager_PhotographyCameraModify_Params params;
	params.NewCameraLocation = NewCameraLocation;
	params.PreviousCameraLocation = PreviousCameraLocation;
	params.OriginalCameraLocation = OriginalCameraLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ResultCameraLocation != nullptr)
		*ResultCameraLocation = params.ResultCameraLocation;
}


// Function Engine.PlayerCameraManager.OnPhotographySessionStart
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void APlayerCameraManager::OnPhotographySessionStart()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.OnPhotographySessionStart");

	APlayerCameraManager_OnPhotographySessionStart_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.OnPhotographySessionEnd
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void APlayerCameraManager::OnPhotographySessionEnd()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.OnPhotographySessionEnd");

	APlayerCameraManager_OnPhotographySessionEnd_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.OnPhotographyMultiPartCaptureStart
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void APlayerCameraManager::OnPhotographyMultiPartCaptureStart()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.OnPhotographyMultiPartCaptureStart");

	APlayerCameraManager_OnPhotographyMultiPartCaptureStart_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.OnPhotographyMultiPartCaptureEnd
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void APlayerCameraManager::OnPhotographyMultiPartCaptureEnd()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.OnPhotographyMultiPartCaptureEnd");

	APlayerCameraManager_OnPhotographyMultiPartCaptureEnd_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.GetOwningPlayerController
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerController*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class APlayerController* APlayerCameraManager::GetOwningPlayerController()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.GetOwningPlayerController");

	APlayerCameraManager_GetOwningPlayerController_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.GetFOVAngle
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float APlayerCameraManager::GetFOVAngle()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.GetFOVAngle");

	APlayerCameraManager_GetFOVAngle_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.GetCameraRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator APlayerCameraManager::GetCameraRotation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.GetCameraRotation");

	APlayerCameraManager_GetCameraRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.GetCameraLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector APlayerCameraManager::GetCameraLocation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.GetCameraLocation");

	APlayerCameraManager_GetCameraLocation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.FindCameraModifierByClass
// (Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  ModifierClass                  (Parm, ZeroConstructor, IsPlainOldData)
// class UCameraModifier*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UCameraModifier* APlayerCameraManager::FindCameraModifierByClass(class UClass* ModifierClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.FindCameraModifierByClass");

	APlayerCameraManager_FindCameraModifierByClass_Params params;
	params.ModifierClass = ModifierClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.ClearCameraLensEffects
// (Native, Public, BlueprintCallable)

void APlayerCameraManager::ClearCameraLensEffects()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.ClearCameraLensEffects");

	APlayerCameraManager_ClearCameraLensEffects_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerCameraManager.BlueprintUpdateCamera
// (BlueprintCosmetic, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor*                  CameraTarget                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewCameraLocation              (Parm, OutParm, IsPlainOldData)
// struct FRotator                NewCameraRotation              (Parm, OutParm, IsPlainOldData)
// float                          NewCameraFOV                   (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool APlayerCameraManager::BlueprintUpdateCamera(class AActor* CameraTarget, struct FVector* NewCameraLocation, struct FRotator* NewCameraRotation, float* NewCameraFOV)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.BlueprintUpdateCamera");

	APlayerCameraManager_BlueprintUpdateCamera_Params params;
	params.CameraTarget = CameraTarget;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (NewCameraLocation != nullptr)
		*NewCameraLocation = params.NewCameraLocation;
	if (NewCameraRotation != nullptr)
		*NewCameraRotation = params.NewCameraRotation;
	if (NewCameraFOV != nullptr)
		*NewCameraFOV = params.NewCameraFOV;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.AddNewCameraModifier
// (Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  ModifierClass                  (Parm, ZeroConstructor, IsPlainOldData)
// class UCameraModifier*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UCameraModifier* APlayerCameraManager::AddNewCameraModifier(class UClass* ModifierClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.AddNewCameraModifier");

	APlayerCameraManager_AddNewCameraModifier_Params params;
	params.ModifierClass = ModifierClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlayerCameraManager.AddCameraLensEffect
// (Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  LensEffectEmitterClass         (Parm, ZeroConstructor, IsPlainOldData)
// class AEmitterCameraLensEffectBase* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AEmitterCameraLensEffectBase* APlayerCameraManager::AddCameraLensEffect(class UClass* LensEffectEmitterClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerCameraManager.AddCameraLensEffect");

	APlayerCameraManager_AddCameraLensEffect_Params params;
	params.LensEffectEmitterClass = LensEffectEmitterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DefaultPawn.TurnAtRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Rate                           (Parm, ZeroConstructor, IsPlainOldData)

void ADefaultPawn::TurnAtRate(float Rate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DefaultPawn.TurnAtRate");

	ADefaultPawn_TurnAtRate_Params params;
	params.Rate = Rate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DefaultPawn.MoveUp_World
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void ADefaultPawn::MoveUp_World(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DefaultPawn.MoveUp_World");

	ADefaultPawn_MoveUp_World_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DefaultPawn.MoveRight
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void ADefaultPawn::MoveRight(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DefaultPawn.MoveRight");

	ADefaultPawn_MoveRight_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DefaultPawn.MoveForward
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          Val                            (Parm, ZeroConstructor, IsPlainOldData)

void ADefaultPawn::MoveForward(float Val)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DefaultPawn.MoveForward");

	ADefaultPawn_MoveForward_Params params;
	params.Val = Val;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DefaultPawn.LookUpAtRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Rate                           (Parm, ZeroConstructor, IsPlainOldData)

void ADefaultPawn::LookUpAtRate(float Rate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DefaultPawn.LookUpAtRate");

	ADefaultPawn_LookUpAtRate_Params params;
	params.Rate = Rate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SphereComponent.SetSphereRadius
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InSphereRadius                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateOverlaps                (Parm, ZeroConstructor, IsPlainOldData)

void USphereComponent::SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SphereComponent.SetSphereRadius");

	USphereComponent_SetSphereRadius_Params params;
	params.InSphereRadius = InSphereRadius;
	params.bUpdateOverlaps = bUpdateOverlaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SphereComponent.GetUnscaledSphereRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USphereComponent::GetUnscaledSphereRadius()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SphereComponent.GetUnscaledSphereRadius");

	USphereComponent_GetUnscaledSphereRadius_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SphereComponent.GetShapeScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USphereComponent::GetShapeScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SphereComponent.GetShapeScale");

	USphereComponent_GetShapeScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SphereComponent.GetScaledSphereRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USphereComponent::GetScaledSphereRadius()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SphereComponent.GetScaledSphereRadius");

	USphereComponent_GetScaledSphereRadius_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BoxComponent.SetBoxExtent
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 InBoxExtent                    (Parm, IsPlainOldData)
// bool                           bUpdateOverlaps                (Parm, ZeroConstructor, IsPlainOldData)

void UBoxComponent::SetBoxExtent(const struct FVector& InBoxExtent, bool bUpdateOverlaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BoxComponent.SetBoxExtent");

	UBoxComponent_SetBoxExtent_Params params;
	params.InBoxExtent = InBoxExtent;
	params.bUpdateOverlaps = bUpdateOverlaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BoxComponent.GetUnscaledBoxExtent
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UBoxComponent::GetUnscaledBoxExtent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BoxComponent.GetUnscaledBoxExtent");

	UBoxComponent_GetUnscaledBoxExtent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BoxComponent.GetScaledBoxExtent
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UBoxComponent::GetScaledBoxExtent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BoxComponent.GetScaledBoxExtent");

	UBoxComponent_GetScaledBoxExtent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintAsyncActionBase.Activate
// (Native, Public, BlueprintCallable)

void UBlueprintAsyncActionBase::Activate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintAsyncActionBase.Activate");

	UBlueprintAsyncActionBase_Activate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InstancedStaticMeshComponent.UpdateInstanceTransform
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int                            InstanceIndex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              NewInstanceTransform           (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bWorldSpace                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bMarkRenderStateDirty          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTeleport                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UInstancedStaticMeshComponent::UpdateInstanceTransform(int InstanceIndex, const struct FTransform& NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.UpdateInstanceTransform");

	UInstancedStaticMeshComponent_UpdateInstanceTransform_Params params;
	params.InstanceIndex = InstanceIndex;
	params.NewInstanceTransform = NewInstanceTransform;
	params.bWorldSpace = bWorldSpace;
	params.bMarkRenderStateDirty = bMarkRenderStateDirty;
	params.bTeleport = bTeleport;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.SetCullDistances
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            StartCullDistance              (Parm, ZeroConstructor, IsPlainOldData)
// int                            EndCullDistance                (Parm, ZeroConstructor, IsPlainOldData)

void UInstancedStaticMeshComponent::SetCullDistances(int StartCullDistance, int EndCullDistance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.SetCullDistances");

	UInstancedStaticMeshComponent_SetCullDistances_Params params;
	params.StartCullDistance = StartCullDistance;
	params.EndCullDistance = EndCullDistance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InstancedStaticMeshComponent.RemoveInstance
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            InstanceIndex                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UInstancedStaticMeshComponent::RemoveInstance(int InstanceIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.RemoveInstance");

	UInstancedStaticMeshComponent_RemoveInstance_Params params;
	params.InstanceIndex = InstanceIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.GetInstanceTransform
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            InstanceIndex                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              OutInstanceTransform           (Parm, OutParm, IsPlainOldData)
// bool                           bWorldSpace                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UInstancedStaticMeshComponent::GetInstanceTransform(int InstanceIndex, bool bWorldSpace, struct FTransform* OutInstanceTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.GetInstanceTransform");

	UInstancedStaticMeshComponent_GetInstanceTransform_Params params;
	params.InstanceIndex = InstanceIndex;
	params.bWorldSpace = bWorldSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutInstanceTransform != nullptr)
		*OutInstanceTransform = params.OutInstanceTransform;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.GetInstancesOverlappingSphere
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 Center                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSphereInWorldSpace            (Parm, ZeroConstructor, IsPlainOldData)
// TArray<int>                    ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<int> UInstancedStaticMeshComponent::GetInstancesOverlappingSphere(const struct FVector& Center, float Radius, bool bSphereInWorldSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.GetInstancesOverlappingSphere");

	UInstancedStaticMeshComponent_GetInstancesOverlappingSphere_Params params;
	params.Center = Center;
	params.Radius = Radius;
	params.bSphereInWorldSpace = bSphereInWorldSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.GetInstancesOverlappingBox
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox                    Box                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bBoxInWorldSpace               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<int>                    ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<int> UInstancedStaticMeshComponent::GetInstancesOverlappingBox(const struct FBox& Box, bool bBoxInWorldSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.GetInstancesOverlappingBox");

	UInstancedStaticMeshComponent_GetInstancesOverlappingBox_Params params;
	params.Box = Box;
	params.bBoxInWorldSpace = bBoxInWorldSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.GetInstanceCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UInstancedStaticMeshComponent::GetInstanceCount()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.GetInstanceCount");

	UInstancedStaticMeshComponent_GetInstanceCount_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.ClearInstances
// (Native, Public, BlueprintCallable)

void UInstancedStaticMeshComponent::ClearInstances()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.ClearInstances");

	UInstancedStaticMeshComponent_ClearInstances_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InstancedStaticMeshComponent.AddInstanceWorldSpace
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              WorldTransform                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UInstancedStaticMeshComponent::AddInstanceWorldSpace(const struct FTransform& WorldTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.AddInstanceWorldSpace");

	UInstancedStaticMeshComponent_AddInstanceWorldSpace_Params params;
	params.WorldTransform = WorldTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InstancedStaticMeshComponent.AddInstance
// (Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform              InstanceTransform              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UInstancedStaticMeshComponent::AddInstance(const struct FTransform& InstanceTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InstancedStaticMeshComponent.AddInstance");

	UInstancedStaticMeshComponent_AddInstance_Params params;
	params.InstanceTransform = InstanceTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.HierarchicalInstancedStaticMeshComponent.RemoveInstances
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    InstancesToRemove              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UHierarchicalInstancedStaticMeshComponent::RemoveInstances(TArray<int> InstancesToRemove)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.HierarchicalInstancedStaticMeshComponent.RemoveInstances");

	UHierarchicalInstancedStaticMeshComponent_RemoveInstances_Params params;
	params.InstancesToRemove = InstancesToRemove;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MaterialInterface.SetStreamingTextureMipOffset
// (RequiredAPI, Native, Public, BlueprintCallable, Const)
// Parameters:
// int                            NewMipOffset                   (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInterface::SetStreamingTextureMipOffset(int NewMipOffset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInterface.SetStreamingTextureMipOffset");

	UMaterialInterface_SetStreamingTextureMipOffset_Params params;
	params.NewMipOffset = NewMipOffset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInterface.SetForceMipLevelsToBeResident
// (RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                           OverrideForceMiplevelsToBeResident (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bForceMiplevelsToBeResidentValue (Parm, ZeroConstructor, IsPlainOldData)
// float                          ForceDuration                  (Parm, ZeroConstructor, IsPlainOldData)
// int                            CinematicTextureGroups         (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInterface::SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInterface.SetForceMipLevelsToBeResident");

	UMaterialInterface_SetForceMipLevelsToBeResident_Params params;
	params.OverrideForceMiplevelsToBeResident = OverrideForceMiplevelsToBeResident;
	params.bForceMiplevelsToBeResidentValue = bForceMiplevelsToBeResidentValue;
	params.ForceDuration = ForceDuration;
	params.CinematicTextureGroups = CinematicTextureGroups;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInterface.GetPhysicalMaterial
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPhysicalMaterial*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UPhysicalMaterial* UMaterialInterface::GetPhysicalMaterial()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInterface.GetPhysicalMaterial");

	UMaterialInterface_GetPhysicalMaterial_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MaterialInterface.GetBaseMaterial
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterial*               ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterial* UMaterialInterface::GetBaseMaterial()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInterface.GetBaseMaterial");

	UMaterialInterface_GetBaseMaterial_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotify.Received_Notify
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent*  meshComp                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class UAnimSequenceBase*       Animation                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimNotify::Received_Notify(class USkeletalMeshComponent* meshComp, class UAnimSequenceBase* Animation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotify.Received_Notify");

	UAnimNotify_Received_Notify_Params params;
	params.meshComp = meshComp;
	params.Animation = Animation;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotify.GetNotifyName
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UAnimNotify::GetNotifyName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotify.GetNotifyName");

	UAnimNotify_GetNotifyName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotifyState.Received_NotifyTick
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent*  meshComp                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class UAnimSequenceBase*       Animation                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          FrameDeltaTime                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimNotifyState::Received_NotifyTick(class USkeletalMeshComponent* meshComp, class UAnimSequenceBase* Animation, float FrameDeltaTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotifyState.Received_NotifyTick");

	UAnimNotifyState_Received_NotifyTick_Params params;
	params.meshComp = meshComp;
	params.Animation = Animation;
	params.FrameDeltaTime = FrameDeltaTime;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotifyState.Received_NotifyEnd
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent*  meshComp                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class UAnimSequenceBase*       Animation                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimNotifyState::Received_NotifyEnd(class USkeletalMeshComponent* meshComp, class UAnimSequenceBase* Animation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotifyState.Received_NotifyEnd");

	UAnimNotifyState_Received_NotifyEnd_Params params;
	params.meshComp = meshComp;
	params.Animation = Animation;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotifyState.Received_NotifyBegin
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent*  meshComp                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class UAnimSequenceBase*       Animation                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          TotalDuration                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAnimNotifyState::Received_NotifyBegin(class USkeletalMeshComponent* meshComp, class UAnimSequenceBase* Animation, float TotalDuration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotifyState.Received_NotifyBegin");

	UAnimNotifyState_Received_NotifyBegin_Params params;
	params.meshComp = meshComp;
	params.Animation = Animation;
	params.TotalDuration = TotalDuration;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotifyState.GetNotifyName
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UAnimNotifyState::GetNotifyName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotifyState.GetNotifyName");

	UAnimNotifyState_GetNotifyName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CameraActor.GetAutoActivatePlayerIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int ACameraActor::GetAutoActivatePlayerIndex()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraActor.GetAutoActivatePlayerIndex");

	ACameraActor_GetAutoActivatePlayerIndex_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AmbientSound.Stop
// (Final, Native, Public, BlueprintCallable)

void AAmbientSound::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AmbientSound.Stop");

	AAmbientSound_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AmbientSound.Play
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)

void AAmbientSound::Play(float StartTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AmbientSound.Play");

	AAmbientSound_Play_Params params;
	params.StartTime = StartTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AmbientSound.FadeOut
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          FadeOutDuration                (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeVolumeLevel                (Parm, ZeroConstructor, IsPlainOldData)

void AAmbientSound::FadeOut(float FadeOutDuration, float FadeVolumeLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AmbientSound.FadeOut");

	AAmbientSound_FadeOut_Params params;
	params.FadeOutDuration = FadeOutDuration;
	params.FadeVolumeLevel = FadeVolumeLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AmbientSound.FadeIn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          FadeInDuration                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeVolumeLevel                (Parm, ZeroConstructor, IsPlainOldData)

void AAmbientSound::FadeIn(float FadeInDuration, float FadeVolumeLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AmbientSound.FadeIn");

	AAmbientSound_FadeIn_Params params;
	params.FadeInDuration = FadeInDuration;
	params.FadeVolumeLevel = FadeVolumeLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AmbientSound.AdjustVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          AdjustVolumeDuration           (Parm, ZeroConstructor, IsPlainOldData)
// float                          AdjustVolumeLevel              (Parm, ZeroConstructor, IsPlainOldData)

void AAmbientSound::AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AmbientSound.AdjustVolume");

	AAmbientSound_AdjustVolume_Params params;
	params.AdjustVolumeDuration = AdjustVolumeDuration;
	params.AdjustVolumeLevel = AdjustVolumeLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSequenceBase.GetPlayLength
// (RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimSequenceBase::GetPlayLength()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSequenceBase.GetPlayLength");

	UAnimSequenceBase_GetPlayLength_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimNotifyState_Trail.OverridePSTemplate
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class USkeletalMeshComponent*  meshComp                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// class UAnimSequenceBase*       Animation                      (Parm, ZeroConstructor, IsPlainOldData)
// class UParticleSystem*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UParticleSystem* UAnimNotifyState_Trail::OverridePSTemplate(class USkeletalMeshComponent* meshComp, class UAnimSequenceBase* Animation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimNotifyState_Trail.OverridePSTemplate");

	UAnimNotifyState_Trail_OverridePSTemplate_Params params;
	params.meshComp = meshComp;
	params.Animation = Animation;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimSingleNodeInstance.StopAnim
// (Final, Native, Public, BlueprintCallable)

void UAnimSingleNodeInstance::StopAnim()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.StopAnim");

	UAnimSingleNodeInstance_StopAnim_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetReverse
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInReverse                     (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetReverse(bool bInReverse)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetReverse");

	UAnimSingleNodeInstance_SetReverse_Params params;
	params.bInReverse = bInReverse;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetPreviewCurveOverride
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   PoseName                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRemoveIfZero                  (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetPreviewCurveOverride(const struct FName& PoseName, float Value, bool bRemoveIfZero)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetPreviewCurveOverride");

	UAnimSingleNodeInstance_SetPreviewCurveOverride_Params params;
	params.PoseName = PoseName;
	params.Value = Value;
	params.bRemoveIfZero = bRemoveIfZero;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetPositionWithPreviousTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InPosition                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPreviousTime                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFireNotifies                  (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetPositionWithPreviousTime(float InPosition, float InPreviousTime, bool bFireNotifies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetPositionWithPreviousTime");

	UAnimSingleNodeInstance_SetPositionWithPreviousTime_Params params;
	params.InPosition = InPosition;
	params.InPreviousTime = InPreviousTime;
	params.bFireNotifies = bFireNotifies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetPosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InPosition                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFireNotifies                  (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetPosition(float InPosition, bool bFireNotifies)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetPosition");

	UAnimSingleNodeInstance_SetPosition_Params params;
	params.InPosition = InPosition;
	params.bFireNotifies = bFireNotifies;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetPlayRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetPlayRate(float InPlayRate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetPlayRate");

	UAnimSingleNodeInstance_SetPlayRate_Params params;
	params.InPlayRate = InPlayRate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetPlaying
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bIsPlaying                     (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetPlaying(bool bIsPlaying)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetPlaying");

	UAnimSingleNodeInstance_SetPlaying_Params params;
	params.bIsPlaying = bIsPlaying;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetLooping
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bIsLooping                     (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetLooping(bool bIsLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetLooping");

	UAnimSingleNodeInstance_SetLooping_Params params;
	params.bIsLooping = bIsLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetBlendSpaceInput
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 InBlendInput                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UAnimSingleNodeInstance::SetBlendSpaceInput(const struct FVector& InBlendInput)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetBlendSpaceInput");

	UAnimSingleNodeInstance_SetBlendSpaceInput_Params params;
	params.InBlendInput = InBlendInput;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.SetAnimationAsset
// (Native, Public, BlueprintCallable)
// Parameters:
// class UAnimationAsset*         NewAsset                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIsLooping                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::SetAnimationAsset(class UAnimationAsset* NewAsset, bool bIsLooping, float InPlayRate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.SetAnimationAsset");

	UAnimSingleNodeInstance_SetAnimationAsset_Params params;
	params.NewAsset = NewAsset;
	params.bIsLooping = bIsLooping;
	params.InPlayRate = InPlayRate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.PlayAnim
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bIsLooping                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPlayRate                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          InStartPosition                (Parm, ZeroConstructor, IsPlainOldData)

void UAnimSingleNodeInstance::PlayAnim(bool bIsLooping, float InPlayRate, float InStartPosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.PlayAnim");

	UAnimSingleNodeInstance_PlayAnim_Params params;
	params.bIsLooping = bIsLooping;
	params.InPlayRate = InPlayRate;
	params.InStartPosition = InStartPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AnimSingleNodeInstance.GetLength
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAnimSingleNodeInstance::GetLength()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.GetLength");

	UAnimSingleNodeInstance_GetLength_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AnimSingleNodeInstance.GetAnimationAsset
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimationAsset*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAnimationAsset* UAnimSingleNodeInstance::GetAnimationAsset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AnimSingleNodeInstance.GetAnimationAsset");

	UAnimSingleNodeInstance_GetAnimationAsset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ArrowComponent.SetArrowColor
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            NewColor                       (Parm, IsPlainOldData)

void UArrowComponent::SetArrowColor(const struct FLinearColor& NewColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ArrowComponent.SetArrowColor");

	UArrowComponent_SetArrowColor_Params params;
	params.NewColor = NewColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AsyncActionLoadPrimaryAsset.AsyncLoadPrimaryAsset
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FPrimaryAssetId         PrimaryAsset                   (Parm)
// TArray<struct FName>           LoadBundles                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UAsyncActionLoadPrimaryAsset* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAsyncActionLoadPrimaryAsset* UAsyncActionLoadPrimaryAsset::AsyncLoadPrimaryAsset(const struct FPrimaryAssetId& PrimaryAsset, TArray<struct FName> LoadBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AsyncActionLoadPrimaryAsset.AsyncLoadPrimaryAsset");

	UAsyncActionLoadPrimaryAsset_AsyncLoadPrimaryAsset_Params params;
	params.PrimaryAsset = PrimaryAsset;
	params.LoadBundles = LoadBundles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AsyncActionLoadPrimaryAssetClass.AsyncLoadPrimaryAssetClass
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FPrimaryAssetId         PrimaryAsset                   (Parm)
// TArray<struct FName>           LoadBundles                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UAsyncActionLoadPrimaryAssetClass* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAsyncActionLoadPrimaryAssetClass* UAsyncActionLoadPrimaryAssetClass::AsyncLoadPrimaryAssetClass(const struct FPrimaryAssetId& PrimaryAsset, TArray<struct FName> LoadBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AsyncActionLoadPrimaryAssetClass.AsyncLoadPrimaryAssetClass");

	UAsyncActionLoadPrimaryAssetClass_AsyncLoadPrimaryAssetClass_Params params;
	params.PrimaryAsset = PrimaryAsset;
	params.LoadBundles = LoadBundles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AsyncActionLoadPrimaryAssetList.AsyncLoadPrimaryAssetList
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FPrimaryAssetId> PrimaryAssetList               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FName>           LoadBundles                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UAsyncActionLoadPrimaryAssetList* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAsyncActionLoadPrimaryAssetList* UAsyncActionLoadPrimaryAssetList::AsyncLoadPrimaryAssetList(TArray<struct FPrimaryAssetId> PrimaryAssetList, TArray<struct FName> LoadBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AsyncActionLoadPrimaryAssetList.AsyncLoadPrimaryAssetList");

	UAsyncActionLoadPrimaryAssetList_AsyncLoadPrimaryAssetList_Params params;
	params.PrimaryAssetList = PrimaryAssetList;
	params.LoadBundles = LoadBundles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AsyncActionLoadPrimaryAssetClassList.AsyncLoadPrimaryAssetClassList
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FPrimaryAssetId> PrimaryAssetList               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FName>           LoadBundles                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UAsyncActionLoadPrimaryAssetClassList* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAsyncActionLoadPrimaryAssetClassList* UAsyncActionLoadPrimaryAssetClassList::AsyncLoadPrimaryAssetClassList(TArray<struct FPrimaryAssetId> PrimaryAssetList, TArray<struct FName> LoadBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AsyncActionLoadPrimaryAssetClassList.AsyncLoadPrimaryAssetClassList");

	UAsyncActionLoadPrimaryAssetClassList_AsyncLoadPrimaryAssetClassList_Params params;
	params.PrimaryAssetList = PrimaryAssetList;
	params.LoadBundles = LoadBundles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AsyncActionChangePrimaryAssetBundles.AsyncChangeBundleStateForPrimaryAssetList
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FPrimaryAssetId> PrimaryAssetList               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FName>           AddBundles                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FName>           RemoveBundles                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UAsyncActionChangePrimaryAssetBundles* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAsyncActionChangePrimaryAssetBundles* UAsyncActionChangePrimaryAssetBundles::AsyncChangeBundleStateForPrimaryAssetList(TArray<struct FPrimaryAssetId> PrimaryAssetList, TArray<struct FName> AddBundles, TArray<struct FName> RemoveBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AsyncActionChangePrimaryAssetBundles.AsyncChangeBundleStateForPrimaryAssetList");

	UAsyncActionChangePrimaryAssetBundles_AsyncChangeBundleStateForPrimaryAssetList_Params params;
	params.PrimaryAssetList = PrimaryAssetList;
	params.AddBundles = AddBundles;
	params.RemoveBundles = RemoveBundles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AsyncActionChangePrimaryAssetBundles.AsyncChangeBundleStateForMatchingPrimaryAssets
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FName>           NewBundles                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FName>           OldBundles                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UAsyncActionChangePrimaryAssetBundles* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UAsyncActionChangePrimaryAssetBundles* UAsyncActionChangePrimaryAssetBundles::AsyncChangeBundleStateForMatchingPrimaryAssets(TArray<struct FName> NewBundles, TArray<struct FName> OldBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AsyncActionChangePrimaryAssetBundles.AsyncChangeBundleStateForMatchingPrimaryAssets");

	UAsyncActionChangePrimaryAssetBundles_AsyncChangeBundleStateForMatchingPrimaryAssets_Params params;
	params.NewBundles = NewBundles;
	params.OldBundles = OldBundles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AtmosphericFogComponent.StartPrecompute
// (Final, Native, Public, BlueprintCallable)

void UAtmosphericFogComponent::StartPrecompute()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.StartPrecompute");

	UAtmosphericFogComponent_StartPrecompute_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetSunMultiplier
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewSunMultiplier               (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetSunMultiplier(float NewSunMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetSunMultiplier");

	UAtmosphericFogComponent_SetSunMultiplier_Params params;
	params.NewSunMultiplier = NewSunMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetStartDistance
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewStartDistance               (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetStartDistance(float NewStartDistance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetStartDistance");

	UAtmosphericFogComponent_SetStartDistance_Params params;
	params.NewStartDistance = NewStartDistance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetPrecomputeParams
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          DensityHeight                  (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaxScatteringOrder             (Parm, ZeroConstructor, IsPlainOldData)
// int                            InscatterAltitudeSampleNum     (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetPrecomputeParams(float DensityHeight, int MaxScatteringOrder, int InscatterAltitudeSampleNum)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetPrecomputeParams");

	UAtmosphericFogComponent_SetPrecomputeParams_Params params;
	params.DensityHeight = DensityHeight;
	params.MaxScatteringOrder = MaxScatteringOrder;
	params.InscatterAltitudeSampleNum = InscatterAltitudeSampleNum;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetFogMultiplier
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewFogMultiplier               (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetFogMultiplier(float NewFogMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetFogMultiplier");

	UAtmosphericFogComponent_SetFogMultiplier_Params params;
	params.NewFogMultiplier = NewFogMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetDistanceScale
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewDistanceScale               (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetDistanceScale(float NewDistanceScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetDistanceScale");

	UAtmosphericFogComponent_SetDistanceScale_Params params;
	params.NewDistanceScale = NewDistanceScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetDistanceOffset
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewDistanceOffset              (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetDistanceOffset(float NewDistanceOffset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetDistanceOffset");

	UAtmosphericFogComponent_SetDistanceOffset_Params params;
	params.NewDistanceOffset = NewDistanceOffset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetDensityOffset
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewDensityOffset               (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetDensityOffset(float NewDensityOffset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetDensityOffset");

	UAtmosphericFogComponent_SetDensityOffset_Params params;
	params.NewDensityOffset = NewDensityOffset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetDensityMultiplier
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewDensityMultiplier           (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetDensityMultiplier(float NewDensityMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetDensityMultiplier");

	UAtmosphericFogComponent_SetDensityMultiplier_Params params;
	params.NewDensityMultiplier = NewDensityMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetDefaultLightColor
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            NewLightColor                  (Parm, IsPlainOldData)

void UAtmosphericFogComponent::SetDefaultLightColor(const struct FLinearColor& NewLightColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetDefaultLightColor");

	UAtmosphericFogComponent_SetDefaultLightColor_Params params;
	params.NewLightColor = NewLightColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetDefaultBrightness
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewBrightness                  (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetDefaultBrightness(float NewBrightness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetDefaultBrightness");

	UAtmosphericFogComponent_SetDefaultBrightness_Params params;
	params.NewBrightness = NewBrightness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.SetAltitudeScale
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewAltitudeScale               (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::SetAltitudeScale(float NewAltitudeScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.SetAltitudeScale");

	UAtmosphericFogComponent_SetAltitudeScale_Params params;
	params.NewAltitudeScale = NewAltitudeScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.DisableSunDisk
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                           NewSunDisk                     (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::DisableSunDisk(bool NewSunDisk)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.DisableSunDisk");

	UAtmosphericFogComponent_DisableSunDisk_Params params;
	params.NewSunDisk = NewSunDisk;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AtmosphericFogComponent.DisableGroundScattering
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                           NewGroundScattering            (Parm, ZeroConstructor, IsPlainOldData)

void UAtmosphericFogComponent::DisableGroundScattering(bool NewGroundScattering)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AtmosphericFogComponent.DisableGroundScattering");

	UAtmosphericFogComponent_DisableGroundScattering_Params params;
	params.NewGroundScattering = NewGroundScattering;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.Stop
// (Native, Public, BlueprintCallable)

void UAudioComponent::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.Stop");

	UAudioComponent_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetWaveParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// class USoundWave*              InWave                         (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetWaveParameter(const struct FName& InName, class USoundWave* InWave)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetWaveParameter");

	UAudioComponent_SetWaveParameter_Params params;
	params.InName = InName;
	params.InWave = InWave;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetVolumeMultiplier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewVolumeMultiplier            (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetVolumeMultiplier(float NewVolumeMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetVolumeMultiplier");

	UAudioComponent_SetVolumeMultiplier_Params params;
	params.NewVolumeMultiplier = NewVolumeMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetUISound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInUISound                     (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetUISound(bool bInUISound)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetUISound");

	UAudioComponent_SetUISound_Params params;
	params.bInUISound = bInUISound;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetSubmixSend
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USoundSubmix*            Submix                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          SendLevel                      (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetSubmixSend(class USoundSubmix* Submix, float SendLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetSubmixSend");

	UAudioComponent_SetSubmixSend_Params params;
	params.Submix = Submix;
	params.SendLevel = SendLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetSound
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USoundBase*              NewSound                       (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetSound(class USoundBase* NewSound)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetSound");

	UAudioComponent_SetSound_Params params;
	params.NewSound = NewSound;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetPitchMultiplier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewPitchMultiplier             (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetPitchMultiplier(float NewPitchMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetPitchMultiplier");

	UAudioComponent_SetPitchMultiplier_Params params;
	params.NewPitchMultiplier = NewPitchMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetPaused
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bPause                         (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetPaused(bool bPause)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetPaused");

	UAudioComponent_SetPaused_Params params;
	params.bPause = bPause;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetLowPassFilterFrequency
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InLowPassFilterFrequency       (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetLowPassFilterFrequency(float InLowPassFilterFrequency)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetLowPassFilterFrequency");

	UAudioComponent_SetLowPassFilterFrequency_Params params;
	params.InLowPassFilterFrequency = InLowPassFilterFrequency;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetLowPassFilterEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           InLowPassFilterEnabled         (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetLowPassFilterEnabled(bool InLowPassFilterEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetLowPassFilterEnabled");

	UAudioComponent_SetLowPassFilterEnabled_Params params;
	params.InLowPassFilterEnabled = InLowPassFilterEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetIntParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetIntParameter(const struct FName& InName, int inInt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetIntParameter");

	UAudioComponent_SetIntParameter_Params params;
	params.InName = InName;
	params.inInt = inInt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetFloatParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          InFloat                        (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetFloatParameter(const struct FName& InName, float InFloat)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetFloatParameter");

	UAudioComponent_SetFloatParameter_Params params;
	params.InName = InName;
	params.InFloat = InFloat;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.SetBoolParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::SetBoolParameter(const struct FName& InName, bool InBool)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.SetBoolParameter");

	UAudioComponent_SetBoolParameter_Params params;
	params.InName = InName;
	params.InBool = InBool;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.Play
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::Play(float StartTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.Play");

	UAudioComponent_Play_Params params;
	params.StartTime = StartTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.IsPlaying
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAudioComponent::IsPlaying()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.IsPlaying");

	UAudioComponent_IsPlaying_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AudioComponent.FadeOut
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          FadeOutDuration                (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeVolumeLevel                (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::FadeOut(float FadeOutDuration, float FadeVolumeLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.FadeOut");

	UAudioComponent_FadeOut_Params params;
	params.FadeOutDuration = FadeOutDuration;
	params.FadeVolumeLevel = FadeVolumeLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.FadeIn
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          FadeInDuration                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          FadeVolumeLevel                (Parm, ZeroConstructor, IsPlainOldData)
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::FadeIn(float FadeInDuration, float FadeVolumeLevel, float StartTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.FadeIn");

	UAudioComponent_FadeIn_Params params;
	params.FadeInDuration = FadeInDuration;
	params.FadeVolumeLevel = FadeVolumeLevel;
	params.StartTime = StartTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.BP_GetAttenuationSettingsToApply
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FSoundAttenuationSettings OutAttenuationSettings         (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAudioComponent::BP_GetAttenuationSettingsToApply(struct FSoundAttenuationSettings* OutAttenuationSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.BP_GetAttenuationSettingsToApply");

	UAudioComponent_BP_GetAttenuationSettingsToApply_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutAttenuationSettings != nullptr)
		*OutAttenuationSettings = params.OutAttenuationSettings;

	return params.ReturnValue;
}


// Function Engine.AudioComponent.AdjustVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          AdjustVolumeDuration           (Parm, ZeroConstructor, IsPlainOldData)
// float                          AdjustVolumeLevel              (Parm, ZeroConstructor, IsPlainOldData)

void UAudioComponent::AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.AdjustVolume");

	UAudioComponent_AdjustVolume_Params params;
	params.AdjustVolumeDuration = AdjustVolumeDuration;
	params.AdjustVolumeLevel = AdjustVolumeLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioComponent.AdjustAttenuation
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FSoundAttenuationSettings InAttenuationSettings          (ConstParm, Parm, OutParm, ReferenceParm)

void UAudioComponent::AdjustAttenuation(const struct FSoundAttenuationSettings& InAttenuationSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioComponent.AdjustAttenuation");

	UAudioComponent_AdjustAttenuation_Params params;
	params.InAttenuationSettings = InAttenuationSettings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioVolume.SetReverbSettings
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FReverbSettings         NewReverbSettings              (ConstParm, Parm, OutParm, ReferenceParm)

void AAudioVolume::SetReverbSettings(const struct FReverbSettings& NewReverbSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioVolume.SetReverbSettings");

	AAudioVolume_SetReverbSettings_Params params;
	params.NewReverbSettings = NewReverbSettings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioVolume.SetPriority
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewPriority                    (Parm, ZeroConstructor, IsPlainOldData)

void AAudioVolume::SetPriority(float NewPriority)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioVolume.SetPriority");

	AAudioVolume_SetPriority_Params params;
	params.NewPriority = NewPriority;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioVolume.SetInteriorSettings
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FInteriorSettings       NewInteriorSettings            (ConstParm, Parm, OutParm, ReferenceParm)

void AAudioVolume::SetInteriorSettings(const struct FInteriorSettings& NewInteriorSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioVolume.SetInteriorSettings");

	AAudioVolume_SetInteriorSettings_Params params;
	params.NewInteriorSettings = NewInteriorSettings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioVolume.SetEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewEnabled                    (Parm, ZeroConstructor, IsPlainOldData)

void AAudioVolume::SetEnabled(bool bNewEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioVolume.SetEnabled");

	AAudioVolume_SetEnabled_Params params;
	params.bNewEnabled = bNewEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AudioVolume.OnRep_bEnabled
// (Final, Native, Private)

void AAudioVolume::OnRep_bEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AudioVolume.OnRep_bEnabled");

	AAudioVolume_OnRep_bEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.AvoidanceManager.RegisterMovementComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMovementComponent*      MovementComp                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// float                          AvoidanceWeight                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAvoidanceManager::RegisterMovementComponent(class UMovementComponent* MovementComp, float AvoidanceWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AvoidanceManager.RegisterMovementComponent");

	UAvoidanceManager_RegisterMovementComponent_Params params;
	params.MovementComp = MovementComp;
	params.AvoidanceWeight = AvoidanceWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AvoidanceManager.GetObjectCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAvoidanceManager::GetObjectCount()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AvoidanceManager.GetObjectCount");

	UAvoidanceManager_GetObjectCount_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AvoidanceManager.GetNewAvoidanceUID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAvoidanceManager::GetNewAvoidanceUID()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AvoidanceManager.GetNewAvoidanceUID");

	UAvoidanceManager_GetNewAvoidanceUID_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.AvoidanceManager.GetAvoidanceVelocityForComponent
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UMovementComponent*      MovementComp                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UAvoidanceManager::GetAvoidanceVelocityForComponent(class UMovementComponent* MovementComp)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.AvoidanceManager.GetAvoidanceVelocityForComponent");

	UAvoidanceManager_GetAvoidanceVelocityForComponent_Params params;
	params.MovementComp = MovementComp;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BillboardComponent.SetUV
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            NewU                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewUL                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewV                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewVL                          (Parm, ZeroConstructor, IsPlainOldData)

void UBillboardComponent::SetUV(int NewU, int NewUL, int NewV, int NewVL)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BillboardComponent.SetUV");

	UBillboardComponent_SetUV_Params params;
	params.NewU = NewU;
	params.NewUL = NewUL;
	params.NewV = NewV;
	params.NewVL = NewVL;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BillboardComponent.SetSpriteAndUV
// (Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D*              NewSprite                      (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewU                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewUL                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewV                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            NewVL                          (Parm, ZeroConstructor, IsPlainOldData)

void UBillboardComponent::SetSpriteAndUV(class UTexture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BillboardComponent.SetSpriteAndUV");

	UBillboardComponent_SetSpriteAndUV_Params params;
	params.NewSprite = NewSprite;
	params.NewU = NewU;
	params.NewUL = NewUL;
	params.NewV = NewV;
	params.NewVL = NewVL;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BillboardComponent.SetSprite
// (Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D*              NewSprite                      (Parm, ZeroConstructor, IsPlainOldData)

void UBillboardComponent::SetSprite(class UTexture2D* NewSprite)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BillboardComponent.SetSprite");

	UBillboardComponent_SetSprite_Params params;
	params.NewSprite = NewSprite;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintMapLibrary.SetMapPropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// TMap<int, int>                 Value                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UBlueprintMapLibrary::SetMapPropertyByName(class UObject* Object, const struct FName& PropertyName, TMap<int, int> Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.SetMapPropertyByName");

	UBlueprintMapLibrary_SetMapPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintMapLibrary.Map_Values
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int>                    Values                         (Parm, OutParm, ZeroConstructor)

void UBlueprintMapLibrary::Map_Values(TMap<int, int> TargetMap, TArray<int>* Values)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Values");

	UBlueprintMapLibrary_Map_Values_Params params;
	params.TargetMap = TargetMap;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Values != nullptr)
		*Values = params.Values;
}


// Function Engine.BlueprintMapLibrary.Map_Remove
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Key                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UBlueprintMapLibrary::Map_Remove(TMap<int, int> TargetMap, int Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Remove");

	UBlueprintMapLibrary_Map_Remove_Params params;
	params.TargetMap = TargetMap;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintMapLibrary.Map_Length
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UBlueprintMapLibrary::Map_Length(TMap<int, int> TargetMap)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Length");

	UBlueprintMapLibrary_Map_Length_Params params;
	params.TargetMap = TargetMap;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintMapLibrary.Map_Keys
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int>                    Keys                           (Parm, OutParm, ZeroConstructor)

void UBlueprintMapLibrary::Map_Keys(TMap<int, int> TargetMap, TArray<int>* Keys)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Keys");

	UBlueprintMapLibrary_Map_Keys_Params params;
	params.TargetMap = TargetMap;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Keys != nullptr)
		*Keys = params.Keys;
}


// Function Engine.BlueprintMapLibrary.Map_Find
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Key                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int                            Value                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UBlueprintMapLibrary::Map_Find(TMap<int, int> TargetMap, int Key, int* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Find");

	UBlueprintMapLibrary_Map_Find_Params params;
	params.TargetMap = TargetMap;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Value != nullptr)
		*Value = params.Value;

	return params.ReturnValue;
}


// Function Engine.BlueprintMapLibrary.Map_Contains
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Key                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UBlueprintMapLibrary::Map_Contains(TMap<int, int> TargetMap, int Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Contains");

	UBlueprintMapLibrary_Map_Contains_Params params;
	params.TargetMap = TargetMap;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintMapLibrary.Map_Clear
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UBlueprintMapLibrary::Map_Clear(TMap<int, int> TargetMap)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Clear");

	UBlueprintMapLibrary_Map_Clear_Params params;
	params.TargetMap = TargetMap;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintMapLibrary.Map_Add
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TMap<int, int>                 TargetMap                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Key                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int                            Value                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)

void UBlueprintMapLibrary::Map_Add(TMap<int, int> TargetMap, int Key, int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintMapLibrary.Map_Add");

	UBlueprintMapLibrary_Map_Add_Params params;
	params.TargetMap = TargetMap;
	params.Key = Key;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationFromNow
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            inSecondsFromNow               (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   Title                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   Body                           (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   Action                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString                 ActivationEvent                (Parm, ZeroConstructor)

void UBlueprintPlatformLibrary::ScheduleLocalNotificationFromNow(int inSecondsFromNow, const struct FText& Title, const struct FText& Body, const struct FText& Action, const struct FString& ActivationEvent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationFromNow");

	UBlueprintPlatformLibrary_ScheduleLocalNotificationFromNow_Params params;
	params.inSecondsFromNow = inSecondsFromNow;
	params.Title = Title;
	params.Body = Body;
	params.Action = Action;
	params.ActivationEvent = ActivationEvent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationBadgeFromNow
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            inSecondsFromNow               (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ActivationEvent                (Parm, ZeroConstructor)

void UBlueprintPlatformLibrary::ScheduleLocalNotificationBadgeFromNow(int inSecondsFromNow, const struct FString& ActivationEvent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationBadgeFromNow");

	UBlueprintPlatformLibrary_ScheduleLocalNotificationBadgeFromNow_Params params;
	params.inSecondsFromNow = inSecondsFromNow;
	params.ActivationEvent = ActivationEvent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationBadgeAtTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FDateTime               FireDateTime                   (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           LocalTime                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ActivationEvent                (Parm, ZeroConstructor)

void UBlueprintPlatformLibrary::ScheduleLocalNotificationBadgeAtTime(const struct FDateTime& FireDateTime, bool LocalTime, const struct FString& ActivationEvent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationBadgeAtTime");

	UBlueprintPlatformLibrary_ScheduleLocalNotificationBadgeAtTime_Params params;
	params.FireDateTime = FireDateTime;
	params.LocalTime = LocalTime;
	params.ActivationEvent = ActivationEvent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationAtTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FDateTime               FireDateTime                   (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           LocalTime                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   Title                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   Body                           (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   Action                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString                 ActivationEvent                (Parm, ZeroConstructor)

void UBlueprintPlatformLibrary::ScheduleLocalNotificationAtTime(const struct FDateTime& FireDateTime, bool LocalTime, const struct FText& Title, const struct FText& Body, const struct FText& Action, const struct FString& ActivationEvent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.ScheduleLocalNotificationAtTime");

	UBlueprintPlatformLibrary_ScheduleLocalNotificationAtTime_Params params;
	params.FireDateTime = FireDateTime;
	params.LocalTime = LocalTime;
	params.Title = Title;
	params.Body = Body;
	params.Action = Action;
	params.ActivationEvent = ActivationEvent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintPlatformLibrary.GetLaunchNotification
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// bool                           NotificationLaunchedApp        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FString                 ActivationEvent                (Parm, OutParm, ZeroConstructor)
// int                            FireDate                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UBlueprintPlatformLibrary::GetLaunchNotification(bool* NotificationLaunchedApp, struct FString* ActivationEvent, int* FireDate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.GetLaunchNotification");

	UBlueprintPlatformLibrary_GetLaunchNotification_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (NotificationLaunchedApp != nullptr)
		*NotificationLaunchedApp = params.NotificationLaunchedApp;
	if (ActivationEvent != nullptr)
		*ActivationEvent = params.ActivationEvent;
	if (FireDate != nullptr)
		*FireDate = params.FireDate;
}


// Function Engine.BlueprintPlatformLibrary.ClearAllLocalNotifications
// (Final, Native, Static, Public, BlueprintCallable)

void UBlueprintPlatformLibrary::ClearAllLocalNotifications()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.ClearAllLocalNotifications");

	UBlueprintPlatformLibrary_ClearAllLocalNotifications_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintPlatformLibrary.CancelLocalNotification
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 ActivationEvent                (Parm, ZeroConstructor)

void UBlueprintPlatformLibrary::CancelLocalNotification(const struct FString& ActivationEvent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintPlatformLibrary.CancelLocalNotification");

	UBlueprintPlatformLibrary_CancelLocalNotification_Params params;
	params.ActivationEvent = ActivationEvent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.SetSetPropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)

void UBlueprintSetLibrary::SetSetPropertyByName(class UObject* Object, const struct FName& PropertyName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.SetSetPropertyByName");

	UBlueprintSetLibrary_SetSetPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_Union
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)

void UBlueprintSetLibrary::Set_Union()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Union");

	UBlueprintSetLibrary_Set_Union_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_ToArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    Result                         (Parm, OutParm, ZeroConstructor)

void UBlueprintSetLibrary::Set_ToArray(TArray<int>* Result)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_ToArray");

	UBlueprintSetLibrary_Set_ToArray_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Result != nullptr)
		*Result = params.Result;
}


// Function Engine.BlueprintSetLibrary.Set_RemoveItems
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    items                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UBlueprintSetLibrary::Set_RemoveItems(TArray<int> items)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_RemoveItems");

	UBlueprintSetLibrary_Set_RemoveItems_Params params;
	params.items = items;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_Remove
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            Item                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UBlueprintSetLibrary::Set_Remove(int Item)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Remove");

	UBlueprintSetLibrary_Set_Remove_Params params;
	params.Item = Item;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintSetLibrary.Set_Length
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UBlueprintSetLibrary::Set_Length()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Length");

	UBlueprintSetLibrary_Set_Length_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintSetLibrary.Set_Intersection
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)

void UBlueprintSetLibrary::Set_Intersection()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Intersection");

	UBlueprintSetLibrary_Set_Intersection_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_Difference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)

void UBlueprintSetLibrary::Set_Difference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Difference");

	UBlueprintSetLibrary_Set_Difference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_Contains
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ItemToFind                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UBlueprintSetLibrary::Set_Contains(int ItemToFind)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Contains");

	UBlueprintSetLibrary_Set_Contains_Params params;
	params.ItemToFind = ItemToFind;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.BlueprintSetLibrary.Set_Clear
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)

void UBlueprintSetLibrary::Set_Clear()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Clear");

	UBlueprintSetLibrary_Set_Clear_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_AddItems
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    NewItems                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UBlueprintSetLibrary::Set_AddItems(TArray<int> NewItems)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_AddItems");

	UBlueprintSetLibrary_Set_AddItems_Params params;
	params.NewItems = NewItems;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.BlueprintSetLibrary.Set_Add
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            NewItem                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)

void UBlueprintSetLibrary::Set_Add(int NewItem)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.BlueprintSetLibrary.Set_Add");

	UBlueprintSetLibrary_Set_Add_Params params;
	params.NewItem = NewItem;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraAnimInst.Stop
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bImmediate                     (Parm, ZeroConstructor, IsPlainOldData)

void UCameraAnimInst::Stop(bool bImmediate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraAnimInst.Stop");

	UCameraAnimInst_Stop_Params params;
	params.bImmediate = bImmediate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraAnimInst.SetScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewDuration                    (Parm, ZeroConstructor, IsPlainOldData)

void UCameraAnimInst::SetScale(float NewDuration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraAnimInst.SetScale");

	UCameraAnimInst_SetScale_Params params;
	params.NewDuration = NewDuration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraAnimInst.SetDuration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewDuration                    (Parm, ZeroConstructor, IsPlainOldData)

void UCameraAnimInst::SetDuration(float NewDuration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraAnimInst.SetDuration");

	UCameraAnimInst_SetDuration_Params params;
	params.NewDuration = NewDuration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraModifier.IsDisabled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UCameraModifier::IsDisabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraModifier.IsDisabled");

	UCameraModifier_IsDisabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CameraModifier.GetViewTarget
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* UCameraModifier::GetViewTarget()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraModifier.GetViewTarget");

	UCameraModifier_GetViewTarget_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CameraModifier.EnableModifier
// (Native, Public, BlueprintCallable)

void UCameraModifier::EnableModifier()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraModifier.EnableModifier");

	UCameraModifier_EnableModifier_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraModifier.DisableModifier
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bImmediate                     (Parm, ZeroConstructor, IsPlainOldData)

void UCameraModifier::DisableModifier(bool bImmediate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraModifier.DisableModifier");

	UCameraModifier_DisableModifier_Params params;
	params.bImmediate = bImmediate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CameraModifier.BlueprintModifyPostProcess
// (BlueprintCosmetic, Event, Public, HasOutParms, BlueprintEvent)
// Parameters:
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          PostProcessBlendWeight         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FPostProcessSettings    PostProcessSettings            (Parm, OutParm)

void UCameraModifier::BlueprintModifyPostProcess(float DeltaTime, float* PostProcessBlendWeight, struct FPostProcessSettings* PostProcessSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraModifier.BlueprintModifyPostProcess");

	UCameraModifier_BlueprintModifyPostProcess_Params params;
	params.DeltaTime = DeltaTime;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (PostProcessBlendWeight != nullptr)
		*PostProcessBlendWeight = params.PostProcessBlendWeight;
	if (PostProcessSettings != nullptr)
		*PostProcessSettings = params.PostProcessSettings;
}


// Function Engine.CameraModifier.BlueprintModifyCamera
// (BlueprintCosmetic, Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ViewLocation                   (Parm, IsPlainOldData)
// struct FRotator                ViewRotation                   (Parm, IsPlainOldData)
// float                          FOV                            (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NewViewLocation                (Parm, OutParm, IsPlainOldData)
// struct FRotator                NewViewRotation                (Parm, OutParm, IsPlainOldData)
// float                          NewFOV                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCameraModifier::BlueprintModifyCamera(float DeltaTime, const struct FVector& ViewLocation, const struct FRotator& ViewRotation, float FOV, struct FVector* NewViewLocation, struct FRotator* NewViewRotation, float* NewFOV)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CameraModifier.BlueprintModifyCamera");

	UCameraModifier_BlueprintModifyCamera_Params params;
	params.DeltaTime = DeltaTime;
	params.ViewLocation = ViewLocation;
	params.ViewRotation = ViewRotation;
	params.FOV = FOV;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (NewViewLocation != nullptr)
		*NewViewLocation = params.NewViewLocation;
	if (NewViewRotation != nullptr)
		*NewViewRotation = params.NewViewRotation;
	if (NewFOV != nullptr)
		*NewFOV = params.NewFOV;
}


// Function Engine.Canvas.K2_TextSize
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UFont*                   RenderFont                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 RenderText                     (Parm, ZeroConstructor)
// struct FVector2D               Scale                          (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UCanvas::K2_TextSize(class UFont* RenderFont, const struct FString& RenderText, const struct FVector2D& Scale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_TextSize");

	UCanvas_K2_TextSize_Params params;
	params.RenderFont = RenderFont;
	params.RenderText = RenderText;
	params.Scale = Scale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Canvas.K2_StrLen
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UFont*                   RenderFont                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 RenderText                     (Parm, ZeroConstructor)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UCanvas::K2_StrLen(class UFont* RenderFont, const struct FString& RenderText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_StrLen");

	UCanvas_K2_StrLen_Params params;
	params.RenderFont = RenderFont;
	params.RenderText = RenderText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Canvas.K2_Project
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 WorldLocation                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UCanvas::K2_Project(const struct FVector& WorldLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_Project");

	UCanvas_K2_Project_Params params;
	params.WorldLocation = WorldLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Canvas.K2_DrawTriangle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture*                RenderTexture                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FCanvasUVTri>    Triangles                      (Parm, ZeroConstructor)

void UCanvas::K2_DrawTriangle(class UTexture* RenderTexture, TArray<struct FCanvasUVTri> Triangles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawTriangle");

	UCanvas_K2_DrawTriangle_Params params;
	params.RenderTexture = RenderTexture;
	params.Triangles = Triangles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawTexture
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture*                RenderTexture                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FVector2D               ScreenSize                     (Parm, IsPlainOldData)
// struct FVector2D               CoordinatePosition             (Parm, IsPlainOldData)
// struct FVector2D               CoordinateSize                 (Parm, IsPlainOldData)
// struct FLinearColor            RenderColor                    (Parm, IsPlainOldData)
// TEnumAsByte<EBlendMode>        BlendMode                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Rotation                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               PivotPoint                     (Parm, IsPlainOldData)

void UCanvas::K2_DrawTexture(class UTexture* RenderTexture, const struct FVector2D& ScreenPosition, const struct FVector2D& ScreenSize, const struct FVector2D& CoordinatePosition, const struct FVector2D& CoordinateSize, const struct FLinearColor& RenderColor, TEnumAsByte<EBlendMode> BlendMode, float Rotation, const struct FVector2D& PivotPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawTexture");

	UCanvas_K2_DrawTexture_Params params;
	params.RenderTexture = RenderTexture;
	params.ScreenPosition = ScreenPosition;
	params.ScreenSize = ScreenSize;
	params.CoordinatePosition = CoordinatePosition;
	params.CoordinateSize = CoordinateSize;
	params.RenderColor = RenderColor;
	params.BlendMode = BlendMode;
	params.Rotation = Rotation;
	params.PivotPoint = PivotPoint;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawText
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UFont*                   RenderFont                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 RenderText                     (Parm, ZeroConstructor)
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FLinearColor            RenderColor                    (Parm, IsPlainOldData)
// float                          Kerning                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ShadowColor                    (Parm, IsPlainOldData)
// struct FVector2D               ShadowOffset                   (Parm, IsPlainOldData)
// bool                           bCentreX                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bCentreY                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bOutlined                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            OutlineColor                   (Parm, IsPlainOldData)

void UCanvas::K2_DrawText(class UFont* RenderFont, const struct FString& RenderText, const struct FVector2D& ScreenPosition, const struct FLinearColor& RenderColor, float Kerning, const struct FLinearColor& ShadowColor, const struct FVector2D& ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined, const struct FLinearColor& OutlineColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawText");

	UCanvas_K2_DrawText_Params params;
	params.RenderFont = RenderFont;
	params.RenderText = RenderText;
	params.ScreenPosition = ScreenPosition;
	params.RenderColor = RenderColor;
	params.Kerning = Kerning;
	params.ShadowColor = ShadowColor;
	params.ShadowOffset = ShadowOffset;
	params.bCentreX = bCentreX;
	params.bCentreY = bCentreY;
	params.bOutlined = bOutlined;
	params.OutlineColor = OutlineColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawPolygon
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture*                RenderTexture                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FVector2D               Radius                         (Parm, IsPlainOldData)
// int                            NumberOfSides                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            RenderColor                    (Parm, IsPlainOldData)

void UCanvas::K2_DrawPolygon(class UTexture* RenderTexture, const struct FVector2D& ScreenPosition, const struct FVector2D& Radius, int NumberOfSides, const struct FLinearColor& RenderColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawPolygon");

	UCanvas_K2_DrawPolygon_Params params;
	params.RenderTexture = RenderTexture;
	params.ScreenPosition = ScreenPosition;
	params.Radius = Radius;
	params.NumberOfSides = NumberOfSides;
	params.RenderColor = RenderColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawMaterialTriangle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      RenderMaterial                 (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FCanvasUVTri>    Triangles                      (Parm, ZeroConstructor)

void UCanvas::K2_DrawMaterialTriangle(class UMaterialInterface* RenderMaterial, TArray<struct FCanvasUVTri> Triangles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawMaterialTriangle");

	UCanvas_K2_DrawMaterialTriangle_Params params;
	params.RenderMaterial = RenderMaterial;
	params.Triangles = Triangles;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawMaterial
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      RenderMaterial                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FVector2D               ScreenSize                     (Parm, IsPlainOldData)
// struct FVector2D               CoordinatePosition             (Parm, IsPlainOldData)
// struct FVector2D               CoordinateSize                 (Parm, IsPlainOldData)
// float                          Rotation                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               PivotPoint                     (Parm, IsPlainOldData)

void UCanvas::K2_DrawMaterial(class UMaterialInterface* RenderMaterial, const struct FVector2D& ScreenPosition, const struct FVector2D& ScreenSize, const struct FVector2D& CoordinatePosition, const struct FVector2D& CoordinateSize, float Rotation, const struct FVector2D& PivotPoint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawMaterial");

	UCanvas_K2_DrawMaterial_Params params;
	params.RenderMaterial = RenderMaterial;
	params.ScreenPosition = ScreenPosition;
	params.ScreenSize = ScreenSize;
	params.CoordinatePosition = CoordinatePosition;
	params.CoordinateSize = CoordinateSize;
	params.Rotation = Rotation;
	params.PivotPoint = PivotPoint;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawLine
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               ScreenPositionA                (Parm, IsPlainOldData)
// struct FVector2D               ScreenPositionB                (Parm, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            RenderColor                    (Parm, IsPlainOldData)

void UCanvas::K2_DrawLine(const struct FVector2D& ScreenPositionA, const struct FVector2D& ScreenPositionB, float Thickness, const struct FLinearColor& RenderColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawLine");

	UCanvas_K2_DrawLine_Params params;
	params.ScreenPositionA = ScreenPositionA;
	params.ScreenPositionB = ScreenPositionB;
	params.Thickness = Thickness;
	params.RenderColor = RenderColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawBox
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FVector2D               ScreenSize                     (Parm, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UCanvas::K2_DrawBox(const struct FVector2D& ScreenPosition, const struct FVector2D& ScreenSize, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawBox");

	UCanvas_K2_DrawBox_Params params;
	params.ScreenPosition = ScreenPosition;
	params.ScreenSize = ScreenSize;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_DrawBorder
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture*                BorderTexture                  (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                BackgroundTexture              (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                LeftBorderTexture              (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                RightBorderTexture             (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                TopBorderTexture               (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                BottomBorderTexture            (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FVector2D               ScreenSize                     (Parm, IsPlainOldData)
// struct FVector2D               CoordinatePosition             (Parm, IsPlainOldData)
// struct FVector2D               CoordinateSize                 (Parm, IsPlainOldData)
// struct FLinearColor            RenderColor                    (Parm, IsPlainOldData)
// struct FVector2D               BorderScale                    (Parm, IsPlainOldData)
// struct FVector2D               BackgroundScale                (Parm, IsPlainOldData)
// float                          Rotation                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               PivotPoint                     (Parm, IsPlainOldData)
// struct FVector2D               CornerSize                     (Parm, IsPlainOldData)

void UCanvas::K2_DrawBorder(class UTexture* BorderTexture, class UTexture* BackgroundTexture, class UTexture* LeftBorderTexture, class UTexture* RightBorderTexture, class UTexture* TopBorderTexture, class UTexture* BottomBorderTexture, const struct FVector2D& ScreenPosition, const struct FVector2D& ScreenSize, const struct FVector2D& CoordinatePosition, const struct FVector2D& CoordinateSize, const struct FLinearColor& RenderColor, const struct FVector2D& BorderScale, const struct FVector2D& BackgroundScale, float Rotation, const struct FVector2D& PivotPoint, const struct FVector2D& CornerSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_DrawBorder");

	UCanvas_K2_DrawBorder_Params params;
	params.BorderTexture = BorderTexture;
	params.BackgroundTexture = BackgroundTexture;
	params.LeftBorderTexture = LeftBorderTexture;
	params.RightBorderTexture = RightBorderTexture;
	params.TopBorderTexture = TopBorderTexture;
	params.BottomBorderTexture = BottomBorderTexture;
	params.ScreenPosition = ScreenPosition;
	params.ScreenSize = ScreenSize;
	params.CoordinatePosition = CoordinatePosition;
	params.CoordinateSize = CoordinateSize;
	params.RenderColor = RenderColor;
	params.BorderScale = BorderScale;
	params.BackgroundScale = BackgroundScale;
	params.Rotation = Rotation;
	params.PivotPoint = PivotPoint;
	params.CornerSize = CornerSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Canvas.K2_Deproject
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               ScreenPosition                 (Parm, IsPlainOldData)
// struct FVector                 WorldOrigin                    (Parm, OutParm, IsPlainOldData)
// struct FVector                 WorldDirection                 (Parm, OutParm, IsPlainOldData)

void UCanvas::K2_Deproject(const struct FVector2D& ScreenPosition, struct FVector* WorldOrigin, struct FVector* WorldDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Canvas.K2_Deproject");

	UCanvas_K2_Deproject_Params params;
	params.ScreenPosition = ScreenPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (WorldOrigin != nullptr)
		*WorldOrigin = params.WorldOrigin;
	if (WorldDirection != nullptr)
		*WorldDirection = params.WorldDirection;
}


// Function Engine.CanvasRenderTarget2D.UpdateResource
// (Native, Public, BlueprintCallable)

void UCanvasRenderTarget2D::UpdateResource()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CanvasRenderTarget2D.UpdateResource");

	UCanvasRenderTarget2D_UpdateResource_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CanvasRenderTarget2D.ReceiveUpdate
// (Event, Public, BlueprintEvent)
// Parameters:
// class UCanvas*                 Canvas                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            Width                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Height                         (Parm, ZeroConstructor, IsPlainOldData)

void UCanvasRenderTarget2D::ReceiveUpdate(class UCanvas* Canvas, int Width, int Height)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CanvasRenderTarget2D.ReceiveUpdate");

	UCanvasRenderTarget2D_ReceiveUpdate_Params params;
	params.Canvas = Canvas;
	params.Width = Width;
	params.Height = Height;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CanvasRenderTarget2D.GetSize
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Width                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Height                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCanvasRenderTarget2D::GetSize(int* Width, int* Height)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CanvasRenderTarget2D.GetSize");

	UCanvasRenderTarget2D_GetSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Width != nullptr)
		*Width = params.Width;
	if (Height != nullptr)
		*Height = params.Height;
}


// Function Engine.CanvasRenderTarget2D.CreateCanvasRenderTarget2D
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  CanvasRenderTarget2DClass      (Parm, ZeroConstructor, IsPlainOldData)
// int                            Width                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Height                         (Parm, ZeroConstructor, IsPlainOldData)
// class UCanvasRenderTarget2D*   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UCanvasRenderTarget2D* UCanvasRenderTarget2D::CreateCanvasRenderTarget2D(class UObject* WorldContextObject, class UClass* CanvasRenderTarget2DClass, int Width, int Height)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CanvasRenderTarget2D.CreateCanvasRenderTarget2D");

	UCanvasRenderTarget2D_CreateCanvasRenderTarget2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.CanvasRenderTarget2DClass = CanvasRenderTarget2DClass;
	params.Width = Width;
	params.Height = Height;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.SetCapsuleSize
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InRadius                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          InHalfHeight                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateOverlaps                (Parm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.SetCapsuleSize");

	UCapsuleComponent_SetCapsuleSize_Params params;
	params.InRadius = InRadius;
	params.InHalfHeight = InHalfHeight;
	params.bUpdateOverlaps = bUpdateOverlaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CapsuleComponent.SetCapsuleRadius
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateOverlaps                (Parm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::SetCapsuleRadius(float Radius, bool bUpdateOverlaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.SetCapsuleRadius");

	UCapsuleComponent_SetCapsuleRadius_Params params;
	params.Radius = Radius;
	params.bUpdateOverlaps = bUpdateOverlaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CapsuleComponent.SetCapsuleHalfHeight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateOverlaps                (Parm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.SetCapsuleHalfHeight");

	UCapsuleComponent_SetCapsuleHalfHeight_Params params;
	params.HalfHeight = HalfHeight;
	params.bUpdateOverlaps = bUpdateOverlaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CapsuleComponent.GetUnscaledCapsuleSize_WithoutHemisphere
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          OutRadius                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutHalfHeightWithoutHemisphere (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::GetUnscaledCapsuleSize_WithoutHemisphere(float* OutRadius, float* OutHalfHeightWithoutHemisphere)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetUnscaledCapsuleSize_WithoutHemisphere");

	UCapsuleComponent_GetUnscaledCapsuleSize_WithoutHemisphere_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRadius != nullptr)
		*OutRadius = params.OutRadius;
	if (OutHalfHeightWithoutHemisphere != nullptr)
		*OutHalfHeightWithoutHemisphere = params.OutHalfHeightWithoutHemisphere;
}


// Function Engine.CapsuleComponent.GetUnscaledCapsuleSize
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          OutRadius                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutHalfHeight                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::GetUnscaledCapsuleSize(float* OutRadius, float* OutHalfHeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetUnscaledCapsuleSize");

	UCapsuleComponent_GetUnscaledCapsuleSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRadius != nullptr)
		*OutRadius = params.OutRadius;
	if (OutHalfHeight != nullptr)
		*OutHalfHeight = params.OutHalfHeight;
}


// Function Engine.CapsuleComponent.GetUnscaledCapsuleRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetUnscaledCapsuleRadius()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetUnscaledCapsuleRadius");

	UCapsuleComponent_GetUnscaledCapsuleRadius_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.GetUnscaledCapsuleHalfHeight_WithoutHemisphere
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetUnscaledCapsuleHalfHeight_WithoutHemisphere()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetUnscaledCapsuleHalfHeight_WithoutHemisphere");

	UCapsuleComponent_GetUnscaledCapsuleHalfHeight_WithoutHemisphere_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.GetUnscaledCapsuleHalfHeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetUnscaledCapsuleHalfHeight()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetUnscaledCapsuleHalfHeight");

	UCapsuleComponent_GetUnscaledCapsuleHalfHeight_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.GetShapeScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetShapeScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetShapeScale");

	UCapsuleComponent_GetShapeScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.GetScaledCapsuleSize_WithoutHemisphere
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          OutRadius                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutHalfHeightWithoutHemisphere (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::GetScaledCapsuleSize_WithoutHemisphere(float* OutRadius, float* OutHalfHeightWithoutHemisphere)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetScaledCapsuleSize_WithoutHemisphere");

	UCapsuleComponent_GetScaledCapsuleSize_WithoutHemisphere_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRadius != nullptr)
		*OutRadius = params.OutRadius;
	if (OutHalfHeightWithoutHemisphere != nullptr)
		*OutHalfHeightWithoutHemisphere = params.OutHalfHeightWithoutHemisphere;
}


// Function Engine.CapsuleComponent.GetScaledCapsuleSize
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          OutRadius                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutHalfHeight                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCapsuleComponent::GetScaledCapsuleSize(float* OutRadius, float* OutHalfHeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetScaledCapsuleSize");

	UCapsuleComponent_GetScaledCapsuleSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRadius != nullptr)
		*OutRadius = params.OutRadius;
	if (OutHalfHeight != nullptr)
		*OutHalfHeight = params.OutHalfHeight;
}


// Function Engine.CapsuleComponent.GetScaledCapsuleRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetScaledCapsuleRadius()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetScaledCapsuleRadius");

	UCapsuleComponent_GetScaledCapsuleRadius_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.GetScaledCapsuleHalfHeight_WithoutHemisphere
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetScaledCapsuleHalfHeight_WithoutHemisphere()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetScaledCapsuleHalfHeight_WithoutHemisphere");

	UCapsuleComponent_GetScaledCapsuleHalfHeight_WithoutHemisphere_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CapsuleComponent.GetScaledCapsuleHalfHeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCapsuleComponent::GetScaledCapsuleHalfHeight()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CapsuleComponent.GetScaledCapsuleHalfHeight");

	UCapsuleComponent_GetScaledCapsuleHalfHeight_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ChildActorComponent.SetChildActorClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  InClass                        (Parm, ZeroConstructor, IsPlainOldData)

void UChildActorComponent::SetChildActorClass(class UClass* InClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ChildActorComponent.SetChildActorClass");

	UChildActorComponent_SetChildActorClass_Params params;
	params.InClass = InClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameViewportClient.SSSwapControllers
// (Exec, Native, Public)

void UGameViewportClient::SSSwapControllers()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameViewportClient.SSSwapControllers");

	UGameViewportClient_SSSwapControllers_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameViewportClient.ShowTitleSafeArea
// (Exec, Native, Public)

void UGameViewportClient::ShowTitleSafeArea()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameViewportClient.ShowTitleSafeArea");

	UGameViewportClient_ShowTitleSafeArea_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameViewportClient.SetConsoleTarget
// (Exec, Native, Public)
// Parameters:
// int                            PlayerIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UGameViewportClient::SetConsoleTarget(int PlayerIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameViewportClient.SetConsoleTarget");

	UGameViewportClient_SetConsoleTarget_Params params;
	params.PlayerIndex = PlayerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.CurveBase.GetValueRange
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          MinValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          MaxValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCurveBase::GetValueRange(float* MinValue, float* MaxValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveBase.GetValueRange");

	UCurveBase_GetValueRange_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (MinValue != nullptr)
		*MinValue = params.MinValue;
	if (MaxValue != nullptr)
		*MaxValue = params.MaxValue;
}


// Function Engine.CurveBase.GetTimeRange
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          MinTime                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          MaxTime                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UCurveBase::GetTimeRange(float* MinTime, float* MaxTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveBase.GetTimeRange");

	UCurveBase_GetTimeRange_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (MinTime != nullptr)
		*MinTime = params.MinTime;
	if (MaxTime != nullptr)
		*MaxTime = params.MaxTime;
}


// Function Engine.CurveFloat.GetFloatValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          InTime                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCurveFloat::GetFloatValue(float InTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveFloat.GetFloatValue");

	UCurveFloat_GetFloatValue_Params params;
	params.InTime = InTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CurveLinearColor.GetLinearColorValue
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          InTime                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UCurveLinearColor::GetLinearColorValue(float InTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveLinearColor.GetLinearColorValue");

	UCurveLinearColor_GetLinearColorValue_Params params;
	params.InTime = InTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CurveSourceInterface.GetCurveValue
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// struct FName                   CurveName                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UCurveSourceInterface::GetCurveValue(const struct FName& CurveName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveSourceInterface.GetCurveValue");

	UCurveSourceInterface_GetCurveValue_Params params;
	params.CurveName = CurveName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CurveSourceInterface.GetCurves
// (Native, Event, Public, HasOutParms, BlueprintEvent, Const)
// Parameters:
// TArray<struct FNamedCurveValue> OutValues                      (Parm, OutParm, ZeroConstructor)

void UCurveSourceInterface::GetCurves(TArray<struct FNamedCurveValue>* OutValues)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveSourceInterface.GetCurves");

	UCurveSourceInterface_GetCurves_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutValues != nullptr)
		*OutValues = params.OutValues;
}


// Function Engine.CurveSourceInterface.GetBindingName
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UCurveSourceInterface::GetBindingName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveSourceInterface.GetBindingName");

	UCurveSourceInterface_GetBindingName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.CurveVector.GetVectorValue
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          InTime                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UCurveVector::GetVectorValue(float InTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.CurveVector.GetVectorValue");

	UCurveVector_GetVectorValue_Params params;
	params.InTime = InTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DataTableFunctionLibrary.GetDataTableRowNames
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UDataTable*              Table                          (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FName>           OutRowNames                    (Parm, OutParm, ZeroConstructor)

void UDataTableFunctionLibrary::GetDataTableRowNames(class UDataTable* Table, TArray<struct FName>* OutRowNames)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DataTableFunctionLibrary.GetDataTableRowNames");

	UDataTableFunctionLibrary_GetDataTableRowNames_Params params;
	params.Table = Table;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRowNames != nullptr)
		*OutRowNames = params.OutRowNames;
}


// Function Engine.DataTableFunctionLibrary.GetDataTableRowFromName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UDataTable*              Table                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   RowName                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FTableRowBase           OutRow                         (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UDataTableFunctionLibrary::GetDataTableRowFromName(class UDataTable* Table, const struct FName& RowName, struct FTableRowBase* OutRow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DataTableFunctionLibrary.GetDataTableRowFromName");

	UDataTableFunctionLibrary_GetDataTableRowFromName_Params params;
	params.Table = Table;
	params.RowName = RowName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRow != nullptr)
		*OutRow = params.OutRow;

	return params.ReturnValue;
}


// Function Engine.DataTableFunctionLibrary.EvaluateCurveTableRow
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UCurveTable*             CurveTable                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   RowName                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          InXY                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEvaluateCurveTableResult> OutResult                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutXY                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FString                 ContextString                  (Parm, ZeroConstructor)

void UDataTableFunctionLibrary::EvaluateCurveTableRow(class UCurveTable* CurveTable, const struct FName& RowName, float InXY, const struct FString& ContextString, TEnumAsByte<EEvaluateCurveTableResult>* OutResult, float* OutXY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DataTableFunctionLibrary.EvaluateCurveTableRow");

	UDataTableFunctionLibrary_EvaluateCurveTableRow_Params params;
	params.CurveTable = CurveTable;
	params.RowName = RowName;
	params.InXY = InXY;
	params.ContextString = ContextString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutResult != nullptr)
		*OutResult = params.OutResult;
	if (OutXY != nullptr)
		*OutXY = params.OutXY;
}


// Function Engine.DebugCameraController.ToggleDisplay
// (Final, Native, Public, BlueprintCallable)

void ADebugCameraController::ToggleDisplay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.ToggleDisplay");

	ADebugCameraController_ToggleDisplay_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DebugCameraController.ShowDebugSelectedInfo
// (Exec, Native, Public)

void ADebugCameraController::ShowDebugSelectedInfo()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.ShowDebugSelectedInfo");

	ADebugCameraController_ShowDebugSelectedInfo_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DebugCameraController.SetPawnMovementSpeedScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewSpeedScale                  (Parm, ZeroConstructor, IsPlainOldData)

void ADebugCameraController::SetPawnMovementSpeedScale(float NewSpeedScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.SetPawnMovementSpeedScale");

	ADebugCameraController_SetPawnMovementSpeedScale_Params params;
	params.NewSpeedScale = NewSpeedScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DebugCameraController.ReceiveOnDeactivate
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       RestoredPC                     (Parm, ZeroConstructor, IsPlainOldData)

void ADebugCameraController::ReceiveOnDeactivate(class APlayerController* RestoredPC)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.ReceiveOnDeactivate");

	ADebugCameraController_ReceiveOnDeactivate_Params params;
	params.RestoredPC = RestoredPC;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DebugCameraController.ReceiveOnActorSelected
// (Event, Protected, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor*                  NewSelectedActor               (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 SelectHitLocation              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 SelectHitNormal                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FHitResult              Hit                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void ADebugCameraController::ReceiveOnActorSelected(class AActor* NewSelectedActor, const struct FVector& SelectHitLocation, const struct FVector& SelectHitNormal, const struct FHitResult& Hit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.ReceiveOnActorSelected");

	ADebugCameraController_ReceiveOnActorSelected_Params params;
	params.NewSelectedActor = NewSelectedActor;
	params.SelectHitLocation = SelectHitLocation;
	params.SelectHitNormal = SelectHitNormal;
	params.Hit = Hit;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DebugCameraController.ReceiveOnActivate
// (Event, Public, BlueprintEvent)
// Parameters:
// class APlayerController*       OriginalPC                     (Parm, ZeroConstructor, IsPlainOldData)

void ADebugCameraController::ReceiveOnActivate(class APlayerController* OriginalPC)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.ReceiveOnActivate");

	ADebugCameraController_ReceiveOnActivate_Params params;
	params.OriginalPC = OriginalPC;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DebugCameraController.GetSelectedActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class AActor* ADebugCameraController::GetSelectedActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DebugCameraController.GetSelectedActor");

	ADebugCameraController_GetSelectedActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DecalActor.SetDecalMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      NewDecalMaterial               (Parm, ZeroConstructor, IsPlainOldData)

void ADecalActor::SetDecalMaterial(class UMaterialInterface* NewDecalMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalActor.SetDecalMaterial");

	ADecalActor_SetDecalMaterial_Params params;
	params.NewDecalMaterial = NewDecalMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DecalActor.GetDecalMaterial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UMaterialInterface*      ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInterface* ADecalActor::GetDecalMaterial()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalActor.GetDecalMaterial");

	ADecalActor_GetDecalMaterial_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DecalActor.CreateDynamicMaterialInstance
// (Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* ADecalActor::CreateDynamicMaterialInstance()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalActor.CreateDynamicMaterialInstance");

	ADecalActor_CreateDynamicMaterialInstance_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DecalComponent.SetSortOrder
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UDecalComponent::SetSortOrder(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.SetSortOrder");

	UDecalComponent_SetSortOrder_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DecalComponent.SetFadeScreenSize
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewFadeScreenSize              (Parm, ZeroConstructor, IsPlainOldData)

void UDecalComponent::SetFadeScreenSize(float NewFadeScreenSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.SetFadeScreenSize");

	UDecalComponent_SetFadeScreenSize_Params params;
	params.NewFadeScreenSize = NewFadeScreenSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DecalComponent.SetFadeOut
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          StartDelay                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           DestroyOwnerAfterFade          (Parm, ZeroConstructor, IsPlainOldData)

void UDecalComponent::SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.SetFadeOut");

	UDecalComponent_SetFadeOut_Params params;
	params.StartDelay = StartDelay;
	params.Duration = Duration;
	params.DestroyOwnerAfterFade = DestroyOwnerAfterFade;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DecalComponent.SetDecalMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      NewDecalMaterial               (Parm, ZeroConstructor, IsPlainOldData)

void UDecalComponent::SetDecalMaterial(class UMaterialInterface* NewDecalMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.SetDecalMaterial");

	UDecalComponent_SetDecalMaterial_Params params;
	params.NewDecalMaterial = NewDecalMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DecalComponent.GetFadeStartDelay
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UDecalComponent::GetFadeStartDelay()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.GetFadeStartDelay");

	UDecalComponent_GetFadeStartDelay_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DecalComponent.GetFadeDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UDecalComponent::GetFadeDuration()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.GetFadeDuration");

	UDecalComponent_GetFadeDuration_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DecalComponent.GetDecalMaterial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UMaterialInterface*      ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInterface* UDecalComponent::GetDecalMaterial()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.GetDecalMaterial");

	UDecalComponent_GetDecalMaterial_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.DecalComponent.CreateDynamicMaterialInstance
// (Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* UDecalComponent::CreateDynamicMaterialInstance()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DecalComponent.CreateDynamicMaterialInstance");

	UDecalComponent_CreateDynamicMaterialInstance_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Light.ToggleEnabled
// (Final, Native, Public, BlueprintCallable)

void ALight::ToggleEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.ToggleEnabled");

	ALight_ToggleEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetLightFunctionScale
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLightFunctionScale          (Parm, IsPlainOldData)

void ALight::SetLightFunctionScale(const struct FVector& NewLightFunctionScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetLightFunctionScale");

	ALight_SetLightFunctionScale_Params params;
	params.NewLightFunctionScale = NewLightFunctionScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetLightFunctionMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      NewLightFunctionMaterial       (Parm, ZeroConstructor, IsPlainOldData)

void ALight::SetLightFunctionMaterial(class UMaterialInterface* NewLightFunctionMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetLightFunctionMaterial");

	ALight_SetLightFunctionMaterial_Params params;
	params.NewLightFunctionMaterial = NewLightFunctionMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetLightFunctionFadeDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLightFunctionFadeDistance   (Parm, ZeroConstructor, IsPlainOldData)

void ALight::SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetLightFunctionFadeDistance");

	ALight_SetLightFunctionFadeDistance_Params params;
	params.NewLightFunctionFadeDistance = NewLightFunctionFadeDistance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetLightColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            NewLightColor                  (Parm, IsPlainOldData)

void ALight::SetLightColor(const struct FLinearColor& NewLightColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetLightColor");

	ALight_SetLightColor_Params params;
	params.NewLightColor = NewLightColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bSetEnabled                    (Parm, ZeroConstructor, IsPlainOldData)

void ALight::SetEnabled(bool bSetEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetEnabled");

	ALight_SetEnabled_Params params;
	params.bSetEnabled = bSetEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetCastShadows
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ALight::SetCastShadows(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetCastShadows");

	ALight_SetCastShadows_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetBrightness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewBrightness                  (Parm, ZeroConstructor, IsPlainOldData)

void ALight::SetBrightness(float NewBrightness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetBrightness");

	ALight_SetBrightness_Params params;
	params.NewBrightness = NewBrightness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.SetAffectTranslucentLighting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ALight::SetAffectTranslucentLighting(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.SetAffectTranslucentLighting");

	ALight_SetAffectTranslucentLighting_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.OnRep_bEnabled
// (Native, Public)

void ALight::OnRep_bEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.OnRep_bEnabled");

	ALight_OnRep_bEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Light.IsEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ALight::IsEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.IsEnabled");

	ALight_IsEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Light.GetLightColor
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor ALight::GetLightColor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.GetLightColor");

	ALight_GetLightColor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Light.GetBrightness
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float ALight::GetBrightness()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Light.GetBrightness");

	ALight_GetBrightness_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LightComponentBase.SetCastVolumetricShadow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponentBase::SetCastVolumetricShadow(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponentBase.SetCastVolumetricShadow");

	ULightComponentBase_SetCastVolumetricShadow_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponentBase.SetCastShadows
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponentBase::SetCastShadows(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponentBase.SetCastShadows");

	ULightComponentBase_SetCastShadows_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponentBase.GetLightColor
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor ULightComponentBase::GetLightColor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponentBase.GetLightColor");

	ULightComponentBase_GetLightColor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LightComponent.SetVolumetricScatteringIntensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetVolumetricScatteringIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetVolumetricScatteringIntensity");

	ULightComponent_SetVolumetricScatteringIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetTemperature
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewTemperature                 (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetTemperature(float NewTemperature)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetTemperature");

	ULightComponent_SetTemperature_Params params;
	params.NewTemperature = NewTemperature;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetShadowBias
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetShadowBias(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetShadowBias");

	ULightComponent_SetShadowBias_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetLightFunctionScale
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLightFunctionScale          (Parm, IsPlainOldData)

void ULightComponent::SetLightFunctionScale(const struct FVector& NewLightFunctionScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetLightFunctionScale");

	ULightComponent_SetLightFunctionScale_Params params;
	params.NewLightFunctionScale = NewLightFunctionScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetLightFunctionMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      NewLightFunctionMaterial       (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetLightFunctionMaterial(class UMaterialInterface* NewLightFunctionMaterial)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetLightFunctionMaterial");

	ULightComponent_SetLightFunctionMaterial_Params params;
	params.NewLightFunctionMaterial = NewLightFunctionMaterial;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetLightFunctionFadeDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLightFunctionFadeDistance   (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetLightFunctionFadeDistance");

	ULightComponent_SetLightFunctionFadeDistance_Params params;
	params.NewLightFunctionFadeDistance = NewLightFunctionFadeDistance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetLightFunctionDisabledBrightness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetLightFunctionDisabledBrightness(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetLightFunctionDisabledBrightness");

	ULightComponent_SetLightFunctionDisabledBrightness_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetLightColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            NewLightColor                  (Parm, IsPlainOldData)
// bool                           bSRGB                          (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetLightColor(const struct FLinearColor& NewLightColor, bool bSRGB)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetLightColor");

	ULightComponent_SetLightColor_Params params;
	params.NewLightColor = NewLightColor;
	params.bSRGB = bSRGB;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetIntensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetIntensity");

	ULightComponent_SetIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetIndirectLightingIntensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetIndirectLightingIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetIndirectLightingIntensity");

	ULightComponent_SetIndirectLightingIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetIESTexture
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTextureLightProfile*    NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetIESTexture(class UTextureLightProfile* NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetIESTexture");

	ULightComponent_SetIESTexture_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetEnableLightShaftBloom
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetEnableLightShaftBloom(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetEnableLightShaftBloom");

	ULightComponent_SetEnableLightShaftBloom_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetBloomTint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor                  NewValue                       (Parm, IsPlainOldData)

void ULightComponent::SetBloomTint(const struct FColor& NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetBloomTint");

	ULightComponent_SetBloomTint_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetBloomThreshold
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetBloomThreshold(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetBloomThreshold");

	ULightComponent_SetBloomThreshold_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetBloomScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetBloomScale(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetBloomScale");

	ULightComponent_SetBloomScale_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetAffectTranslucentLighting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetAffectTranslucentLighting(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetAffectTranslucentLighting");

	ULightComponent_SetAffectTranslucentLighting_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LightComponent.SetAffectDynamicIndirectLighting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void ULightComponent::SetAffectDynamicIndirectLighting(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LightComponent.SetAffectDynamicIndirectLighting");

	ULightComponent_SetAffectDynamicIndirectLighting_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetShadowDistanceFadeoutFraction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetShadowDistanceFadeoutFraction(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetShadowDistanceFadeoutFraction");

	UDirectionalLightComponent_SetShadowDistanceFadeoutFraction_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetOcclusionMaskDarkness
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetOcclusionMaskDarkness(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetOcclusionMaskDarkness");

	UDirectionalLightComponent_SetOcclusionMaskDarkness_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetLightShaftOverrideDirection
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewValue                       (Parm, IsPlainOldData)

void UDirectionalLightComponent::SetLightShaftOverrideDirection(const struct FVector& NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetLightShaftOverrideDirection");

	UDirectionalLightComponent_SetLightShaftOverrideDirection_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetEnableLightShaftOcclusion
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetEnableLightShaftOcclusion(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetEnableLightShaftOcclusion");

	UDirectionalLightComponent_SetEnableLightShaftOcclusion_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetDynamicShadowDistanceStationaryLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetDynamicShadowDistanceStationaryLight(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetDynamicShadowDistanceStationaryLight");

	UDirectionalLightComponent_SetDynamicShadowDistanceStationaryLight_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetDynamicShadowDistanceMovableLight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetDynamicShadowDistanceMovableLight(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetDynamicShadowDistanceMovableLight");

	UDirectionalLightComponent_SetDynamicShadowDistanceMovableLight_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetDynamicShadowCascades
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetDynamicShadowCascades(int NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetDynamicShadowCascades");

	UDirectionalLightComponent_SetDynamicShadowCascades_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetCascadeTransitionFraction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetCascadeTransitionFraction(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetCascadeTransitionFraction");

	UDirectionalLightComponent_SetCascadeTransitionFraction_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.DirectionalLightComponent.SetCascadeDistributionExponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UDirectionalLightComponent::SetCascadeDistributionExponent(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.DirectionalLightComponent.SetCascadeDistributionExponent");

	UDirectionalLightComponent_SetCascadeDistributionExponent_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.ToggleActive
// (Final, Native, Public, BlueprintCallable)

void AEmitter::ToggleActive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.ToggleActive");

	AEmitter_ToggleActive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.SetVectorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Param                          (Parm, IsPlainOldData)

void AEmitter::SetVectorParameter(const struct FName& ParameterName, const struct FVector& Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.SetVectorParameter");

	AEmitter_SetVectorParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.SetTemplate
// (Native, Public, BlueprintCallable)
// Parameters:
// class UParticleSystem*         NewTemplate                    (Parm, ZeroConstructor, IsPlainOldData)

void AEmitter::SetTemplate(class UParticleSystem* NewTemplate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.SetTemplate");

	AEmitter_SetTemplate_Params params;
	params.NewTemplate = NewTemplate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.SetMaterialParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Param                          (Parm, ZeroConstructor, IsPlainOldData)

void AEmitter::SetMaterialParameter(const struct FName& ParameterName, class UMaterialInterface* Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.SetMaterialParameter");

	AEmitter_SetMaterialParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.SetFloatParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          Param                          (Parm, ZeroConstructor, IsPlainOldData)

void AEmitter::SetFloatParameter(const struct FName& ParameterName, float Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.SetFloatParameter");

	AEmitter_SetFloatParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.SetColorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            Param                          (Parm, IsPlainOldData)

void AEmitter::SetColorParameter(const struct FName& ParameterName, const struct FLinearColor& Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.SetColorParameter");

	AEmitter_SetColorParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.SetActorParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Param                          (Parm, ZeroConstructor, IsPlainOldData)

void AEmitter::SetActorParameter(const struct FName& ParameterName, class AActor* Param)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.SetActorParameter");

	AEmitter_SetActorParameter_Params params;
	params.ParameterName = ParameterName;
	params.Param = Param;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.OnRep_bCurrentlyActive
// (Native, Public)

void AEmitter::OnRep_bCurrentlyActive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.OnRep_bCurrentlyActive");

	AEmitter_OnRep_bCurrentlyActive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.OnParticleSystemFinished
// (Native, Public)
// Parameters:
// class UParticleSystemComponent* FinishedComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void AEmitter::OnParticleSystemFinished(class UParticleSystemComponent* FinishedComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.OnParticleSystemFinished");

	AEmitter_OnParticleSystemFinished_Params params;
	params.FinishedComponent = FinishedComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.IsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool AEmitter::IsActive()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.IsActive");

	AEmitter_IsActive_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Emitter.Deactivate
// (Final, Native, Public, BlueprintCallable)

void AEmitter::Deactivate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.Deactivate");

	AEmitter_Deactivate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.Emitter.Activate
// (Final, Native, Public, BlueprintCallable)

void AEmitter::Activate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Emitter.Activate");

	AEmitter_Activate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFog.OnRep_bEnabled
// (Native, Public)

void AExponentialHeightFog::OnRep_bEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFog.OnRep_bEnabled");

	AExponentialHeightFog_OnRep_bEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetVolumetricFogScatteringDistribution
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetVolumetricFogScatteringDistribution(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetVolumetricFogScatteringDistribution");

	UExponentialHeightFogComponent_SetVolumetricFogScatteringDistribution_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetVolumetricFogExtinctionScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetVolumetricFogExtinctionScale(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetVolumetricFogExtinctionScale");

	UExponentialHeightFogComponent_SetVolumetricFogExtinctionScale_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetVolumetricFogEmissive
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            NewValue                       (Parm, IsPlainOldData)

void UExponentialHeightFogComponent::SetVolumetricFogEmissive(const struct FLinearColor& NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetVolumetricFogEmissive");

	UExponentialHeightFogComponent_SetVolumetricFogEmissive_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetVolumetricFogDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetVolumetricFogDistance(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetVolumetricFogDistance");

	UExponentialHeightFogComponent_SetVolumetricFogDistance_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetVolumetricFogAlbedo
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor                  NewValue                       (Parm, IsPlainOldData)

void UExponentialHeightFogComponent::SetVolumetricFogAlbedo(const struct FColor& NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetVolumetricFogAlbedo");

	UExponentialHeightFogComponent_SetVolumetricFogAlbedo_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetVolumetricFog
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetVolumetricFog(bool bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetVolumetricFog");

	UExponentialHeightFogComponent_SetVolumetricFog_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetStartDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetStartDistance(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetStartDistance");

	UExponentialHeightFogComponent_SetStartDistance_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetNonDirectionalInscatteringColorDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetNonDirectionalInscatteringColorDistance(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetNonDirectionalInscatteringColorDistance");

	UExponentialHeightFogComponent_SetNonDirectionalInscatteringColorDistance_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetInscatteringTextureTint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            Value                          (Parm, IsPlainOldData)

void UExponentialHeightFogComponent::SetInscatteringTextureTint(const struct FLinearColor& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetInscatteringTextureTint");

	UExponentialHeightFogComponent_SetInscatteringTextureTint_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetInscatteringColorCubemapAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetInscatteringColorCubemapAngle(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetInscatteringColorCubemapAngle");

	UExponentialHeightFogComponent_SetInscatteringColorCubemapAngle_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetInscatteringColorCubemap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTextureCube*            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetInscatteringColorCubemap(class UTextureCube* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetInscatteringColorCubemap");

	UExponentialHeightFogComponent_SetInscatteringColorCubemap_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetFullyDirectionalInscatteringColorDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetFullyDirectionalInscatteringColorDistance(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetFullyDirectionalInscatteringColorDistance");

	UExponentialHeightFogComponent_SetFullyDirectionalInscatteringColorDistance_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetFogMaxOpacity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetFogMaxOpacity(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetFogMaxOpacity");

	UExponentialHeightFogComponent_SetFogMaxOpacity_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetFogInscatteringColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            Value                          (Parm, IsPlainOldData)

void UExponentialHeightFogComponent::SetFogInscatteringColor(const struct FLinearColor& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetFogInscatteringColor");

	UExponentialHeightFogComponent_SetFogInscatteringColor_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetFogHeightFalloff
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetFogHeightFalloff(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetFogHeightFalloff");

	UExponentialHeightFogComponent_SetFogHeightFalloff_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetFogDensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetFogDensity(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetFogDensity");

	UExponentialHeightFogComponent_SetFogDensity_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetFogCutoffDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetFogCutoffDistance(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetFogCutoffDistance");

	UExponentialHeightFogComponent_SetFogCutoffDistance_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetDirectionalInscatteringStartDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetDirectionalInscatteringStartDistance(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetDirectionalInscatteringStartDistance");

	UExponentialHeightFogComponent_SetDirectionalInscatteringStartDistance_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetDirectionalInscatteringExponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetDirectionalInscatteringExponent(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetDirectionalInscatteringExponent");

	UExponentialHeightFogComponent_SetDirectionalInscatteringExponent_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetDirectionalInscatteringColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            Value                          (Parm, IsPlainOldData)

void UExponentialHeightFogComponent::SetDirectionalInscatteringColor(const struct FLinearColor& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetDirectionalInscatteringColor");

	UExponentialHeightFogComponent_SetDirectionalInscatteringColor_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetCustomFogInscatteringColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            Value                          (Parm, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetCustomFogInscatteringColor(const struct FLinearColor& Value, int Index)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetCustomFogInscatteringColor");

	UExponentialHeightFogComponent_SetCustomFogInscatteringColor_Params params;
	params.Value = Value;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ExponentialHeightFogComponent.SetCustomFogDensityCoefficient
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)

void UExponentialHeightFogComponent::SetCustomFogDensityCoefficient(float Value, int Index)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ExponentialHeightFogComponent.SetCustomFogDensityCoefficient");

	UExponentialHeightFogComponent_SetCustomFogDensityCoefficient_Params params;
	params.Value = Value;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ForceFeedbackComponent.Stop
// (Native, Public, BlueprintCallable)

void UForceFeedbackComponent::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ForceFeedbackComponent.Stop");

	UForceFeedbackComponent_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ForceFeedbackComponent.SetIntensityMultiplier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensityMultiplier         (Parm, ZeroConstructor, IsPlainOldData)

void UForceFeedbackComponent::SetIntensityMultiplier(float NewIntensityMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ForceFeedbackComponent.SetIntensityMultiplier");

	UForceFeedbackComponent_SetIntensityMultiplier_Params params;
	params.NewIntensityMultiplier = NewIntensityMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ForceFeedbackComponent.SetForceFeedbackEffect
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UForceFeedbackEffect*    NewForceFeedbackEffect         (Parm, ZeroConstructor, IsPlainOldData)

void UForceFeedbackComponent::SetForceFeedbackEffect(class UForceFeedbackEffect* NewForceFeedbackEffect)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ForceFeedbackComponent.SetForceFeedbackEffect");

	UForceFeedbackComponent_SetForceFeedbackEffect_Params params;
	params.NewForceFeedbackEffect = NewForceFeedbackEffect;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ForceFeedbackComponent.Play
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          StartTime                      (Parm, ZeroConstructor, IsPlainOldData)

void UForceFeedbackComponent::Play(float StartTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ForceFeedbackComponent.Play");

	UForceFeedbackComponent_Play_Params params;
	params.StartTime = StartTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ForceFeedbackComponent.BP_GetAttenuationSettingsToApply
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FForceFeedbackAttenuationSettings OutAttenuationSettings         (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UForceFeedbackComponent::BP_GetAttenuationSettingsToApply(struct FForceFeedbackAttenuationSettings* OutAttenuationSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ForceFeedbackComponent.BP_GetAttenuationSettingsToApply");

	UForceFeedbackComponent_BP_GetAttenuationSettingsToApply_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutAttenuationSettings != nullptr)
		*OutAttenuationSettings = params.OutAttenuationSettings;

	return params.ReturnValue;
}


// Function Engine.ForceFeedbackComponent.AdjustAttenuation
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FForceFeedbackAttenuationSettings InAttenuationSettings          (ConstParm, Parm, OutParm, ReferenceParm)

void UForceFeedbackComponent::AdjustAttenuation(const struct FForceFeedbackAttenuationSettings& InAttenuationSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ForceFeedbackComponent.AdjustAttenuation");

	UForceFeedbackComponent_AdjustAttenuation_Params params;
	params.InAttenuationSettings = InAttenuationSettings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ValidateSettings
// (Native, Public, BlueprintCallable)

void UGameUserSettings::ValidateSettings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ValidateSettings");

	UGameUserSettings_ValidateSettings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SupportsHDRDisplayOutput
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::SupportsHDRDisplayOutput()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SupportsHDRDisplayOutput");

	UGameUserSettings_SupportsHDRDisplayOutput_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.SetVSyncEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetVSyncEnabled(bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetVSyncEnabled");

	UGameUserSettings_SetVSyncEnabled_Params params;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetVisualEffectQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetVisualEffectQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetVisualEffectQuality");

	UGameUserSettings_SetVisualEffectQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetViewDistanceQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetViewDistanceQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetViewDistanceQuality");

	UGameUserSettings_SetViewDistanceQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetToDefaults
// (Native, Public, BlueprintCallable)

void UGameUserSettings::SetToDefaults()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetToDefaults");

	UGameUserSettings_SetToDefaults_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetTextureQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetTextureQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetTextureQuality");

	UGameUserSettings_SetTextureQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetShadowQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetShadowQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetShadowQuality");

	UGameUserSettings_SetShadowQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetScreenResolution
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FIntPoint               Resolution                     (Parm, IsPlainOldData)

void UGameUserSettings::SetScreenResolution(const struct FIntPoint& Resolution)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetScreenResolution");

	UGameUserSettings_SetScreenResolution_Params params;
	params.Resolution = Resolution;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetResolutionScaleValueEx
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewScaleValue                  (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetResolutionScaleValueEx(float NewScaleValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetResolutionScaleValueEx");

	UGameUserSettings_SetResolutionScaleValueEx_Params params;
	params.NewScaleValue = NewScaleValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetResolutionScaleValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            NewScaleValue                  (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetResolutionScaleValue(int NewScaleValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetResolutionScaleValue");

	UGameUserSettings_SetResolutionScaleValue_Params params;
	params.NewScaleValue = NewScaleValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetResolutionScaleNormalized
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewScaleNormalized             (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetResolutionScaleNormalized(float NewScaleNormalized)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetResolutionScaleNormalized");

	UGameUserSettings_SetResolutionScaleNormalized_Params params;
	params.NewScaleNormalized = NewScaleNormalized;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetPostProcessingQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetPostProcessingQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetPostProcessingQuality");

	UGameUserSettings_SetPostProcessingQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetOverallScalabilityLevel
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetOverallScalabilityLevel(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetOverallScalabilityLevel");

	UGameUserSettings_SetOverallScalabilityLevel_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetFullscreenMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EWindowMode>       InFullscreenMode               (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetFullscreenMode(TEnumAsByte<EWindowMode> InFullscreenMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetFullscreenMode");

	UGameUserSettings_SetFullscreenMode_Params params;
	params.InFullscreenMode = InFullscreenMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetFrameRateLimit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLimit                       (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetFrameRateLimit(float NewLimit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetFrameRateLimit");

	UGameUserSettings_SetFrameRateLimit_Params params;
	params.NewLimit = NewLimit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetFoliageQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetFoliageQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetFoliageQuality");

	UGameUserSettings_SetFoliageQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetBenchmarkFallbackValues
// (Final, Native, Public, BlueprintCallable)

void UGameUserSettings::SetBenchmarkFallbackValues()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetBenchmarkFallbackValues");

	UGameUserSettings_SetBenchmarkFallbackValues_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetAudioQualityLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            QualityLevel                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetAudioQualityLevel(int QualityLevel)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetAudioQualityLevel");

	UGameUserSettings_SetAudioQualityLevel_Params params;
	params.QualityLevel = QualityLevel;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SetAntiAliasingQuality
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::SetAntiAliasingQuality(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SetAntiAliasingQuality");

	UGameUserSettings_SetAntiAliasingQuality_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.SaveSettings
// (Native, Public, BlueprintCallable)

void UGameUserSettings::SaveSettings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.SaveSettings");

	UGameUserSettings_SaveSettings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.RunHardwareBenchmark
// (Native, Public, BlueprintCallable)
// Parameters:
// int                            WorkScale                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          CPUMultiplier                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          GPUMultiplier                  (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float GPUMultiplier)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.RunHardwareBenchmark");

	UGameUserSettings_RunHardwareBenchmark_Params params;
	params.WorkScale = WorkScale;
	params.CPUMultiplier = CPUMultiplier;
	params.GPUMultiplier = GPUMultiplier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.RevertVideoMode
// (Final, Native, Public, BlueprintCallable)

void UGameUserSettings::RevertVideoMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.RevertVideoMode");

	UGameUserSettings_RevertVideoMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ResetToCurrentSettings
// (Native, Public, BlueprintCallable)

void UGameUserSettings::ResetToCurrentSettings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ResetToCurrentSettings");

	UGameUserSettings_ResetToCurrentSettings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.LoadSettings
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bForceReload                   (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::LoadSettings(bool bForceReload)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.LoadSettings");

	UGameUserSettings_LoadSettings_Params params;
	params.bForceReload = bForceReload;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.IsVSyncEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::IsVSyncEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.IsVSyncEnabled");

	UGameUserSettings_IsVSyncEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.IsVSyncDirty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::IsVSyncDirty()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.IsVSyncDirty");

	UGameUserSettings_IsVSyncDirty_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.IsScreenResolutionDirty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::IsScreenResolutionDirty()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.IsScreenResolutionDirty");

	UGameUserSettings_IsScreenResolutionDirty_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.IsHDREnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::IsHDREnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.IsHDREnabled");

	UGameUserSettings_IsHDREnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.IsFullscreenModeDirty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::IsFullscreenModeDirty()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.IsFullscreenModeDirty");

	UGameUserSettings_IsFullscreenModeDirty_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.IsDirty
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UGameUserSettings::IsDirty()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.IsDirty");

	UGameUserSettings_IsDirty_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetVisualEffectQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetVisualEffectQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetVisualEffectQuality");

	UGameUserSettings_GetVisualEffectQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetViewDistanceQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetViewDistanceQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetViewDistanceQuality");

	UGameUserSettings_GetViewDistanceQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetTextureQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetTextureQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetTextureQuality");

	UGameUserSettings_GetTextureQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetShadowQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetShadowQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetShadowQuality");

	UGameUserSettings_GetShadowQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetScreenResolution
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FIntPoint               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntPoint UGameUserSettings::GetScreenResolution()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetScreenResolution");

	UGameUserSettings_GetScreenResolution_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetResolutionScaleInformationEx
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          CurrentScaleNormalized         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          CurrentScaleValue              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          MinScaleValue                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          MaxScaleValue                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::GetResolutionScaleInformationEx(float* CurrentScaleNormalized, float* CurrentScaleValue, float* MinScaleValue, float* MaxScaleValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetResolutionScaleInformationEx");

	UGameUserSettings_GetResolutionScaleInformationEx_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (CurrentScaleNormalized != nullptr)
		*CurrentScaleNormalized = params.CurrentScaleNormalized;
	if (CurrentScaleValue != nullptr)
		*CurrentScaleValue = params.CurrentScaleValue;
	if (MinScaleValue != nullptr)
		*MinScaleValue = params.MinScaleValue;
	if (MaxScaleValue != nullptr)
		*MaxScaleValue = params.MaxScaleValue;
}


// Function Engine.GameUserSettings.GetResolutionScaleInformation
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          CurrentScaleNormalized         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            CurrentScaleValue              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            MinScaleValue                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            MaxScaleValue                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::GetResolutionScaleInformation(float* CurrentScaleNormalized, int* CurrentScaleValue, int* MinScaleValue, int* MaxScaleValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetResolutionScaleInformation");

	UGameUserSettings_GetResolutionScaleInformation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (CurrentScaleNormalized != nullptr)
		*CurrentScaleNormalized = params.CurrentScaleNormalized;
	if (CurrentScaleValue != nullptr)
		*CurrentScaleValue = params.CurrentScaleValue;
	if (MinScaleValue != nullptr)
		*MinScaleValue = params.MinScaleValue;
	if (MaxScaleValue != nullptr)
		*MaxScaleValue = params.MaxScaleValue;
}


// Function Engine.GameUserSettings.GetRecommendedResolutionScale
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameUserSettings::GetRecommendedResolutionScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetRecommendedResolutionScale");

	UGameUserSettings_GetRecommendedResolutionScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetPreferredFullscreenMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EWindowMode>       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<EWindowMode> UGameUserSettings::GetPreferredFullscreenMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetPreferredFullscreenMode");

	UGameUserSettings_GetPreferredFullscreenMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetPostProcessingQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetPostProcessingQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetPostProcessingQuality");

	UGameUserSettings_GetPostProcessingQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetOverallScalabilityLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetOverallScalabilityLevel()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetOverallScalabilityLevel");

	UGameUserSettings_GetOverallScalabilityLevel_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetLastConfirmedScreenResolution
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FIntPoint               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntPoint UGameUserSettings::GetLastConfirmedScreenResolution()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetLastConfirmedScreenResolution");

	UGameUserSettings_GetLastConfirmedScreenResolution_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetLastConfirmedFullscreenMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EWindowMode>       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<EWindowMode> UGameUserSettings::GetLastConfirmedFullscreenMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetLastConfirmedFullscreenMode");

	UGameUserSettings_GetLastConfirmedFullscreenMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetGameUserSettings
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameUserSettings*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UGameUserSettings* UGameUserSettings::GetGameUserSettings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetGameUserSettings");

	UGameUserSettings_GetGameUserSettings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetFullscreenMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EWindowMode>       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<EWindowMode> UGameUserSettings::GetFullscreenMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetFullscreenMode");

	UGameUserSettings_GetFullscreenMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetFrameRateLimit
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameUserSettings::GetFrameRateLimit()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetFrameRateLimit");

	UGameUserSettings_GetFrameRateLimit_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetFoliageQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetFoliageQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetFoliageQuality");

	UGameUserSettings_GetFoliageQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetDesktopResolution
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FIntPoint               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntPoint UGameUserSettings::GetDesktopResolution()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetDesktopResolution");

	UGameUserSettings_GetDesktopResolution_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetDefaultWindowPosition
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FIntPoint               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntPoint UGameUserSettings::GetDefaultWindowPosition()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetDefaultWindowPosition");

	UGameUserSettings_GetDefaultWindowPosition_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetDefaultWindowMode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EWindowMode>       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<EWindowMode> UGameUserSettings::GetDefaultWindowMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetDefaultWindowMode");

	UGameUserSettings_GetDefaultWindowMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetDefaultResolutionScale
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UGameUserSettings::GetDefaultResolutionScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetDefaultResolutionScale");

	UGameUserSettings_GetDefaultResolutionScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetDefaultResolution
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FIntPoint               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntPoint UGameUserSettings::GetDefaultResolution()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetDefaultResolution");

	UGameUserSettings_GetDefaultResolution_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetCurrentHDRDisplayNits
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetCurrentHDRDisplayNits()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetCurrentHDRDisplayNits");

	UGameUserSettings_GetCurrentHDRDisplayNits_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetAudioQualityLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetAudioQualityLevel()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetAudioQualityLevel");

	UGameUserSettings_GetAudioQualityLevel_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.GetAntiAliasingQuality
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UGameUserSettings::GetAntiAliasingQuality()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.GetAntiAliasingQuality");

	UGameUserSettings_GetAntiAliasingQuality_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.GameUserSettings.EnableHDRDisplayOutput
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            DisplayNits                    (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::EnableHDRDisplayOutput(bool bEnable, int DisplayNits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.EnableHDRDisplayOutput");

	UGameUserSettings_EnableHDRDisplayOutput_Params params;
	params.bEnable = bEnable;
	params.DisplayNits = DisplayNits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ConfirmVideoMode
// (Final, Native, Public, BlueprintCallable)

void UGameUserSettings::ConfirmVideoMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ConfirmVideoMode");

	UGameUserSettings_ConfirmVideoMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ApplySettings
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bCheckForCommandLineOverrides  (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::ApplySettings(bool bCheckForCommandLineOverrides)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ApplySettings");

	UGameUserSettings_ApplySettings_Params params;
	params.bCheckForCommandLineOverrides = bCheckForCommandLineOverrides;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ApplyResolutionSettings
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bCheckForCommandLineOverrides  (Parm, ZeroConstructor, IsPlainOldData)

void UGameUserSettings::ApplyResolutionSettings(bool bCheckForCommandLineOverrides)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ApplyResolutionSettings");

	UGameUserSettings_ApplyResolutionSettings_Params params;
	params.bCheckForCommandLineOverrides = bCheckForCommandLineOverrides;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ApplyNonResolutionSettings
// (Native, Public, BlueprintCallable)

void UGameUserSettings::ApplyNonResolutionSettings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ApplyNonResolutionSettings");

	UGameUserSettings_ApplyNonResolutionSettings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.GameUserSettings.ApplyHardwareBenchmarkResults
// (Native, Public, BlueprintCallable)

void UGameUserSettings::ApplyHardwareBenchmarkResults()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.GameUserSettings.ApplyHardwareBenchmarkResults");

	UGameUserSettings_ApplyHardwareBenchmarkResults_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SpotLight.SetOuterConeAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewOuterConeAngle              (Parm, ZeroConstructor, IsPlainOldData)

void ASpotLight::SetOuterConeAngle(float NewOuterConeAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SpotLight.SetOuterConeAngle");

	ASpotLight_SetOuterConeAngle_Params params;
	params.NewOuterConeAngle = NewOuterConeAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SpotLight.SetInnerConeAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewInnerConeAngle              (Parm, ZeroConstructor, IsPlainOldData)

void ASpotLight::SetInnerConeAngle(float NewInnerConeAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SpotLight.SetInnerConeAngle");

	ASpotLight_SetInnerConeAngle_Params params;
	params.NewInnerConeAngle = NewInnerConeAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ImportanceSamplingLibrary.RandomSobolFloat
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Dimension                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Seed                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UImportanceSamplingLibrary::RandomSobolFloat(int Index, int Dimension, float Seed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.RandomSobolFloat");

	UImportanceSamplingLibrary_RandomSobolFloat_Params params;
	params.Index = Index;
	params.Dimension = Dimension;
	params.Seed = Seed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.RandomSobolCell3D
// (Final, RequiredAPI, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumCells                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Cell                           (Parm, IsPlainOldData)
// struct FVector                 Seed                           (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UImportanceSamplingLibrary::RandomSobolCell3D(int Index, int NumCells, const struct FVector& Cell, const struct FVector& Seed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.RandomSobolCell3D");

	UImportanceSamplingLibrary_RandomSobolCell3D_Params params;
	params.Index = Index;
	params.NumCells = NumCells;
	params.Cell = Cell;
	params.Seed = Seed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.RandomSobolCell2D
// (Final, RequiredAPI, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumCells                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               Cell                           (Parm, IsPlainOldData)
// struct FVector2D               Seed                           (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UImportanceSamplingLibrary::RandomSobolCell2D(int Index, int NumCells, const struct FVector2D& Cell, const struct FVector2D& Seed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.RandomSobolCell2D");

	UImportanceSamplingLibrary_RandomSobolCell2D_Params params;
	params.Index = Index;
	params.NumCells = NumCells;
	params.Cell = Cell;
	params.Seed = Seed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.NextSobolFloat
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Dimension                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          PreviousValue                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UImportanceSamplingLibrary::NextSobolFloat(int Index, int Dimension, float PreviousValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.NextSobolFloat");

	UImportanceSamplingLibrary_NextSobolFloat_Params params;
	params.Index = Index;
	params.Dimension = Dimension;
	params.PreviousValue = PreviousValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.NextSobolCell3D
// (Final, RequiredAPI, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumCells                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 PreviousValue                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UImportanceSamplingLibrary::NextSobolCell3D(int Index, int NumCells, const struct FVector& PreviousValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.NextSobolCell3D");

	UImportanceSamplingLibrary_NextSobolCell3D_Params params;
	params.Index = Index;
	params.NumCells = NumCells;
	params.PreviousValue = PreviousValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.NextSobolCell2D
// (Final, RequiredAPI, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumCells                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               PreviousValue                  (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UImportanceSamplingLibrary::NextSobolCell2D(int Index, int NumCells, const struct FVector2D& PreviousValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.NextSobolCell2D");

	UImportanceSamplingLibrary_NextSobolCell2D_Params params;
	params.Index = Index;
	params.NumCells = NumCells;
	params.PreviousValue = PreviousValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.MakeImportanceTexture
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UTexture2D*              Texture                        (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EImportanceWeight> WeightingFunc                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FImportanceTexture      ReturnValue                    (Parm, OutParm, ReturnParm)

struct FImportanceTexture UImportanceSamplingLibrary::MakeImportanceTexture(class UTexture2D* Texture, TEnumAsByte<EImportanceWeight> WeightingFunc)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.MakeImportanceTexture");

	UImportanceSamplingLibrary_MakeImportanceTexture_Params params;
	params.Texture = Texture;
	params.WeightingFunc = WeightingFunc;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ImportanceSamplingLibrary.ImportanceSample
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FImportanceTexture      Texture                        (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector2D               Rand                           (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// int                            Samples                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Intensity                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               SamplePosition                 (Parm, OutParm, IsPlainOldData)
// struct FLinearColor            SampleColor                    (Parm, OutParm, IsPlainOldData)
// float                          SampleIntensity                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          SampleSize                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UImportanceSamplingLibrary::ImportanceSample(const struct FImportanceTexture& Texture, const struct FVector2D& Rand, int Samples, float Intensity, struct FVector2D* SamplePosition, struct FLinearColor* SampleColor, float* SampleIntensity, float* SampleSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.ImportanceSample");

	UImportanceSamplingLibrary_ImportanceSample_Params params;
	params.Texture = Texture;
	params.Rand = Rand;
	params.Samples = Samples;
	params.Intensity = Intensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SamplePosition != nullptr)
		*SamplePosition = params.SamplePosition;
	if (SampleColor != nullptr)
		*SampleColor = params.SampleColor;
	if (SampleIntensity != nullptr)
		*SampleIntensity = params.SampleIntensity;
	if (SampleSize != nullptr)
		*SampleSize = params.SampleSize;
}


// Function Engine.ImportanceSamplingLibrary.BreakImportanceTexture
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FImportanceTexture      ImportanceTexture              (ConstParm, Parm, OutParm, ReferenceParm)
// class UTexture2D*              Texture                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EImportanceWeight> WeightingFunc                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UImportanceSamplingLibrary::BreakImportanceTexture(const struct FImportanceTexture& ImportanceTexture, class UTexture2D** Texture, TEnumAsByte<EImportanceWeight>* WeightingFunc)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ImportanceSamplingLibrary.BreakImportanceTexture");

	UImportanceSamplingLibrary_BreakImportanceTexture_Params params;
	params.ImportanceTexture = ImportanceTexture;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Texture != nullptr)
		*Texture = params.Texture;
	if (WeightingFunc != nullptr)
		*WeightingFunc = params.WeightingFunc;
}


// Function Engine.InputComponent.WasControllerKeyJustReleased
// (Final, Native, Private, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UInputComponent::WasControllerKeyJustReleased(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.WasControllerKeyJustReleased");

	UInputComponent_WasControllerKeyJustReleased_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputComponent.WasControllerKeyJustPressed
// (Final, Native, Private, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UInputComponent::WasControllerKeyJustPressed(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.WasControllerKeyJustPressed");

	UInputComponent_WasControllerKeyJustPressed_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputComponent.IsControllerKeyDown
// (Final, Native, Private, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UInputComponent::IsControllerKeyDown(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.IsControllerKeyDown");

	UInputComponent_IsControllerKeyDown_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputComponent.GetTouchState
// (Final, Native, Private, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            FingerIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          LocationX                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          LocationY                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           bIsCurrentlyPressed            (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UInputComponent::GetTouchState(int FingerIndex, float* LocationX, float* LocationY, bool* bIsCurrentlyPressed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.GetTouchState");

	UInputComponent_GetTouchState_Params params;
	params.FingerIndex = FingerIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (LocationX != nullptr)
		*LocationX = params.LocationX;
	if (LocationY != nullptr)
		*LocationY = params.LocationY;
	if (bIsCurrentlyPressed != nullptr)
		*bIsCurrentlyPressed = params.bIsCurrentlyPressed;
}


// Function Engine.InputComponent.GetControllerVectorKeyState
// (Final, Native, Private, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UInputComponent::GetControllerVectorKeyState(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.GetControllerVectorKeyState");

	UInputComponent_GetControllerVectorKeyState_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputComponent.GetControllerMouseDelta
// (Final, Native, Private, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          DeltaX                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          DeltaY                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UInputComponent::GetControllerMouseDelta(float* DeltaX, float* DeltaY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.GetControllerMouseDelta");

	UInputComponent_GetControllerMouseDelta_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (DeltaX != nullptr)
		*DeltaX = params.DeltaX;
	if (DeltaY != nullptr)
		*DeltaY = params.DeltaY;
}


// Function Engine.InputComponent.GetControllerKeyTimeDown
// (Final, Native, Private, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UInputComponent::GetControllerKeyTimeDown(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.GetControllerKeyTimeDown");

	UInputComponent_GetControllerKeyTimeDown_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputComponent.GetControllerAnalogStickState
// (Final, Native, Private, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<EControllerAnalogStick> WhichStick                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          StickX                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          StickY                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UInputComponent::GetControllerAnalogStickState(TEnumAsByte<EControllerAnalogStick> WhichStick, float* StickX, float* StickY)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.GetControllerAnalogStickState");

	UInputComponent_GetControllerAnalogStickState_Params params;
	params.WhichStick = WhichStick;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (StickX != nullptr)
		*StickX = params.StickX;
	if (StickY != nullptr)
		*StickY = params.StickY;
}


// Function Engine.InputComponent.GetControllerAnalogKeyState
// (Final, Native, Private, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FKey                    Key                            (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UInputComponent::GetControllerAnalogKeyState(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputComponent.GetControllerAnalogKeyState");

	UInputComponent_GetControllerAnalogKeyState_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputSettings.SaveKeyMappings
// (Final, Native, Public, BlueprintCallable)

void UInputSettings::SaveKeyMappings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.SaveKeyMappings");

	UInputSettings_SaveKeyMappings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InputSettings.RemoveAxisMapping
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FInputAxisKeyMapping    KeyMapping                     (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           bForceRebuildKeymaps           (Parm, ZeroConstructor, IsPlainOldData)

void UInputSettings::RemoveAxisMapping(const struct FInputAxisKeyMapping& KeyMapping, bool bForceRebuildKeymaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.RemoveAxisMapping");

	UInputSettings_RemoveAxisMapping_Params params;
	params.KeyMapping = KeyMapping;
	params.bForceRebuildKeymaps = bForceRebuildKeymaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InputSettings.RemoveActionMapping
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FInputActionKeyMapping  KeyMapping                     (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           bForceRebuildKeymaps           (Parm, ZeroConstructor, IsPlainOldData)

void UInputSettings::RemoveActionMapping(const struct FInputActionKeyMapping& KeyMapping, bool bForceRebuildKeymaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.RemoveActionMapping");

	UInputSettings_RemoveActionMapping_Params params;
	params.KeyMapping = KeyMapping;
	params.bForceRebuildKeymaps = bForceRebuildKeymaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InputSettings.GetInputSettings
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UInputSettings*          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UInputSettings* UInputSettings::GetInputSettings()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.GetInputSettings");

	UInputSettings_GetInputSettings_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.InputSettings.GetAxisNames
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FName>           AxisNames                      (Parm, OutParm, ZeroConstructor)

void UInputSettings::GetAxisNames(TArray<struct FName>* AxisNames)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.GetAxisNames");

	UInputSettings_GetAxisNames_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (AxisNames != nullptr)
		*AxisNames = params.AxisNames;
}


// Function Engine.InputSettings.GetAxisMappingByName
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InAxisName                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FInputAxisKeyMapping> OutMappings                    (Parm, OutParm, ZeroConstructor)

void UInputSettings::GetAxisMappingByName(const struct FName& InAxisName, TArray<struct FInputAxisKeyMapping>* OutMappings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.GetAxisMappingByName");

	UInputSettings_GetAxisMappingByName_Params params;
	params.InAxisName = InAxisName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutMappings != nullptr)
		*OutMappings = params.OutMappings;
}


// Function Engine.InputSettings.GetActionNames
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FName>           ActionNames                    (Parm, OutParm, ZeroConstructor)

void UInputSettings::GetActionNames(TArray<struct FName>* ActionNames)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.GetActionNames");

	UInputSettings_GetActionNames_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ActionNames != nullptr)
		*ActionNames = params.ActionNames;
}


// Function Engine.InputSettings.GetActionMappingByName
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InActionName                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FInputActionKeyMapping> OutMappings                    (Parm, OutParm, ZeroConstructor)

void UInputSettings::GetActionMappingByName(const struct FName& InActionName, TArray<struct FInputActionKeyMapping>* OutMappings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.GetActionMappingByName");

	UInputSettings_GetActionMappingByName_Params params;
	params.InActionName = InActionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutMappings != nullptr)
		*OutMappings = params.OutMappings;
}


// Function Engine.InputSettings.ForceRebuildKeymaps
// (Final, Native, Public, BlueprintCallable)

void UInputSettings::ForceRebuildKeymaps()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.ForceRebuildKeymaps");

	UInputSettings_ForceRebuildKeymaps_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InputSettings.AddAxisMapping
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FInputAxisKeyMapping    KeyMapping                     (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           bForceRebuildKeymaps           (Parm, ZeroConstructor, IsPlainOldData)

void UInputSettings::AddAxisMapping(const struct FInputAxisKeyMapping& KeyMapping, bool bForceRebuildKeymaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.AddAxisMapping");

	UInputSettings_AddAxisMapping_Params params;
	params.KeyMapping = KeyMapping;
	params.bForceRebuildKeymaps = bForceRebuildKeymaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InputSettings.AddActionMapping
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FInputActionKeyMapping  KeyMapping                     (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           bForceRebuildKeymaps           (Parm, ZeroConstructor, IsPlainOldData)

void UInputSettings::AddActionMapping(const struct FInputActionKeyMapping& KeyMapping, bool bForceRebuildKeymaps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InputSettings.AddActionMapping");

	UInputSettings_AddActionMapping_Params params;
	params.KeyMapping = KeyMapping;
	params.bForceRebuildKeymaps = bForceRebuildKeymaps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InterpToMovementComponent.StopSimulating
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FHitResult              HitResult                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UInterpToMovementComponent::StopSimulating(const struct FHitResult& HitResult)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InterpToMovementComponent.StopSimulating");

	UInterpToMovementComponent_StopSimulating_Params params;
	params.HitResult = HitResult;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InterpToMovementComponent.RestartMovement
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InitialDirection               (Parm, ZeroConstructor, IsPlainOldData)

void UInterpToMovementComponent::RestartMovement(float InitialDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InterpToMovementComponent.RestartMovement");

	UInterpToMovementComponent_RestartMovement_Params params;
	params.InitialDirection = InitialDirection;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.InterpToMovementComponent.OnInterpToWaitEndDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)

void UInterpToMovementComponent::OnInterpToWaitEndDelegate__DelegateSignature(const struct FHitResult& ImpactResult, float Time)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.InterpToMovementComponent.OnInterpToWaitEndDelegate__DelegateSignature");

	UInterpToMovementComponent_OnInterpToWaitEndDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;
	params.Time = Time;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.InterpToMovementComponent.OnInterpToWaitBeginDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)

void UInterpToMovementComponent::OnInterpToWaitBeginDelegate__DelegateSignature(const struct FHitResult& ImpactResult, float Time)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.InterpToMovementComponent.OnInterpToWaitBeginDelegate__DelegateSignature");

	UInterpToMovementComponent_OnInterpToWaitBeginDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;
	params.Time = Time;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.InterpToMovementComponent.OnInterpToStopDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)

void UInterpToMovementComponent::OnInterpToStopDelegate__DelegateSignature(const struct FHitResult& ImpactResult, float Time)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.InterpToMovementComponent.OnInterpToStopDelegate__DelegateSignature");

	UInterpToMovementComponent_OnInterpToStopDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;
	params.Time = Time;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.InterpToMovementComponent.OnInterpToReverseDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)

void UInterpToMovementComponent::OnInterpToReverseDelegate__DelegateSignature(const struct FHitResult& ImpactResult, float Time)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.InterpToMovementComponent.OnInterpToReverseDelegate__DelegateSignature");

	UInterpToMovementComponent_OnInterpToReverseDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;
	params.Time = Time;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.InterpToMovementComponent.OnInterpToResetDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParms)
// Parameters:
// struct FHitResult              ImpactResult                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)

void UInterpToMovementComponent::OnInterpToResetDelegate__DelegateSignature(const struct FHitResult& ImpactResult, float Time)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.InterpToMovementComponent.OnInterpToResetDelegate__DelegateSignature");

	UInterpToMovementComponent_OnInterpToResetDelegate__DelegateSignature_Params params;
	params.ImpactResult = ImpactResult;
	params.Time = Time;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.InterpToMovementComponent.FinaliseControlPoints
// (Final, Native, Public, BlueprintCallable)

void UInterpToMovementComponent::FinaliseControlPoints()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.InterpToMovementComponent.FinaliseControlPoints");

	UInterpToMovementComponent_FinaliseControlPoints_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.SetArrayPropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// TArray<int>                    Value                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UKismetArrayLibrary::SetArrayPropertyByName(class UObject* Object, const struct FName& PropertyName, TArray<int> Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.SetArrayPropertyByName");

	UKismetArrayLibrary_SetArrayPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.FilterArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<class AActor*>          TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          FilteredArray                  (Parm, OutParm, ZeroConstructor)

void UKismetArrayLibrary::FilterArray(TArray<class AActor*> TargetArray, class UClass* FilterClass, TArray<class AActor*>* FilteredArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.FilterArray");

	UKismetArrayLibrary_FilterArray_Params params;
	params.TargetArray = TargetArray;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (FilteredArray != nullptr)
		*FilteredArray = params.FilteredArray;
}


// Function Engine.KismetArrayLibrary.Array_Swap
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            FirstIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// int                            SecondIndex                    (Parm, ZeroConstructor, IsPlainOldData)

void UKismetArrayLibrary::Array_Swap(TArray<int> TargetArray, int FirstIndex, int SecondIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Swap");

	UKismetArrayLibrary_Array_Swap_Params params;
	params.TargetArray = TargetArray;
	params.FirstIndex = FirstIndex;
	params.SecondIndex = SecondIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_Shuffle
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UKismetArrayLibrary::Array_Shuffle(TArray<int> TargetArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Shuffle");

	UKismetArrayLibrary_Array_Shuffle_Params params;
	params.TargetArray = TargetArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_Set
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Item                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           bSizeToFit                     (Parm, ZeroConstructor, IsPlainOldData)

void UKismetArrayLibrary::Array_Set(TArray<int> TargetArray, int Index, int Item, bool bSizeToFit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Set");

	UKismetArrayLibrary_Array_Set_Params params;
	params.TargetArray = TargetArray;
	params.Index = Index;
	params.Item = Item;
	params.bSizeToFit = bSizeToFit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_Resize
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Size                           (Parm, ZeroConstructor, IsPlainOldData)

void UKismetArrayLibrary::Array_Resize(TArray<int> TargetArray, int Size)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Resize");

	UKismetArrayLibrary_Array_Resize_Params params;
	params.TargetArray = TargetArray;
	params.Size = Size;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_RemoveItem
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Item                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetArrayLibrary::Array_RemoveItem(TArray<int> TargetArray, int Item)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_RemoveItem");

	UKismetArrayLibrary_Array_RemoveItem_Params params;
	params.TargetArray = TargetArray;
	params.Item = Item;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_Remove
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexToRemove                  (Parm, ZeroConstructor, IsPlainOldData)

void UKismetArrayLibrary::Array_Remove(TArray<int> TargetArray, int IndexToRemove)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Remove");

	UKismetArrayLibrary_Array_Remove_Params params;
	params.TargetArray = TargetArray;
	params.IndexToRemove = IndexToRemove;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_Length
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetArrayLibrary::Array_Length(TArray<int> TargetArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Length");

	UKismetArrayLibrary_Array_Length_Params params;
	params.TargetArray = TargetArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_LastIndex
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetArrayLibrary::Array_LastIndex(TArray<int> TargetArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_LastIndex");

	UKismetArrayLibrary_Array_LastIndex_Params params;
	params.TargetArray = TargetArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_IsValidIndex
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexToTest                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetArrayLibrary::Array_IsValidIndex(TArray<int> TargetArray, int IndexToTest)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_IsValidIndex");

	UKismetArrayLibrary_Array_IsValidIndex_Params params;
	params.TargetArray = TargetArray;
	params.IndexToTest = IndexToTest;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_Insert
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            NewItem                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetArrayLibrary::Array_Insert(TArray<int> TargetArray, int NewItem, int Index)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Insert");

	UKismetArrayLibrary_Array_Insert_Params params;
	params.TargetArray = TargetArray;
	params.NewItem = NewItem;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_Get
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Item                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetArrayLibrary::Array_Get(TArray<int> TargetArray, int Index, int* Item)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Get");

	UKismetArrayLibrary_Array_Get_Params params;
	params.TargetArray = TargetArray;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Item != nullptr)
		*Item = params.Item;
}


// Function Engine.KismetArrayLibrary.Array_Find
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            ItemToFind                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetArrayLibrary::Array_Find(TArray<int> TargetArray, int ItemToFind)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Find");

	UKismetArrayLibrary_Array_Find_Params params;
	params.TargetArray = TargetArray;
	params.ItemToFind = ItemToFind;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_Contains
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            ItemToFind                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetArrayLibrary::Array_Contains(TArray<int> TargetArray, int ItemToFind)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Contains");

	UKismetArrayLibrary_Array_Contains_Params params;
	params.TargetArray = TargetArray;
	params.ItemToFind = ItemToFind;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_Clear
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UKismetArrayLibrary::Array_Clear(TArray<int> TargetArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Clear");

	UKismetArrayLibrary_Array_Clear_Params params;
	params.TargetArray = TargetArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_Append
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<int>                    SourceArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UKismetArrayLibrary::Array_Append(TArray<int> TargetArray, TArray<int> SourceArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Append");

	UKismetArrayLibrary_Array_Append_Params params;
	params.TargetArray = TargetArray;
	params.SourceArray = SourceArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetArrayLibrary.Array_AddUnique
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            NewItem                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetArrayLibrary::Array_AddUnique(TArray<int> TargetArray, int NewItem)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_AddUnique");

	UKismetArrayLibrary_Array_AddUnique_Params params;
	params.TargetArray = TargetArray;
	params.NewItem = NewItem;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetArrayLibrary.Array_Add
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<int>                    TargetArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            NewItem                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetArrayLibrary::Array_Add(TArray<int> TargetArray, int NewItem)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetArrayLibrary.Array_Add");

	UKismetArrayLibrary_Array_Add_Params params;
	params.TargetArray = TargetArray;
	params.NewItem = NewItem;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetGuidLibrary.Parse_StringToGuid
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 GuidString                     (Parm, ZeroConstructor)
// struct FGuid                   OutGuid                        (Parm, OutParm, IsPlainOldData)
// bool                           Success                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetGuidLibrary::Parse_StringToGuid(const struct FString& GuidString, struct FGuid* OutGuid, bool* Success)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.Parse_StringToGuid");

	UKismetGuidLibrary_Parse_StringToGuid_Params params;
	params.GuidString = GuidString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutGuid != nullptr)
		*OutGuid = params.OutGuid;
	if (Success != nullptr)
		*Success = params.Success;
}


// Function Engine.KismetGuidLibrary.NotEqual_GuidGuid
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGuid                   A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FGuid                   B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetGuidLibrary::NotEqual_GuidGuid(const struct FGuid& A, const struct FGuid& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.NotEqual_GuidGuid");

	UKismetGuidLibrary_NotEqual_GuidGuid_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetGuidLibrary.NewGuid
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGuid                   ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FGuid UKismetGuidLibrary::NewGuid()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.NewGuid");

	UKismetGuidLibrary_NewGuid_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetGuidLibrary.IsValid_Guid
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGuid                   InGuid                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetGuidLibrary::IsValid_Guid(const struct FGuid& InGuid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.IsValid_Guid");

	UKismetGuidLibrary_IsValid_Guid_Params params;
	params.InGuid = InGuid;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetGuidLibrary.Invalidate_Guid
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FGuid                   InGuid                         (Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetGuidLibrary::Invalidate_Guid(struct FGuid* InGuid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.Invalidate_Guid");

	UKismetGuidLibrary_Invalidate_Guid_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (InGuid != nullptr)
		*InGuid = params.InGuid;
}


// Function Engine.KismetGuidLibrary.EqualEqual_GuidGuid
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGuid                   A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FGuid                   B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetGuidLibrary::EqualEqual_GuidGuid(const struct FGuid& A, const struct FGuid& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.EqualEqual_GuidGuid");

	UKismetGuidLibrary_EqualEqual_GuidGuid_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetGuidLibrary.Conv_GuidToString
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGuid                   InGuid                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetGuidLibrary::Conv_GuidToString(const struct FGuid& InGuid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetGuidLibrary.Conv_GuidToString");

	UKismetGuidLibrary_Conv_GuidToString_Params params;
	params.InGuid = InGuid;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_TouchForce
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetInputLibrary::PointerEvent_TouchForce(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_TouchForce");

	UKismetInputLibrary_PointerEvent_TouchForce_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_IsTouchEvent
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::PointerEvent_IsTouchEvent(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_IsTouchEvent");

	UKismetInputLibrary_PointerEvent_IsTouchEvent_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_IsMouseButtonDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FKey                    MouseButton                    (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::PointerEvent_IsMouseButtonDown(const struct FPointerEvent& Input, const struct FKey& MouseButton)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_IsMouseButtonDown");

	UKismetInputLibrary_PointerEvent_IsMouseButtonDown_Params params;
	params.Input = Input;
	params.MouseButton = MouseButton;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetWheelDelta
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetInputLibrary::PointerEvent_GetWheelDelta(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetWheelDelta");

	UKismetInputLibrary_PointerEvent_GetWheelDelta_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetUserIndex
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetInputLibrary::PointerEvent_GetUserIndex(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetUserIndex");

	UKismetInputLibrary_PointerEvent_GetUserIndex_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetTouchpadIndex
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetInputLibrary::PointerEvent_GetTouchpadIndex(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetTouchpadIndex");

	UKismetInputLibrary_PointerEvent_GetTouchpadIndex_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetScreenSpacePosition
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetInputLibrary::PointerEvent_GetScreenSpacePosition(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetScreenSpacePosition");

	UKismetInputLibrary_PointerEvent_GetScreenSpacePosition_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetPointerIndex
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetInputLibrary::PointerEvent_GetPointerIndex(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetPointerIndex");

	UKismetInputLibrary_PointerEvent_GetPointerIndex_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetLastScreenSpacePosition
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetInputLibrary::PointerEvent_GetLastScreenSpacePosition(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetLastScreenSpacePosition");

	UKismetInputLibrary_PointerEvent_GetLastScreenSpacePosition_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetGestureType
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// ESlateGesture                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

ESlateGesture UKismetInputLibrary::PointerEvent_GetGestureType(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetGestureType");

	UKismetInputLibrary_PointerEvent_GetGestureType_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetGestureDelta
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetInputLibrary::PointerEvent_GetGestureDelta(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetGestureDelta");

	UKismetInputLibrary_PointerEvent_GetGestureDelta_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetEffectingButton
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FKey                    ReturnValue                    (Parm, OutParm, ReturnParm)

struct FKey UKismetInputLibrary::PointerEvent_GetEffectingButton(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetEffectingButton");

	UKismetInputLibrary_PointerEvent_GetEffectingButton_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.PointerEvent_GetCursorDelta
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPointerEvent           Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetInputLibrary::PointerEvent_GetCursorDelta(const struct FPointerEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.PointerEvent_GetCursorDelta");

	UKismetInputLibrary_PointerEvent_GetCursorDelta_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_IsVectorAxis
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::Key_IsVectorAxis(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_IsVectorAxis");

	UKismetInputLibrary_Key_IsVectorAxis_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_IsMouseButton
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::Key_IsMouseButton(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_IsMouseButton");

	UKismetInputLibrary_Key_IsMouseButton_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_IsModifierKey
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::Key_IsModifierKey(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_IsModifierKey");

	UKismetInputLibrary_Key_IsModifierKey_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_IsKeyboardKey
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::Key_IsKeyboardKey(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_IsKeyboardKey");

	UKismetInputLibrary_Key_IsKeyboardKey_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_IsGamepadKey
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::Key_IsGamepadKey(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_IsGamepadKey");

	UKismetInputLibrary_Key_IsGamepadKey_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_IsFloatAxis
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::Key_IsFloatAxis(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_IsFloatAxis");

	UKismetInputLibrary_Key_IsFloatAxis_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.Key_GetDisplayName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    Key                            (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetInputLibrary::Key_GetDisplayName(const struct FKey& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.Key_GetDisplayName");

	UKismetInputLibrary_Key_GetDisplayName_Params params;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsShiftDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsShiftDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsShiftDown");

	UKismetInputLibrary_InputEvent_IsShiftDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsRightShiftDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsRightShiftDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsRightShiftDown");

	UKismetInputLibrary_InputEvent_IsRightShiftDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsRightControlDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsRightControlDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsRightControlDown");

	UKismetInputLibrary_InputEvent_IsRightControlDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsRightCommandDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsRightCommandDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsRightCommandDown");

	UKismetInputLibrary_InputEvent_IsRightCommandDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsRightAltDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsRightAltDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsRightAltDown");

	UKismetInputLibrary_InputEvent_IsRightAltDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsRepeat
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsRepeat(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsRepeat");

	UKismetInputLibrary_InputEvent_IsRepeat_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsLeftShiftDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsLeftShiftDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsLeftShiftDown");

	UKismetInputLibrary_InputEvent_IsLeftShiftDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsLeftControlDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsLeftControlDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsLeftControlDown");

	UKismetInputLibrary_InputEvent_IsLeftControlDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsLeftCommandDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsLeftCommandDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsLeftCommandDown");

	UKismetInputLibrary_InputEvent_IsLeftCommandDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsLeftAltDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsLeftAltDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsLeftAltDown");

	UKismetInputLibrary_InputEvent_IsLeftAltDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsControlDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsControlDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsControlDown");

	UKismetInputLibrary_InputEvent_IsControlDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsCommandDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsCommandDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsCommandDown");

	UKismetInputLibrary_InputEvent_IsCommandDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.InputEvent_IsAltDown
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputEvent             Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::InputEvent_IsAltDown(const struct FInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.InputEvent_IsAltDown");

	UKismetInputLibrary_InputEvent_IsAltDown_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.GetUserIndex
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKeyEvent               Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetInputLibrary::GetUserIndex(const struct FKeyEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.GetUserIndex");

	UKismetInputLibrary_GetUserIndex_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.GetKey
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKeyEvent               Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// struct FKey                    ReturnValue                    (Parm, OutParm, ReturnParm)

struct FKey UKismetInputLibrary::GetKey(const struct FKeyEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.GetKey");

	UKismetInputLibrary_GetKey_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.GetAnalogValue
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FAnalogInputEvent       Input                          (ConstParm, Parm, OutParm, ReferenceParm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetInputLibrary::GetAnalogValue(const struct FAnalogInputEvent& Input)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.GetAnalogValue");

	UKismetInputLibrary_GetAnalogValue_Params params;
	params.Input = Input;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.EqualEqual_KeyKey
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FKey                    A                              (Parm)
// struct FKey                    B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::EqualEqual_KeyKey(const struct FKey& A, const struct FKey& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.EqualEqual_KeyKey");

	UKismetInputLibrary_EqualEqual_KeyKey_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.EqualEqual_InputChordInputChord
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FInputChord             A                              (Parm)
// struct FInputChord             B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInputLibrary::EqualEqual_InputChordInputChord(const struct FInputChord& A, const struct FInputChord& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.EqualEqual_InputChordInputChord");

	UKismetInputLibrary_EqualEqual_InputChordInputChord_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInputLibrary.CalibrateTilt
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetInputLibrary::CalibrateTilt()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInputLibrary.CalibrateTilt");

	UKismetInputLibrary_CalibrateTilt_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetInternationalizationLibrary.SetCurrentLocale
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 Culture                        (Parm, ZeroConstructor)
// bool                           SaveToConfig                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInternationalizationLibrary::SetCurrentLocale(const struct FString& Culture, bool SaveToConfig)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.SetCurrentLocale");

	UKismetInternationalizationLibrary_SetCurrentLocale_Params params;
	params.Culture = Culture;
	params.SaveToConfig = SaveToConfig;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.SetCurrentLanguageAndLocale
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 Culture                        (Parm, ZeroConstructor)
// bool                           SaveToConfig                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInternationalizationLibrary::SetCurrentLanguageAndLocale(const struct FString& Culture, bool SaveToConfig)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.SetCurrentLanguageAndLocale");

	UKismetInternationalizationLibrary_SetCurrentLanguageAndLocale_Params params;
	params.Culture = Culture;
	params.SaveToConfig = SaveToConfig;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.SetCurrentLanguage
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 Culture                        (Parm, ZeroConstructor)
// bool                           SaveToConfig                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInternationalizationLibrary::SetCurrentLanguage(const struct FString& Culture, bool SaveToConfig)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.SetCurrentLanguage");

	UKismetInternationalizationLibrary_SetCurrentLanguage_Params params;
	params.Culture = Culture;
	params.SaveToConfig = SaveToConfig;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.SetCurrentCulture
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 Culture                        (Parm, ZeroConstructor)
// bool                           SaveToConfig                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInternationalizationLibrary::SetCurrentCulture(const struct FString& Culture, bool SaveToConfig)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.SetCurrentCulture");

	UKismetInternationalizationLibrary_SetCurrentCulture_Params params;
	params.Culture = Culture;
	params.SaveToConfig = SaveToConfig;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.SetCurrentAssetGroupCulture
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FName                   AssetGroup                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Culture                        (Parm, ZeroConstructor)
// bool                           SaveToConfig                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetInternationalizationLibrary::SetCurrentAssetGroupCulture(const struct FName& AssetGroup, const struct FString& Culture, bool SaveToConfig)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.SetCurrentAssetGroupCulture");

	UKismetInternationalizationLibrary_SetCurrentAssetGroupCulture_Params params;
	params.AssetGroup = AssetGroup;
	params.Culture = Culture;
	params.SaveToConfig = SaveToConfig;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.GetCurrentLocale
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetInternationalizationLibrary::GetCurrentLocale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.GetCurrentLocale");

	UKismetInternationalizationLibrary_GetCurrentLocale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.GetCurrentLanguage
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetInternationalizationLibrary::GetCurrentLanguage()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.GetCurrentLanguage");

	UKismetInternationalizationLibrary_GetCurrentLanguage_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.GetCurrentCulture
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetInternationalizationLibrary::GetCurrentCulture()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.GetCurrentCulture");

	UKismetInternationalizationLibrary_GetCurrentCulture_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.GetCurrentAssetGroupCulture
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   AssetGroup                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetInternationalizationLibrary::GetCurrentAssetGroupCulture(const struct FName& AssetGroup)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.GetCurrentAssetGroupCulture");

	UKismetInternationalizationLibrary_GetCurrentAssetGroupCulture_Params params;
	params.AssetGroup = AssetGroup;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetInternationalizationLibrary.ClearCurrentAssetGroupCulture
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FName                   AssetGroup                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           SaveToConfig                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UKismetInternationalizationLibrary::ClearCurrentAssetGroupCulture(const struct FName& AssetGroup, bool SaveToConfig)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetInternationalizationLibrary.ClearCurrentAssetGroupCulture");

	UKismetInternationalizationLibrary_ClearCurrentAssetGroupCulture_Params params;
	params.AssetGroup = AssetGroup;
	params.SaveToConfig = SaveToConfig;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetMaterialLibrary.SetVectorParameterValue
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialParameterCollection* Collection                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ParameterValue                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetMaterialLibrary::SetVectorParameterValue(class UObject* WorldContextObject, class UMaterialParameterCollection* Collection, const struct FName& ParameterName, const struct FLinearColor& ParameterValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMaterialLibrary.SetVectorParameterValue");

	UKismetMaterialLibrary_SetVectorParameterValue_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Collection = Collection;
	params.ParameterName = ParameterName;
	params.ParameterValue = ParameterValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetMaterialLibrary.SetScalarParameterValue
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialParameterCollection* Collection                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          ParameterValue                 (Parm, ZeroConstructor, IsPlainOldData)

void UKismetMaterialLibrary::SetScalarParameterValue(class UObject* WorldContextObject, class UMaterialParameterCollection* Collection, const struct FName& ParameterName, float ParameterValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMaterialLibrary.SetScalarParameterValue");

	UKismetMaterialLibrary_SetScalarParameterValue_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Collection = Collection;
	params.ParameterName = ParameterName;
	params.ParameterValue = ParameterValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetMaterialLibrary.GetVectorParameterValue
// (Final, RequiredAPI, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialParameterCollection* Collection                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMaterialLibrary::GetVectorParameterValue(class UObject* WorldContextObject, class UMaterialParameterCollection* Collection, const struct FName& ParameterName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMaterialLibrary.GetVectorParameterValue");

	UKismetMaterialLibrary_GetVectorParameterValue_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Collection = Collection;
	params.ParameterName = ParameterName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMaterialLibrary.GetScalarParameterValue
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialParameterCollection* Collection                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMaterialLibrary::GetScalarParameterValue(class UObject* WorldContextObject, class UMaterialParameterCollection* Collection, const struct FName& ParameterName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMaterialLibrary.GetScalarParameterValue");

	UKismetMaterialLibrary_GetScalarParameterValue_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Collection = Collection;
	params.ParameterName = ParameterName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMaterialLibrary.CreateDynamicMaterialInstance
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Parent                         (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstanceDynamic* ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInstanceDynamic* UKismetMaterialLibrary::CreateDynamicMaterialInstance(class UObject* WorldContextObject, class UMaterialInterface* Parent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMaterialLibrary.CreateDynamicMaterialInstance");

	UKismetMaterialLibrary_CreateDynamicMaterialInstance_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Parent = Parent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Xor_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Xor_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Xor_IntInt");

	UKismetMathLibrary_Xor_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VSizeSquared
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::VSizeSquared(const struct FVector& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VSizeSquared");

	UKismetMathLibrary_VSizeSquared_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VSize2DSquared
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::VSize2DSquared(const struct FVector2D& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VSize2DSquared");

	UKismetMathLibrary_VSize2DSquared_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VSize2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::VSize2D(const struct FVector2D& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VSize2D");

	UKismetMathLibrary_VSize2D_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VSize
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::VSize(const struct FVector& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VSize");

	UKismetMathLibrary_VSize_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VLerp
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::VLerp(const struct FVector& A, const struct FVector& B, float alpha)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VLerp");

	UKismetMathLibrary_VLerp_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VInterpTo_Constant
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Current                        (Parm, IsPlainOldData)
// struct FVector                 Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::VInterpTo_Constant(const struct FVector& Current, const struct FVector& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VInterpTo_Constant");

	UKismetMathLibrary_VInterpTo_Constant_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VInterpTo
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Current                        (Parm, IsPlainOldData)
// struct FVector                 Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::VInterpTo(const struct FVector& Current, const struct FVector& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VInterpTo");

	UKismetMathLibrary_VInterpTo_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VectorSpringInterp
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Current                        (Parm, IsPlainOldData)
// struct FVector                 Target                         (Parm, IsPlainOldData)
// struct FVectorSpringState      SpringState                    (Parm, OutParm, ReferenceParm)
// float                          Stiffness                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          CriticalDampingFactor          (Parm, ZeroConstructor, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Mass                           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::VectorSpringInterp(const struct FVector& Current, const struct FVector& Target, float Mass, float Stiffness, float CriticalDampingFactor, float DeltaTime, struct FVectorSpringState* SpringState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VectorSpringInterp");

	UKismetMathLibrary_VectorSpringInterp_Params params;
	params.Current = Current;
	params.Target = Target;
	params.Stiffness = Stiffness;
	params.CriticalDampingFactor = CriticalDampingFactor;
	params.DeltaTime = DeltaTime;
	params.Mass = Mass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SpringState != nullptr)
		*SpringState = params.SpringState;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Vector2DInterpTo_Constant
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               Current                        (Parm, IsPlainOldData)
// struct FVector2D               Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Vector2DInterpTo_Constant(const struct FVector2D& Current, const struct FVector2D& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Vector2DInterpTo_Constant");

	UKismetMathLibrary_Vector2DInterpTo_Constant_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Vector2DInterpTo
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               Current                        (Parm, IsPlainOldData)
// struct FVector2D               Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Vector2DInterpTo(const struct FVector2D& Current, const struct FVector2D& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Vector2DInterpTo");

	UKismetMathLibrary_Vector2DInterpTo_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.VEase
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEasingFunc>       EasingFunc                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendExp                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            Steps                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::VEase(const struct FVector& A, const struct FVector& B, float alpha, TEnumAsByte<EEasingFunc> EasingFunc, float BlendExp, int Steps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.VEase");

	UKismetMathLibrary_VEase_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.EasingFunc = EasingFunc;
	params.BlendExp = BlendExp;
	params.Steps = Steps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.UtcNow
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::UtcNow()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.UtcNow");

	UKismetMathLibrary_UtcNow_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TransformRotation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::TransformRotation(const struct FTransform& T, const struct FRotator& Rotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TransformRotation");

	UKismetMathLibrary_TransformRotation_Params params;
	params.T = T;
	params.Rotation = Rotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TransformLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::TransformLocation(const struct FTransform& T, const struct FVector& Location)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TransformLocation");

	UKismetMathLibrary_TransformLocation_Params params;
	params.T = T;
	params.Location = Location;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TransformDirection
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Direction                      (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::TransformDirection(const struct FTransform& T, const struct FVector& Direction)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TransformDirection");

	UKismetMathLibrary_TransformDirection_Params params;
	params.T = T;
	params.Direction = Direction;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Today
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::Today()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Today");

	UKismetMathLibrary_Today_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TLerp
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ELerpInterpolationMode> InterpMode                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::TLerp(const struct FTransform& A, const struct FTransform& B, float alpha, TEnumAsByte<ELerpInterpolationMode> InterpMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TLerp");

	UKismetMathLibrary_TLerp_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.InterpMode = InterpMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TInterpTo
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              Current                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              Target                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::TInterpTo(const struct FTransform& Current, const struct FTransform& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TInterpTo");

	UKismetMathLibrary_TInterpTo_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TimespanZeroValue
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::TimespanZeroValue()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TimespanZeroValue");

	UKismetMathLibrary_TimespanZeroValue_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TimespanRatio
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::TimespanRatio(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TimespanRatio");

	UKismetMathLibrary_TimespanRatio_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TimespanMinValue
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::TimespanMinValue()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TimespanMinValue");

	UKismetMathLibrary_TimespanMinValue_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TimespanMaxValue
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::TimespanMaxValue()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TimespanMaxValue");

	UKismetMathLibrary_TimespanMaxValue_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TimespanFromString
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 TimespanString                 (Parm, ZeroConstructor)
// struct FTimespan               Result                         (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::TimespanFromString(const struct FString& TimespanString, struct FTimespan* Result)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TimespanFromString");

	UKismetMathLibrary_TimespanFromString_Params params;
	params.TimespanString = TimespanString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Result != nullptr)
		*Result = params.Result;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.TEase
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEasingFunc>       EasingFunc                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendExp                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            Steps                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::TEase(const struct FTransform& A, const struct FTransform& B, float alpha, TEnumAsByte<EEasingFunc> EasingFunc, float BlendExp, int Steps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.TEase");

	UKismetMathLibrary_TEase_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.EasingFunc = EasingFunc;
	params.BlendExp = BlendExp;
	params.Steps = Steps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Tan
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Tan(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Tan");

	UKismetMathLibrary_Tan_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Subtract_VectorVector(const struct FVector& A, const struct FVector& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_VectorVector");

	UKismetMathLibrary_Subtract_VectorVector_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_VectorInt
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Subtract_VectorInt(const struct FVector& A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_VectorInt");

	UKismetMathLibrary_Subtract_VectorInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_VectorFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Subtract_VectorFloat(const struct FVector& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_VectorFloat");

	UKismetMathLibrary_Subtract_VectorFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_Vector2DVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Subtract_Vector2DVector2D(const struct FVector2D& A, const struct FVector2D& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_Vector2DVector2D");

	UKismetMathLibrary_Subtract_Vector2DVector2D_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_Vector2DFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Subtract_Vector2DFloat(const struct FVector2D& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_Vector2DFloat");

	UKismetMathLibrary_Subtract_Vector2DFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::Subtract_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_TimespanTimespan");

	UKismetMathLibrary_Subtract_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Subtract_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_IntInt");

	UKismetMathLibrary_Subtract_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Subtract_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_FloatFloat");

	UKismetMathLibrary_Subtract_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_DateTimeTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FTimespan               B                              (Parm)
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::Subtract_DateTimeTimespan(const struct FDateTime& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_DateTimeTimespan");

	UKismetMathLibrary_Subtract_DateTimeTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::Subtract_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_DateTimeDateTime");

	UKismetMathLibrary_Subtract_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Subtract_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Subtract_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Subtract_ByteByte");

	UKismetMathLibrary_Subtract_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Square
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Square(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Square");

	UKismetMathLibrary_Square_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Sqrt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Sqrt(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Sqrt");

	UKismetMathLibrary_Sqrt_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Sin
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Sin(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Sin");

	UKismetMathLibrary_Sin_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SignOfInteger
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::SignOfInteger(int A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SignOfInteger");

	UKismetMathLibrary_SignOfInteger_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SignOfFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::SignOfFloat(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SignOfFloat");

	UKismetMathLibrary_SignOfFloat_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SetRandomStreamSeed
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRandomStream           Stream                         (Parm, OutParm, ReferenceParm)
// int                            NewSeed                        (Parm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::SetRandomStreamSeed(int NewSeed, struct FRandomStream* Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SetRandomStreamSeed");

	UKismetMathLibrary_SetRandomStreamSeed_Params params;
	params.NewSeed = NewSeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Stream != nullptr)
		*Stream = params.Stream;
}


// Function Engine.KismetMathLibrary.SelectVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::SelectVector(const struct FVector& A, const struct FVector& B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectVector");

	UKismetMathLibrary_SelectVector_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::SelectTransform(const struct FTransform& A, const struct FTransform& B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectTransform");

	UKismetMathLibrary_SelectTransform_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 A                              (Parm, ZeroConstructor)
// struct FString                 B                              (Parm, ZeroConstructor)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetMathLibrary::SelectString(const struct FString& A, const struct FString& B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectString");

	UKismetMathLibrary_SelectString_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::SelectRotator(const struct FRotator& A, const struct FRotator& B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectRotator");

	UKismetMathLibrary_SelectRotator_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectObject
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 A                              (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSelectA                       (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UObject* UKismetMathLibrary::SelectObject(class UObject* A, class UObject* B, bool bSelectA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectObject");

	UKismetMathLibrary_SelectObject_Params params;
	params.A = A;
	params.B = B;
	params.bSelectA = bSelectA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::SelectInt(int A, int B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectInt");

	UKismetMathLibrary_SelectInt_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::SelectFloat(float A, float B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectFloat");

	UKismetMathLibrary_SelectFloat_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            A                              (Parm, IsPlainOldData)
// struct FLinearColor            B                              (Parm, IsPlainOldData)
// bool                           bPickA                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::SelectColor(const struct FLinearColor& A, const struct FLinearColor& B, bool bPickA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectColor");

	UKismetMathLibrary_SelectColor_Params params;
	params.A = A;
	params.B = B;
	params.bPickA = bPickA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SelectClass
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSelectA                       (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UClass* UKismetMathLibrary::SelectClass(class UClass* A, class UClass* B, bool bSelectA)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SelectClass");

	UKismetMathLibrary_SelectClass_Params params;
	params.A = A;
	params.B = B;
	params.bSelectA = bSelectA;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.SeedRandomStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRandomStream           Stream                         (Parm, OutParm, ReferenceParm)

void UKismetMathLibrary::SeedRandomStream(struct FRandomStream* Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.SeedRandomStream");

	UKismetMathLibrary_SeedRandomStream_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Stream != nullptr)
		*Stream = params.Stream;
}


// Function Engine.KismetMathLibrary.Round
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Round(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Round");

	UKismetMathLibrary_Round_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RotatorFromAxisAndAngle
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Axis                           (Parm, IsPlainOldData)
// float                          angle                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::RotatorFromAxisAndAngle(const struct FVector& Axis, float angle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RotatorFromAxisAndAngle");

	UKismetMathLibrary_RotatorFromAxisAndAngle_Params params;
	params.Axis = Axis;
	params.angle = angle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RotateAngleAxis
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVect                         (Parm, IsPlainOldData)
// float                          AngleDeg                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Axis                           (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RotateAngleAxis(const struct FVector& InVect, float AngleDeg, const struct FVector& Axis)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RotateAngleAxis");

	UKismetMathLibrary_RotateAngleAxis_Params params;
	params.InVect = InVect;
	params.AngleDeg = AngleDeg;
	params.Axis = Axis;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RLerp
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShortestPath                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::RLerp(const struct FRotator& A, const struct FRotator& B, float alpha, bool bShortestPath)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RLerp");

	UKismetMathLibrary_RLerp_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.bShortestPath = bShortestPath;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RInterpTo_Constant
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                Current                        (Parm, IsPlainOldData)
// struct FRotator                Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::RInterpTo_Constant(const struct FRotator& Current, const struct FRotator& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RInterpTo_Constant");

	UKismetMathLibrary_RInterpTo_Constant_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RInterpTo
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                Current                        (Parm, IsPlainOldData)
// struct FRotator                Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::RInterpTo(const struct FRotator& Current, const struct FRotator& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RInterpTo");

	UKismetMathLibrary_RInterpTo_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RGBToHSV_Vector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            RGB                            (ConstParm, Parm, IsPlainOldData)
// struct FLinearColor            HSV                            (Parm, OutParm, IsPlainOldData)

void UKismetMathLibrary::RGBToHSV_Vector(const struct FLinearColor& RGB, struct FLinearColor* HSV)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RGBToHSV_Vector");

	UKismetMathLibrary_RGBToHSV_Vector_Params params;
	params.RGB = RGB;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HSV != nullptr)
		*HSV = params.HSV;
}


// Function Engine.KismetMathLibrary.RGBToHSV
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            InColor                        (ConstParm, Parm, IsPlainOldData)
// float                          H                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          S                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          V                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          A                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::RGBToHSV(const struct FLinearColor& InColor, float* H, float* S, float* V, float* A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RGBToHSV");

	UKismetMathLibrary_RGBToHSV_Params params;
	params.InColor = InColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (H != nullptr)
		*H = params.H;
	if (S != nullptr)
		*S = params.S;
	if (V != nullptr)
		*V = params.V;
	if (A != nullptr)
		*A = params.A;
}


// Function Engine.KismetMathLibrary.ResetVectorSpringState
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FVectorSpringState      SpringState                    (Parm, OutParm, ReferenceParm)

void UKismetMathLibrary::ResetVectorSpringState(struct FVectorSpringState* SpringState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ResetVectorSpringState");

	UKismetMathLibrary_ResetVectorSpringState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SpringState != nullptr)
		*SpringState = params.SpringState;
}


// Function Engine.KismetMathLibrary.ResetRandomStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)

void UKismetMathLibrary::ResetRandomStream(const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ResetRandomStream");

	UKismetMathLibrary_ResetRandomStream_Params params;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetMathLibrary.ResetFloatSpringState
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FFloatSpringState       SpringState                    (Parm, OutParm, ReferenceParm)

void UKismetMathLibrary::ResetFloatSpringState(struct FFloatSpringState* SpringState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ResetFloatSpringState");

	UKismetMathLibrary_ResetFloatSpringState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SpringState != nullptr)
		*SpringState = params.SpringState;
}


// Function Engine.KismetMathLibrary.REase
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShortestPath                  (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEasingFunc>       EasingFunc                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendExp                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            Steps                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::REase(const struct FRotator& A, const struct FRotator& B, float alpha, bool bShortestPath, TEnumAsByte<EEasingFunc> EasingFunc, float BlendExp, int Steps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.REase");

	UKismetMathLibrary_REase_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.bShortestPath = bShortestPath;
	params.EasingFunc = EasingFunc;
	params.BlendExp = BlendExp;
	params.Steps = Steps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInRadiansFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          MaxYawInRadians                (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxPitchInRadians              (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInEllipticalConeInRadiansFromStream(const struct FVector& ConeDir, float MaxYawInRadians, float MaxPitchInRadians, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInRadiansFromStream");

	UKismetMathLibrary_RandomUnitVectorInEllipticalConeInRadiansFromStream_Params params;
	params.ConeDir = ConeDir;
	params.MaxYawInRadians = MaxYawInRadians;
	params.MaxPitchInRadians = MaxPitchInRadians;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInRadians
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (Parm, IsPlainOldData)
// float                          MaxYawInRadians                (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxPitchInRadians              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInEllipticalConeInRadians(const struct FVector& ConeDir, float MaxYawInRadians, float MaxPitchInRadians)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInRadians");

	UKismetMathLibrary_RandomUnitVectorInEllipticalConeInRadians_Params params;
	params.ConeDir = ConeDir;
	params.MaxYawInRadians = MaxYawInRadians;
	params.MaxPitchInRadians = MaxPitchInRadians;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInDegreesFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          MaxYawInDegrees                (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxPitchInDegrees              (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInEllipticalConeInDegreesFromStream(const struct FVector& ConeDir, float MaxYawInDegrees, float MaxPitchInDegrees, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInDegreesFromStream");

	UKismetMathLibrary_RandomUnitVectorInEllipticalConeInDegreesFromStream_Params params;
	params.ConeDir = ConeDir;
	params.MaxYawInDegrees = MaxYawInDegrees;
	params.MaxPitchInDegrees = MaxPitchInDegrees;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInDegrees
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (Parm, IsPlainOldData)
// float                          MaxYawInDegrees                (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxPitchInDegrees              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInEllipticalConeInDegrees(const struct FVector& ConeDir, float MaxYawInDegrees, float MaxPitchInDegrees)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInEllipticalConeInDegrees");

	UKismetMathLibrary_RandomUnitVectorInEllipticalConeInDegrees_Params params;
	params.ConeDir = ConeDir;
	params.MaxYawInDegrees = MaxYawInDegrees;
	params.MaxPitchInDegrees = MaxPitchInDegrees;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInConeInRadiansFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          ConeHalfAngleInRadians         (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInConeInRadiansFromStream(const struct FVector& ConeDir, float ConeHalfAngleInRadians, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInConeInRadiansFromStream");

	UKismetMathLibrary_RandomUnitVectorInConeInRadiansFromStream_Params params;
	params.ConeDir = ConeDir;
	params.ConeHalfAngleInRadians = ConeHalfAngleInRadians;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInConeInRadians
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (Parm, IsPlainOldData)
// float                          ConeHalfAngleInRadians         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInConeInRadians(const struct FVector& ConeDir, float ConeHalfAngleInRadians)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInConeInRadians");

	UKismetMathLibrary_RandomUnitVectorInConeInRadians_Params params;
	params.ConeDir = ConeDir;
	params.ConeHalfAngleInRadians = ConeHalfAngleInRadians;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInConeInDegreesFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          ConeHalfAngleInDegrees         (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInConeInDegreesFromStream(const struct FVector& ConeDir, float ConeHalfAngleInDegrees, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInConeInDegreesFromStream");

	UKismetMathLibrary_RandomUnitVectorInConeInDegreesFromStream_Params params;
	params.ConeDir = ConeDir;
	params.ConeHalfAngleInDegrees = ConeHalfAngleInDegrees;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorInConeInDegrees
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ConeDir                        (Parm, IsPlainOldData)
// float                          ConeHalfAngleInDegrees         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorInConeInDegrees(const struct FVector& ConeDir, float ConeHalfAngleInDegrees)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorInConeInDegrees");

	UKismetMathLibrary_RandomUnitVectorInConeInDegrees_Params params;
	params.ConeDir = ConeDir;
	params.ConeHalfAngleInDegrees = ConeHalfAngleInDegrees;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVectorFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVectorFromStream(const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVectorFromStream");

	UKismetMathLibrary_RandomUnitVectorFromStream_Params params;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomUnitVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomUnitVector()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomUnitVector");

	UKismetMathLibrary_RandomUnitVector_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomRotatorFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           bRoll                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::RandomRotatorFromStream(bool bRoll, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomRotatorFromStream");

	UKismetMathLibrary_RandomRotatorFromStream_Params params;
	params.bRoll = bRoll;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           bRoll                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::RandomRotator(bool bRoll)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomRotator");

	UKismetMathLibrary_RandomRotator_Params params;
	params.bRoll = bRoll;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomPointInBoundingBox
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 BoxExtent                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::RandomPointInBoundingBox(const struct FVector& Origin, const struct FVector& BoxExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomPointInBoundingBox");

	UKismetMathLibrary_RandomPointInBoundingBox_Params params;
	params.Origin = Origin;
	params.BoxExtent = BoxExtent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomIntegerInRangeFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Min                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            Max                            (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::RandomIntegerInRangeFromStream(int Min, int Max, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomIntegerInRangeFromStream");

	UKismetMathLibrary_RandomIntegerInRangeFromStream_Params params;
	params.Min = Min;
	params.Max = Max;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomIntegerInRange
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Min                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            Max                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::RandomIntegerInRange(int Min, int Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomIntegerInRange");

	UKismetMathLibrary_RandomIntegerInRange_Params params;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomIntegerFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Max                            (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::RandomIntegerFromStream(int Max, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomIntegerFromStream");

	UKismetMathLibrary_RandomIntegerFromStream_Params params;
	params.Max = Max;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomInteger
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Max                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::RandomInteger(int Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomInteger");

	UKismetMathLibrary_RandomInteger_Params params;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomFloatInRangeFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Min                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Max                            (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::RandomFloatInRangeFromStream(float Min, float Max, const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomFloatInRangeFromStream");

	UKismetMathLibrary_RandomFloatInRangeFromStream_Params params;
	params.Min = Min;
	params.Max = Max;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomFloatInRange
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Min                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Max                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::RandomFloatInRange(float Min, float Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomFloatInRange");

	UKismetMathLibrary_RandomFloatInRange_Params params;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomFloatFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::RandomFloatFromStream(const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomFloatFromStream");

	UKismetMathLibrary_RandomFloatFromStream_Params params;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::RandomFloat()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomFloat");

	UKismetMathLibrary_RandomFloat_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomBoolWithWeightFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Weight                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           RandomStream                   (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::RandomBoolWithWeightFromStream(float Weight, const struct FRandomStream& RandomStream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomBoolWithWeightFromStream");

	UKismetMathLibrary_RandomBoolWithWeightFromStream_Params params;
	params.Weight = Weight;
	params.RandomStream = RandomStream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomBoolWithWeight
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Weight                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::RandomBoolWithWeight(float Weight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomBoolWithWeight");

	UKismetMathLibrary_RandomBoolWithWeight_Params params;
	params.Weight = Weight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomBoolFromStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRandomStream           Stream                         (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::RandomBoolFromStream(const struct FRandomStream& Stream)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomBoolFromStream");

	UKismetMathLibrary_RandomBoolFromStream_Params params;
	params.Stream = Stream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RandomBool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::RandomBool()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RandomBool");

	UKismetMathLibrary_RandomBool_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.RadiansToDegrees
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::RadiansToDegrees(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.RadiansToDegrees");

	UKismetMathLibrary_RadiansToDegrees_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ProjectVectorOnToVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 V                              (Parm, IsPlainOldData)
// struct FVector                 Target                         (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::ProjectVectorOnToVector(const struct FVector& V, const struct FVector& Target)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ProjectVectorOnToVector");

	UKismetMathLibrary_ProjectVectorOnToVector_Params params;
	params.V = V;
	params.Target = Target;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ProjectVectorOnToPlane
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 V                              (Parm, IsPlainOldData)
// struct FVector                 PlaneNormal                    (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::ProjectVectorOnToPlane(const struct FVector& V, const struct FVector& PlaneNormal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ProjectVectorOnToPlane");

	UKismetMathLibrary_ProjectVectorOnToPlane_Params params;
	params.V = V;
	params.PlaneNormal = PlaneNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ProjectPointOnToPlane
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 PlaneBase                      (Parm, IsPlainOldData)
// struct FVector                 PlaneNormal                    (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::ProjectPointOnToPlane(const struct FVector& Point, const struct FVector& PlaneBase, const struct FVector& PlaneNormal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ProjectPointOnToPlane");

	UKismetMathLibrary_ProjectPointOnToPlane_Params params;
	params.Point = Point;
	params.PlaneBase = PlaneBase;
	params.PlaneNormal = PlaneNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.PointsAreCoplanar
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FVector>         Points                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// float                          Tolerance                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::PointsAreCoplanar(TArray<struct FVector> Points, float Tolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.PointsAreCoplanar");

	UKismetMathLibrary_PointsAreCoplanar_Params params;
	params.Points = Points;
	params.Tolerance = Tolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Percent_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Percent_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Percent_IntInt");

	UKismetMathLibrary_Percent_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Percent_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Percent_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Percent_FloatFloat");

	UKismetMathLibrary_Percent_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Percent_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Percent_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Percent_ByteByte");

	UKismetMathLibrary_Percent_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Or_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Or_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Or_IntInt");

	UKismetMathLibrary_Or_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Now
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::Now()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Now");

	UKismetMathLibrary_Now_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_VectorVector(const struct FVector& A, const struct FVector& B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_VectorVector");

	UKismetMathLibrary_NotEqual_VectorVector_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_Vector2DVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_Vector2DVector2D(const struct FVector2D& A, const struct FVector2D& B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_Vector2DVector2D");

	UKismetMathLibrary_NotEqual_Vector2DVector2D_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_TimespanTimespan");

	UKismetMathLibrary_NotEqual_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_RotatorRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_RotatorRotator(const struct FRotator& A, const struct FRotator& B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_RotatorRotator");

	UKismetMathLibrary_NotEqual_RotatorRotator_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_ObjectObject
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 A                              (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_ObjectObject(class UObject* A, class UObject* B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_ObjectObject");

	UKismetMathLibrary_NotEqual_ObjectObject_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_NameName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   A                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_NameName(const struct FName& A, const struct FName& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_NameName");

	UKismetMathLibrary_NotEqual_NameName_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_IntInt");

	UKismetMathLibrary_NotEqual_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_FloatFloat");

	UKismetMathLibrary_NotEqual_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_DateTimeDateTime");

	UKismetMathLibrary_NotEqual_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_ClassClass
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_ClassClass(class UClass* A, class UClass* B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_ClassClass");

	UKismetMathLibrary_NotEqual_ClassClass_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_ByteByte");

	UKismetMathLibrary_NotEqual_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NotEqual_BoolBool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NotEqual_BoolBool(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NotEqual_BoolBool");

	UKismetMathLibrary_NotEqual_BoolBool_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Not_PreBool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Not_PreBool(bool A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Not_PreBool");

	UKismetMathLibrary_Not_PreBool_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Not_Int
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Not_Int(int A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Not_Int");

	UKismetMathLibrary_Not_Int_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NormalizeToRange
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          RangeMin                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          RangeMax                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::NormalizeToRange(float Value, float RangeMin, float RangeMax)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NormalizeToRange");

	UKismetMathLibrary_NormalizeToRange_Params params;
	params.Value = Value;
	params.RangeMin = RangeMin;
	params.RangeMax = RangeMax;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NormalizedDeltaRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::NormalizedDeltaRotator(const struct FRotator& A, const struct FRotator& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NormalizedDeltaRotator");

	UKismetMathLibrary_NormalizedDeltaRotator_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NormalizeAxis
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          angle                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::NormalizeAxis(float angle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NormalizeAxis");

	UKismetMathLibrary_NormalizeAxis_Params params;
	params.angle = angle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Normal2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Normal2D(const struct FVector2D& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Normal2D");

	UKismetMathLibrary_Normal2D_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Normal
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Normal(const struct FVector& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Normal");

	UKismetMathLibrary_Normal_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NegateVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::NegateVector(const struct FVector& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NegateVector");

	UKismetMathLibrary_NegateVector_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NegateRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::NegateRotator(const struct FRotator& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NegateRotator");

	UKismetMathLibrary_NegateRotator_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NearlyEqual_TransformTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          LocationTolerance              (Parm, ZeroConstructor, IsPlainOldData)
// float                          RotationTolerance              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Scale3DTolerance               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NearlyEqual_TransformTransform(const struct FTransform& A, const struct FTransform& B, float LocationTolerance, float RotationTolerance, float Scale3DTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NearlyEqual_TransformTransform");

	UKismetMathLibrary_NearlyEqual_TransformTransform_Params params;
	params.A = A;
	params.B = B;
	params.LocationTolerance = LocationTolerance;
	params.RotationTolerance = RotationTolerance;
	params.Scale3DTolerance = Scale3DTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.NearlyEqual_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::NearlyEqual_FloatFloat(float A, float B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.NearlyEqual_FloatFloat");

	UKismetMathLibrary_NearlyEqual_FloatFloat_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MultiplyMultiply_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Base                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Exp                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::MultiplyMultiply_FloatFloat(float Base, float Exp)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MultiplyMultiply_FloatFloat");

	UKismetMathLibrary_MultiplyMultiply_FloatFloat_Params params;
	params.Base = Base;
	params.Exp = Exp;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MultiplyByPi
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::MultiplyByPi(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MultiplyByPi");

	UKismetMathLibrary_MultiplyByPi_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Multiply_VectorVector(const struct FVector& A, const struct FVector& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_VectorVector");

	UKismetMathLibrary_Multiply_VectorVector_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_VectorInt
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Multiply_VectorInt(const struct FVector& A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_VectorInt");

	UKismetMathLibrary_Multiply_VectorInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_VectorFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Multiply_VectorFloat(const struct FVector& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_VectorFloat");

	UKismetMathLibrary_Multiply_VectorFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_Vector2DVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Multiply_Vector2DVector2D(const struct FVector2D& A, const struct FVector2D& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_Vector2DVector2D");

	UKismetMathLibrary_Multiply_Vector2DVector2D_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_Vector2DFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Multiply_Vector2DFloat(const struct FVector2D& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_Vector2DFloat");

	UKismetMathLibrary_Multiply_Vector2DFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_TimespanFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          Scalar                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::Multiply_TimespanFloat(const struct FTimespan& A, float Scalar)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_TimespanFloat");

	UKismetMathLibrary_Multiply_TimespanFloat_Params params;
	params.A = A;
	params.Scalar = Scalar;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_RotatorInt
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::Multiply_RotatorInt(const struct FRotator& A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_RotatorInt");

	UKismetMathLibrary_Multiply_RotatorInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_RotatorFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::Multiply_RotatorFloat(const struct FRotator& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_RotatorFloat");

	UKismetMathLibrary_Multiply_RotatorFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_LinearColorLinearColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            A                              (Parm, IsPlainOldData)
// struct FLinearColor            B                              (Parm, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::Multiply_LinearColorLinearColor(const struct FLinearColor& A, const struct FLinearColor& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_LinearColorLinearColor");

	UKismetMathLibrary_Multiply_LinearColorLinearColor_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_LinearColorFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::Multiply_LinearColorFloat(const struct FLinearColor& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_LinearColorFloat");

	UKismetMathLibrary_Multiply_LinearColorFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Multiply_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_IntInt");

	UKismetMathLibrary_Multiply_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_IntFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Multiply_IntFloat(int A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_IntFloat");

	UKismetMathLibrary_Multiply_IntFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Multiply_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_FloatFloat");

	UKismetMathLibrary_Multiply_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Multiply_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Multiply_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Multiply_ByteByte");

	UKismetMathLibrary_Multiply_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MirrorVectorByNormal
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVect                         (Parm, IsPlainOldData)
// struct FVector                 InNormal                       (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::MirrorVectorByNormal(const struct FVector& InVect, const struct FVector& InNormal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MirrorVectorByNormal");

	UKismetMathLibrary_MirrorVectorByNormal_Params params;
	params.InVect = InVect;
	params.InNormal = InNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MinOfIntArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    IntArray                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexOfMinValue                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            MinValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MinOfIntArray(TArray<int> IntArray, int* IndexOfMinValue, int* MinValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MinOfIntArray");

	UKismetMathLibrary_MinOfIntArray_Params params;
	params.IntArray = IntArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (IndexOfMinValue != nullptr)
		*IndexOfMinValue = params.IndexOfMinValue;
	if (MinValue != nullptr)
		*MinValue = params.MinValue;
}


// Function Engine.KismetMathLibrary.MinOfFloatArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<float>                  FloatArray                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexOfMinValue                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          MinValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MinOfFloatArray(TArray<float> FloatArray, int* IndexOfMinValue, float* MinValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MinOfFloatArray");

	UKismetMathLibrary_MinOfFloatArray_Params params;
	params.FloatArray = FloatArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (IndexOfMinValue != nullptr)
		*IndexOfMinValue = params.IndexOfMinValue;
	if (MinValue != nullptr)
		*MinValue = params.MinValue;
}


// Function Engine.KismetMathLibrary.MinOfByteArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<unsigned char>          ByteArray                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexOfMinValue                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// unsigned char                  MinValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MinOfByteArray(TArray<unsigned char> ByteArray, int* IndexOfMinValue, unsigned char* MinValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MinOfByteArray");

	UKismetMathLibrary_MinOfByteArray_Params params;
	params.ByteArray = ByteArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (IndexOfMinValue != nullptr)
		*IndexOfMinValue = params.IndexOfMinValue;
	if (MinValue != nullptr)
		*MinValue = params.MinValue;
}


// Function Engine.KismetMathLibrary.MinimumAreaRectangle
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FVector>         InVerts                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FVector                 SampleSurfaceNormal            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 OutRectCenter                  (Parm, OutParm, IsPlainOldData)
// struct FRotator                OutRectRotation                (Parm, OutParm, IsPlainOldData)
// float                          OutSideLengthX                 (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          OutSideLengthY                 (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool                           bDebugDraw                     (Parm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MinimumAreaRectangle(class UObject* WorldContextObject, TArray<struct FVector> InVerts, const struct FVector& SampleSurfaceNormal, bool bDebugDraw, struct FVector* OutRectCenter, float* OutSideLengthX, float* OutSideLengthY, struct FRotator* OutRectRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MinimumAreaRectangle");

	UKismetMathLibrary_MinimumAreaRectangle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InVerts = InVerts;
	params.SampleSurfaceNormal = SampleSurfaceNormal;
	params.bDebugDraw = bDebugDraw;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutRectCenter != nullptr)
		*OutRectCenter = params.OutRectCenter;
	if (OutRectRotation != nullptr)
		*OutRectRotation = params.OutRectRotation;
	if (OutSideLengthX != nullptr)
		*OutSideLengthX = params.OutSideLengthX;
	if (OutSideLengthY != nullptr)
		*OutSideLengthY = params.OutSideLengthY;
}


// Function Engine.KismetMathLibrary.Min
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Min(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Min");

	UKismetMathLibrary_Min_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MaxOfIntArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<int>                    IntArray                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexOfMaxValue                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            MaxValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MaxOfIntArray(TArray<int> IntArray, int* IndexOfMaxValue, int* MaxValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MaxOfIntArray");

	UKismetMathLibrary_MaxOfIntArray_Params params;
	params.IntArray = IntArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (IndexOfMaxValue != nullptr)
		*IndexOfMaxValue = params.IndexOfMaxValue;
	if (MaxValue != nullptr)
		*MaxValue = params.MaxValue;
}


// Function Engine.KismetMathLibrary.MaxOfFloatArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<float>                  FloatArray                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexOfMaxValue                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          MaxValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MaxOfFloatArray(TArray<float> FloatArray, int* IndexOfMaxValue, float* MaxValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MaxOfFloatArray");

	UKismetMathLibrary_MaxOfFloatArray_Params params;
	params.FloatArray = FloatArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (IndexOfMaxValue != nullptr)
		*IndexOfMaxValue = params.IndexOfMaxValue;
	if (MaxValue != nullptr)
		*MaxValue = params.MaxValue;
}


// Function Engine.KismetMathLibrary.MaxOfByteArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<unsigned char>          ByteArray                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// int                            IndexOfMaxValue                (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// unsigned char                  MaxValue                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::MaxOfByteArray(TArray<unsigned char> ByteArray, int* IndexOfMaxValue, unsigned char* MaxValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MaxOfByteArray");

	UKismetMathLibrary_MaxOfByteArray_Params params;
	params.ByteArray = ByteArray;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (IndexOfMaxValue != nullptr)
		*IndexOfMaxValue = params.IndexOfMaxValue;
	if (MaxValue != nullptr)
		*MaxValue = params.MaxValue;
}


// Function Engine.KismetMathLibrary.Max
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Max(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Max");

	UKismetMathLibrary_Max_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MapRangeUnclamped
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          InRangeA                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          InRangeB                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutRangeA                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutRangeB                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::MapRangeUnclamped(float Value, float InRangeA, float InRangeB, float OutRangeA, float OutRangeB)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MapRangeUnclamped");

	UKismetMathLibrary_MapRangeUnclamped_Params params;
	params.Value = Value;
	params.InRangeA = InRangeA;
	params.InRangeB = InRangeB;
	params.OutRangeA = OutRangeA;
	params.OutRangeB = OutRangeB;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MapRangeClamped
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          InRangeA                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          InRangeB                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutRangeA                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          OutRangeB                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::MapRangeClamped(float Value, float InRangeA, float InRangeB, float OutRangeA, float OutRangeB)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MapRangeClamped");

	UKismetMathLibrary_MapRangeClamped_Params params;
	params.Value = Value;
	params.InRangeA = InRangeA;
	params.InRangeB = InRangeB;
	params.OutRangeA = OutRangeA;
	params.OutRangeB = OutRangeB;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          X                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Y                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::MakeVector2D(float X, float Y)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeVector2D");

	UKismetMathLibrary_MakeVector2D_Params params;
	params.X = X;
	params.Y = Y;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          X                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Y                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Z                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::MakeVector(float X, float Y, float Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeVector");

	UKismetMathLibrary_MakeVector_Params params;
	params.X = X;
	params.Y = Y;
	params.Z = Z;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeTransform
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// struct FVector                 Scale                          (Parm, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::MakeTransform(const struct FVector& Location, const struct FRotator& Rotation, const struct FVector& Scale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeTransform");

	UKismetMathLibrary_MakeTransform_Params params;
	params.Location = Location;
	params.Rotation = Rotation;
	params.Scale = Scale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeTimespan2
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Days                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            Hours                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Minutes                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Seconds                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            FractionNano                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::MakeTimespan2(int Days, int Hours, int Minutes, int Seconds, int FractionNano)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeTimespan2");

	UKismetMathLibrary_MakeTimespan2_Params params;
	params.Days = Days;
	params.Hours = Hours;
	params.Minutes = Minutes;
	params.Seconds = Seconds;
	params.FractionNano = FractionNano;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Days                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            Hours                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Minutes                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Seconds                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Milliseconds                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::MakeTimespan(int Days, int Hours, int Minutes, int Seconds, int Milliseconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeTimespan");

	UKismetMathLibrary_MakeTimespan_Params params;
	params.Days = Days;
	params.Hours = Hours;
	params.Minutes = Minutes;
	params.Seconds = Seconds;
	params.Milliseconds = Milliseconds;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromZY
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Z                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Y                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromZY(const struct FVector& Z, const struct FVector& Y)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromZY");

	UKismetMathLibrary_MakeRotFromZY_Params params;
	params.Z = Z;
	params.Y = Y;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromZX
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Z                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 X                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromZX(const struct FVector& Z, const struct FVector& X)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromZX");

	UKismetMathLibrary_MakeRotFromZX_Params params;
	params.Z = Z;
	params.X = X;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromZ
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Z                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromZ(const struct FVector& Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromZ");

	UKismetMathLibrary_MakeRotFromZ_Params params;
	params.Z = Z;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromYZ
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Y                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Z                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromYZ(const struct FVector& Y, const struct FVector& Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromYZ");

	UKismetMathLibrary_MakeRotFromYZ_Params params;
	params.Y = Y;
	params.Z = Z;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromYX
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Y                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 X                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromYX(const struct FVector& Y, const struct FVector& X)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromYX");

	UKismetMathLibrary_MakeRotFromYX_Params params;
	params.Y = Y;
	params.X = X;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromY
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Y                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromY(const struct FVector& Y)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromY");

	UKismetMathLibrary_MakeRotFromY_Params params;
	params.Y = Y;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromXZ
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 X                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Z                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromXZ(const struct FVector& X, const struct FVector& Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromXZ");

	UKismetMathLibrary_MakeRotFromXZ_Params params;
	params.X = X;
	params.Z = Z;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromXY
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 X                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Y                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromXY(const struct FVector& X, const struct FVector& Y)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromXY");

	UKismetMathLibrary_MakeRotFromXY_Params params;
	params.X = X;
	params.Y = Y;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotFromX
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 X                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotFromX(const struct FVector& X)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotFromX");

	UKismetMathLibrary_MakeRotFromX_Params params;
	params.X = X;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Roll                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Pitch                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Yaw                            (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotator(float Roll, float Pitch, float Yaw)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotator");

	UKismetMathLibrary_MakeRotator_Params params;
	params.Roll = Roll;
	params.Pitch = Pitch;
	params.Yaw = Yaw;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRotationFromAxes
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Forward                        (Parm, IsPlainOldData)
// struct FVector                 Right                          (Parm, IsPlainOldData)
// struct FVector                 Up                             (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::MakeRotationFromAxes(const struct FVector& Forward, const struct FVector& Right, const struct FVector& Up)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRotationFromAxes");

	UKismetMathLibrary_MakeRotationFromAxes_Params params;
	params.Forward = Forward;
	params.Right = Right;
	params.Up = Up;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeRandomStream
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            InitialSeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FRandomStream           ReturnValue                    (Parm, OutParm, ReturnParm)

struct FRandomStream UKismetMathLibrary::MakeRandomStream(int InitialSeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeRandomStream");

	UKismetMathLibrary_MakeRandomStream_Params params;
	params.InitialSeed = InitialSeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakePulsatingValue
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          InCurrentTime                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPulsesPerSecond              (Parm, ZeroConstructor, IsPlainOldData)
// float                          InPhase                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::MakePulsatingValue(float InCurrentTime, float InPulsesPerSecond, float InPhase)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakePulsatingValue");

	UKismetMathLibrary_MakePulsatingValue_Params params;
	params.InCurrentTime = InCurrentTime;
	params.InPulsesPerSecond = InPulsesPerSecond;
	params.InPhase = InPhase;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakePlaneFromPointAndNormal
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 Normal                         (Parm, IsPlainOldData)
// struct FPlane                  ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FPlane UKismetMathLibrary::MakePlaneFromPointAndNormal(const struct FVector& Point, const struct FVector& Normal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakePlaneFromPointAndNormal");

	UKismetMathLibrary_MakePlaneFromPointAndNormal_Params params;
	params.Point = Point;
	params.Normal = Normal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Year                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            Month                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Day                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            Hour                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            Minute                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            Second                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            Millisecond                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::MakeDateTime(int Year, int Month, int Day, int Hour, int Minute, int Second, int Millisecond)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeDateTime");

	UKismetMathLibrary_MakeDateTime_Params params;
	params.Year = Year;
	params.Month = Month;
	params.Day = Day;
	params.Hour = Hour;
	params.Minute = Minute;
	params.Second = Second;
	params.Millisecond = Millisecond;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          R                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          G                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::MakeColor(float R, float G, float B, float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeColor");

	UKismetMathLibrary_MakeColor_Params params;
	params.R = R;
	params.G = G;
	params.B = B;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeBox2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               Min                            (Parm, IsPlainOldData)
// struct FVector2D               Max                            (Parm, IsPlainOldData)
// struct FBox2D                  ReturnValue                    (Parm, OutParm, ReturnParm)

struct FBox2D UKismetMathLibrary::MakeBox2D(const struct FVector2D& Min, const struct FVector2D& Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeBox2D");

	UKismetMathLibrary_MakeBox2D_Params params;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.MakeBox
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Min                            (Parm, IsPlainOldData)
// struct FVector                 Max                            (Parm, IsPlainOldData)
// struct FBox                    ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FBox UKismetMathLibrary::MakeBox(const struct FVector& Min, const struct FVector& Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.MakeBox");

	UKismetMathLibrary_MakeBox_Params params;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Loge
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Loge(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Loge");

	UKismetMathLibrary_Loge_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Log
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Base                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Log(float A, float Base)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Log");

	UKismetMathLibrary_Log_Params params;
	params.A = A;
	params.Base = Base;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LinePlaneIntersection_OriginNormal
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 LineStart                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 LineEnd                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 PlaneOrigin                    (Parm, IsPlainOldData)
// struct FVector                 PlaneNormal                    (Parm, IsPlainOldData)
// float                          T                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Intersection                   (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LinePlaneIntersection_OriginNormal(const struct FVector& LineStart, const struct FVector& LineEnd, const struct FVector& PlaneOrigin, const struct FVector& PlaneNormal, float* T, struct FVector* Intersection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LinePlaneIntersection_OriginNormal");

	UKismetMathLibrary_LinePlaneIntersection_OriginNormal_Params params;
	params.LineStart = LineStart;
	params.LineEnd = LineEnd;
	params.PlaneOrigin = PlaneOrigin;
	params.PlaneNormal = PlaneNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (T != nullptr)
		*T = params.T;
	if (Intersection != nullptr)
		*Intersection = params.Intersection;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LinePlaneIntersection
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 LineStart                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 LineEnd                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FPlane                  APlane                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          T                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Intersection                   (Parm, OutParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LinePlaneIntersection(const struct FVector& LineStart, const struct FVector& LineEnd, const struct FPlane& APlane, float* T, struct FVector* Intersection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LinePlaneIntersection");

	UKismetMathLibrary_LinePlaneIntersection_Params params;
	params.LineStart = LineStart;
	params.LineEnd = LineEnd;
	params.APlane = APlane;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (T != nullptr)
		*T = params.T;
	if (Intersection != nullptr)
		*Intersection = params.Intersection;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LinearColorLerpUsingHSV
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            A                              (Parm, IsPlainOldData)
// struct FLinearColor            B                              (Parm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::LinearColorLerpUsingHSV(const struct FLinearColor& A, const struct FLinearColor& B, float alpha)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LinearColorLerpUsingHSV");

	UKismetMathLibrary_LinearColorLerpUsingHSV_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LinearColorLerp
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            A                              (Parm, IsPlainOldData)
// struct FLinearColor            B                              (Parm, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::LinearColorLerp(const struct FLinearColor& A, const struct FLinearColor& B, float alpha)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LinearColorLerp");

	UKismetMathLibrary_LinearColorLerp_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LessLess_VectorRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::LessLess_VectorRotator(const struct FVector& A, const struct FRotator& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LessLess_VectorRotator");

	UKismetMathLibrary_LessLess_VectorRotator_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LessEqual_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LessEqual_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LessEqual_TimespanTimespan");

	UKismetMathLibrary_LessEqual_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LessEqual_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LessEqual_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LessEqual_IntInt");

	UKismetMathLibrary_LessEqual_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LessEqual_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LessEqual_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LessEqual_FloatFloat");

	UKismetMathLibrary_LessEqual_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LessEqual_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LessEqual_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LessEqual_DateTimeDateTime");

	UKismetMathLibrary_LessEqual_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.LessEqual_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::LessEqual_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.LessEqual_ByteByte");

	UKismetMathLibrary_LessEqual_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Less_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Less_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Less_TimespanTimespan");

	UKismetMathLibrary_Less_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Less_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Less_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Less_IntInt");

	UKismetMathLibrary_Less_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Less_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Less_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Less_FloatFloat");

	UKismetMathLibrary_Less_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Less_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Less_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Less_DateTimeDateTime");

	UKismetMathLibrary_Less_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Less_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Less_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Less_ByteByte");

	UKismetMathLibrary_Less_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Lerp
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Lerp(float A, float B, float alpha)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Lerp");

	UKismetMathLibrary_Lerp_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.IsPointInBoxWithTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FTransform              BoxWorldTransform              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::IsPointInBoxWithTransform(const struct FVector& Point, const struct FTransform& BoxWorldTransform, const struct FVector& BoxExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.IsPointInBoxWithTransform");

	UKismetMathLibrary_IsPointInBoxWithTransform_Params params;
	params.Point = Point;
	params.BoxWorldTransform = BoxWorldTransform;
	params.BoxExtent = BoxExtent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.IsPointInBox
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 BoxOrigin                      (Parm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::IsPointInBox(const struct FVector& Point, const struct FVector& BoxOrigin, const struct FVector& BoxExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.IsPointInBox");

	UKismetMathLibrary_IsPointInBox_Params params;
	params.Point = Point;
	params.BoxOrigin = BoxOrigin;
	params.BoxExtent = BoxExtent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.IsMorning
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::IsMorning(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.IsMorning");

	UKismetMathLibrary_IsMorning_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.IsLeapYear
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Year                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::IsLeapYear(int Year)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.IsLeapYear");

	UKismetMathLibrary_IsLeapYear_Params params;
	params.Year = Year;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.IsAfternoon
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::IsAfternoon(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.IsAfternoon");

	UKismetMathLibrary_IsAfternoon_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InvertTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::InvertTransform(const struct FTransform& T)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InvertTransform");

	UKismetMathLibrary_InvertTransform_Params params;
	params.T = T;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InverseTransformRotation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::InverseTransformRotation(const struct FTransform& T, const struct FRotator& Rotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InverseTransformRotation");

	UKismetMathLibrary_InverseTransformRotation_Params params;
	params.T = T;
	params.Rotation = Rotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InverseTransformLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::InverseTransformLocation(const struct FTransform& T, const struct FVector& Location)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InverseTransformLocation");

	UKismetMathLibrary_InverseTransformLocation_Params params;
	params.T = T;
	params.Location = Location;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InverseTransformDirection
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              T                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Direction                      (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::InverseTransformDirection(const struct FTransform& T, const struct FVector& Direction)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InverseTransformDirection");

	UKismetMathLibrary_InverseTransformDirection_Params params;
	params.T = T;
	params.Direction = Direction;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InverseLerp
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::InverseLerp(float A, float B, float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InverseLerp");

	UKismetMathLibrary_InverseLerp_Params params;
	params.A = A;
	params.B = B;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InRange_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Min                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            Max                            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           InclusiveMin                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           InclusiveMax                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::InRange_IntInt(int Value, int Min, int Max, bool InclusiveMin, bool InclusiveMax)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InRange_IntInt");

	UKismetMathLibrary_InRange_IntInt_Params params;
	params.Value = Value;
	params.Min = Min;
	params.Max = Max;
	params.InclusiveMin = InclusiveMin;
	params.InclusiveMax = InclusiveMax;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.InRange_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Min                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Max                            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           InclusiveMin                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           InclusiveMax                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::InRange_FloatFloat(float Value, float Min, float Max, bool InclusiveMin, bool InclusiveMax)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.InRange_FloatFloat");

	UKismetMathLibrary_InRange_FloatFloat_Params params;
	params.Value = Value;
	params.Min = Min;
	params.Max = Max;
	params.InclusiveMin = InclusiveMin;
	params.InclusiveMax = InclusiveMax;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Hypotenuse
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Width                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Height                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Hypotenuse(float Width, float Height)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Hypotenuse");

	UKismetMathLibrary_Hypotenuse_Params params;
	params.Width = Width;
	params.Height = Height;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.HSVToRGB_Vector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            HSV                            (ConstParm, Parm, IsPlainOldData)
// struct FLinearColor            RGB                            (Parm, OutParm, IsPlainOldData)

void UKismetMathLibrary::HSVToRGB_Vector(const struct FLinearColor& HSV, struct FLinearColor* RGB)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.HSVToRGB_Vector");

	UKismetMathLibrary_HSVToRGB_Vector_Params params;
	params.HSV = HSV;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (RGB != nullptr)
		*RGB = params.RGB;
}


// Function Engine.KismetMathLibrary.HSVToRGB
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          H                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          S                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          V                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::HSVToRGB(float H, float S, float V, float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.HSVToRGB");

	UKismetMathLibrary_HSVToRGB_Params params;
	params.H = H;
	params.S = S;
	params.V = V;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GridSnap_Float
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Location                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          GridSize                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GridSnap_Float(float Location, float GridSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GridSnap_Float");

	UKismetMathLibrary_GridSnap_Float_Params params;
	params.Location = Location;
	params.GridSize = GridSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GreaterGreater_VectorRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GreaterGreater_VectorRotator(const struct FVector& A, const struct FRotator& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GreaterGreater_VectorRotator");

	UKismetMathLibrary_GreaterGreater_VectorRotator_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GreaterEqual_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::GreaterEqual_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GreaterEqual_TimespanTimespan");

	UKismetMathLibrary_GreaterEqual_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GreaterEqual_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::GreaterEqual_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GreaterEqual_IntInt");

	UKismetMathLibrary_GreaterEqual_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GreaterEqual_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::GreaterEqual_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GreaterEqual_FloatFloat");

	UKismetMathLibrary_GreaterEqual_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GreaterEqual_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::GreaterEqual_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GreaterEqual_DateTimeDateTime");

	UKismetMathLibrary_GreaterEqual_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GreaterEqual_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::GreaterEqual_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GreaterEqual_ByteByte");

	UKismetMathLibrary_GreaterEqual_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Greater_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Greater_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Greater_TimespanTimespan");

	UKismetMathLibrary_Greater_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Greater_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Greater_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Greater_IntInt");

	UKismetMathLibrary_Greater_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Greater_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Greater_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Greater_FloatFloat");

	UKismetMathLibrary_Greater_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Greater_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Greater_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Greater_DateTimeDateTime");

	UKismetMathLibrary_Greater_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Greater_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Greater_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Greater_ByteByte");

	UKismetMathLibrary_Greater_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetYear
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetYear(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetYear");

	UKismetMathLibrary_GetYear_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetYawPitchFromVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVec                          (Parm, IsPlainOldData)
// float                          Yaw                            (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Pitch                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::GetYawPitchFromVector(const struct FVector& InVec, float* Yaw, float* Pitch)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetYawPitchFromVector");

	UKismetMathLibrary_GetYawPitchFromVector_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Yaw != nullptr)
		*Yaw = params.Yaw;
	if (Pitch != nullptr)
		*Pitch = params.Pitch;
}


// Function Engine.KismetMathLibrary.GetVectorArrayAverage
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FVector>         Vectors                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GetVectorArrayAverage(TArray<struct FVector> Vectors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetVectorArrayAverage");

	UKismetMathLibrary_GetVectorArrayAverage_Params params;
	params.Vectors = Vectors;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetUpVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GetUpVector(const struct FRotator& InRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetUpVector");

	UKismetMathLibrary_GetUpVector_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTotalSeconds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetTotalSeconds(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTotalSeconds");

	UKismetMathLibrary_GetTotalSeconds_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTotalMinutes
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetTotalMinutes(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTotalMinutes");

	UKismetMathLibrary_GetTotalMinutes_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTotalMilliseconds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetTotalMilliseconds(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTotalMilliseconds");

	UKismetMathLibrary_GetTotalMilliseconds_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTotalHours
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetTotalHours(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTotalHours");

	UKismetMathLibrary_GetTotalHours_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTotalDays
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetTotalDays(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTotalDays");

	UKismetMathLibrary_GetTotalDays_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTimeOfDay
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::GetTimeOfDay(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTimeOfDay");

	UKismetMathLibrary_GetTimeOfDay_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetTAU
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetTAU()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetTAU");

	UKismetMathLibrary_GetTAU_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetSeconds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetSeconds(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetSeconds");

	UKismetMathLibrary_GetSeconds_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetSecond
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetSecond(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetSecond");

	UKismetMathLibrary_GetSecond_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetRightVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GetRightVector(const struct FRotator& InRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetRightVector");

	UKismetMathLibrary_GetRightVector_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetReflectionVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Direction                      (Parm, IsPlainOldData)
// struct FVector                 SurfaceNormal                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GetReflectionVector(const struct FVector& Direction, const struct FVector& SurfaceNormal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetReflectionVector");

	UKismetMathLibrary_GetReflectionVector_Params params;
	params.Direction = Direction;
	params.SurfaceNormal = SurfaceNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetPointDistanceToSegment
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 SegmentStart                   (Parm, IsPlainOldData)
// struct FVector                 SegmentEnd                     (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetPointDistanceToSegment(const struct FVector& Point, const struct FVector& SegmentStart, const struct FVector& SegmentEnd)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetPointDistanceToSegment");

	UKismetMathLibrary_GetPointDistanceToSegment_Params params;
	params.Point = Point;
	params.SegmentStart = SegmentStart;
	params.SegmentEnd = SegmentEnd;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetPointDistanceToLine
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 LineOrigin                     (Parm, IsPlainOldData)
// struct FVector                 LineDirection                  (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetPointDistanceToLine(const struct FVector& Point, const struct FVector& LineOrigin, const struct FVector& LineDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetPointDistanceToLine");

	UKismetMathLibrary_GetPointDistanceToLine_Params params;
	params.Point = Point;
	params.LineOrigin = LineOrigin;
	params.LineDirection = LineDirection;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetPI
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetPI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetPI");

	UKismetMathLibrary_GetPI_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMonth
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetMonth(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMonth");

	UKismetMathLibrary_GetMonth_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMinutes
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetMinutes(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMinutes");

	UKismetMathLibrary_GetMinutes_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMinute
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetMinute(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMinute");

	UKismetMathLibrary_GetMinute_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMinElement
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetMinElement(const struct FVector& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMinElement");

	UKismetMathLibrary_GetMinElement_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMilliseconds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetMilliseconds(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMilliseconds");

	UKismetMathLibrary_GetMilliseconds_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMillisecond
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetMillisecond(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMillisecond");

	UKismetMathLibrary_GetMillisecond_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetMaxElement
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::GetMaxElement(const struct FVector& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetMaxElement");

	UKismetMathLibrary_GetMaxElement_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetHours
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetHours(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetHours");

	UKismetMathLibrary_GetHours_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetHour12
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetHour12(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetHour12");

	UKismetMathLibrary_GetHour12_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetHour
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetHour(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetHour");

	UKismetMathLibrary_GetHour_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetForwardVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GetForwardVector(const struct FRotator& InRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetForwardVector");

	UKismetMathLibrary_GetForwardVector_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetDuration
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::GetDuration(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetDuration");

	UKismetMathLibrary_GetDuration_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetDirectionUnitVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 From                           (Parm, IsPlainOldData)
// struct FVector                 To                             (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::GetDirectionUnitVector(const struct FVector& From, const struct FVector& To)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetDirectionUnitVector");

	UKismetMathLibrary_GetDirectionUnitVector_Params params;
	params.From = From;
	params.To = To;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetDays
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetDays(const struct FTimespan& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetDays");

	UKismetMathLibrary_GetDays_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetDayOfYear
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetDayOfYear(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetDayOfYear");

	UKismetMathLibrary_GetDayOfYear_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetDay
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::GetDay(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetDay");

	UKismetMathLibrary_GetDay_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetDate
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::GetDate(const struct FDateTime& A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetDate");

	UKismetMathLibrary_GetDate_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.GetAzimuthAndElevation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InDirection                    (Parm, IsPlainOldData)
// struct FTransform              ReferenceFrame                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Azimuth                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Elevation                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::GetAzimuthAndElevation(const struct FVector& InDirection, const struct FTransform& ReferenceFrame, float* Azimuth, float* Elevation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetAzimuthAndElevation");

	UKismetMathLibrary_GetAzimuthAndElevation_Params params;
	params.InDirection = InDirection;
	params.ReferenceFrame = ReferenceFrame;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Azimuth != nullptr)
		*Azimuth = params.Azimuth;
	if (Elevation != nullptr)
		*Elevation = params.Elevation;
}


// Function Engine.KismetMathLibrary.GetAxes
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FVector                 X                              (Parm, OutParm, IsPlainOldData)
// struct FVector                 Y                              (Parm, OutParm, IsPlainOldData)
// struct FVector                 Z                              (Parm, OutParm, IsPlainOldData)

void UKismetMathLibrary::GetAxes(const struct FRotator& A, struct FVector* X, struct FVector* Y, struct FVector* Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.GetAxes");

	UKismetMathLibrary_GetAxes_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (X != nullptr)
		*X = params.X;
	if (Y != nullptr)
		*Y = params.Y;
	if (Z != nullptr)
		*Z = params.Z;
}


// Function Engine.KismetMathLibrary.FTruncVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVector                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FIntVector              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntVector UKismetMathLibrary::FTruncVector(const struct FVector& InVector)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FTruncVector");

	UKismetMathLibrary_FTruncVector_Params params;
	params.InVector = InVector;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FTrunc
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::FTrunc(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FTrunc");

	UKismetMathLibrary_FTrunc_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FromSeconds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Seconds                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::FromSeconds(float Seconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FromSeconds");

	UKismetMathLibrary_FromSeconds_Params params;
	params.Seconds = Seconds;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FromMinutes
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Minutes                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::FromMinutes(float Minutes)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FromMinutes");

	UKismetMathLibrary_FromMinutes_Params params;
	params.Minutes = Minutes;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FromMilliseconds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Milliseconds                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::FromMilliseconds(float Milliseconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FromMilliseconds");

	UKismetMathLibrary_FromMilliseconds_Params params;
	params.Milliseconds = Milliseconds;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FromHours
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Hours                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::FromHours(float Hours)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FromHours");

	UKismetMathLibrary_FromHours_Params params;
	params.Hours = Hours;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FromDays
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Days                           (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::FromDays(float Days)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FromDays");

	UKismetMathLibrary_FromDays_Params params;
	params.Days = Days;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Fraction
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Fraction(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Fraction");

	UKismetMathLibrary_Fraction_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FMod
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Dividend                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Divisor                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Remainder                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::FMod(float Dividend, float Divisor, float* Remainder)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FMod");

	UKismetMathLibrary_FMod_Params params;
	params.Dividend = Dividend;
	params.Divisor = Divisor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Remainder != nullptr)
		*Remainder = params.Remainder;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FMin
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FMin(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FMin");

	UKismetMathLibrary_FMin_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FMax
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FMax(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FMax");

	UKismetMathLibrary_FMax_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FloatSpringInterp
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// float                          Current                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Target                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FFloatSpringState       SpringState                    (Parm, OutParm, ReferenceParm)
// float                          Stiffness                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          CriticalDampingFactor          (Parm, ZeroConstructor, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          Mass                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FloatSpringInterp(float Current, float Target, float Mass, float Stiffness, float CriticalDampingFactor, float DeltaTime, struct FFloatSpringState* SpringState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FloatSpringInterp");

	UKismetMathLibrary_FloatSpringInterp_Params params;
	params.Current = Current;
	params.Target = Target;
	params.Stiffness = Stiffness;
	params.CriticalDampingFactor = CriticalDampingFactor;
	params.DeltaTime = DeltaTime;
	params.Mass = Mass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SpringState != nullptr)
		*SpringState = params.SpringState;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FixedTurn
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          InCurrent                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InDesired                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InDeltaRate                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FixedTurn(float InCurrent, float InDesired, float InDeltaRate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FixedTurn");

	UKismetMathLibrary_FixedTurn_Params params;
	params.InCurrent = InCurrent;
	params.InDesired = InDesired;
	params.InDeltaRate = InDeltaRate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FInterpTo_Constant
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Current                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Target                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FInterpTo_Constant(float Current, float Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FInterpTo_Constant");

	UKismetMathLibrary_FInterpTo_Constant_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FInterpTo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Current                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          Target                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FInterpTo(float Current, float Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FInterpTo");

	UKismetMathLibrary_FInterpTo_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FInterpEaseInOut
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Exponent                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FInterpEaseInOut(float A, float B, float alpha, float Exponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FInterpEaseInOut");

	UKismetMathLibrary_FInterpEaseInOut_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.Exponent = Exponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FindNearestPointsOnLineSegments
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Segment1Start                  (Parm, IsPlainOldData)
// struct FVector                 Segment1End                    (Parm, IsPlainOldData)
// struct FVector                 Segment2Start                  (Parm, IsPlainOldData)
// struct FVector                 Segment2End                    (Parm, IsPlainOldData)
// struct FVector                 Segment1Point                  (Parm, OutParm, IsPlainOldData)
// struct FVector                 Segment2Point                  (Parm, OutParm, IsPlainOldData)

void UKismetMathLibrary::FindNearestPointsOnLineSegments(const struct FVector& Segment1Start, const struct FVector& Segment1End, const struct FVector& Segment2Start, const struct FVector& Segment2End, struct FVector* Segment1Point, struct FVector* Segment2Point)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FindNearestPointsOnLineSegments");

	UKismetMathLibrary_FindNearestPointsOnLineSegments_Params params;
	params.Segment1Start = Segment1Start;
	params.Segment1End = Segment1End;
	params.Segment2Start = Segment2Start;
	params.Segment2End = Segment2End;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Segment1Point != nullptr)
		*Segment1Point = params.Segment1Point;
	if (Segment2Point != nullptr)
		*Segment2Point = params.Segment2Point;
}


// Function Engine.KismetMathLibrary.FindLookAtRotation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Start                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Target                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::FindLookAtRotation(const struct FVector& Start, const struct FVector& Target)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FindLookAtRotation");

	UKismetMathLibrary_FindLookAtRotation_Params params;
	params.Start = Start;
	params.Target = Target;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FindClosestPointOnSegment
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 SegmentStart                   (Parm, IsPlainOldData)
// struct FVector                 SegmentEnd                     (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::FindClosestPointOnSegment(const struct FVector& Point, const struct FVector& SegmentStart, const struct FVector& SegmentEnd)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FindClosestPointOnSegment");

	UKismetMathLibrary_FindClosestPointOnSegment_Params params;
	params.Point = Point;
	params.SegmentStart = SegmentStart;
	params.SegmentEnd = SegmentEnd;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FindClosestPointOnLine
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 Point                          (Parm, IsPlainOldData)
// struct FVector                 LineOrigin                     (Parm, IsPlainOldData)
// struct FVector                 LineDirection                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::FindClosestPointOnLine(const struct FVector& Point, const struct FVector& LineOrigin, const struct FVector& LineDirection)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FindClosestPointOnLine");

	UKismetMathLibrary_FindClosestPointOnLine_Params params;
	params.Point = Point;
	params.LineOrigin = LineOrigin;
	params.LineDirection = LineDirection;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FFloor
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::FFloor(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FFloor");

	UKismetMathLibrary_FFloor_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FClamp
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Min                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Max                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::FClamp(float Value, float Min, float Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FClamp");

	UKismetMathLibrary_FClamp_Params params;
	params.Value = Value;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.FCeil
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::FCeil(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.FCeil");

	UKismetMathLibrary_FCeil_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Exp
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Exp(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Exp");

	UKismetMathLibrary_Exp_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_VectorVector(const struct FVector& A, const struct FVector& B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_VectorVector");

	UKismetMathLibrary_EqualEqual_VectorVector_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_Vector2DVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_Vector2DVector2D(const struct FVector2D& A, const struct FVector2D& B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_Vector2DVector2D");

	UKismetMathLibrary_EqualEqual_Vector2DVector2D_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_TransformTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_TransformTransform(const struct FTransform& A, const struct FTransform& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_TransformTransform");

	UKismetMathLibrary_EqualEqual_TransformTransform_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_TimespanTimespan");

	UKismetMathLibrary_EqualEqual_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_RotatorRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// float                          ErrorTolerance                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_RotatorRotator(const struct FRotator& A, const struct FRotator& B, float ErrorTolerance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_RotatorRotator");

	UKismetMathLibrary_EqualEqual_RotatorRotator_Params params;
	params.A = A;
	params.B = B;
	params.ErrorTolerance = ErrorTolerance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_ObjectObject
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 A                              (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_ObjectObject(class UObject* A, class UObject* B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_ObjectObject");

	UKismetMathLibrary_EqualEqual_ObjectObject_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_NameName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   A                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_NameName(const struct FName& A, const struct FName& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_NameName");

	UKismetMathLibrary_EqualEqual_NameName_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_IntInt");

	UKismetMathLibrary_EqualEqual_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_FloatFloat");

	UKismetMathLibrary_EqualEqual_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_DateTimeDateTime
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FDateTime               B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_DateTimeDateTime(const struct FDateTime& A, const struct FDateTime& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_DateTimeDateTime");

	UKismetMathLibrary_EqualEqual_DateTimeDateTime_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_ClassClass
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_ClassClass(class UClass* A, class UClass* B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_ClassClass");

	UKismetMathLibrary_EqualEqual_ClassClass_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_ByteByte");

	UKismetMathLibrary_EqualEqual_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.EqualEqual_BoolBool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::EqualEqual_BoolBool(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.EqualEqual_BoolBool");

	UKismetMathLibrary_EqualEqual_BoolBool_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Ease
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EEasingFunc>       EasingFunc                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          BlendExp                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            Steps                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Ease(float A, float B, float alpha, TEnumAsByte<EEasingFunc> EasingFunc, float BlendExp, int Steps)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Ease");

	UKismetMathLibrary_Ease_Params params;
	params.A = A;
	params.B = B;
	params.alpha = alpha;
	params.EasingFunc = EasingFunc;
	params.BlendExp = BlendExp;
	params.Steps = Steps;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DotProduct2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DotProduct2D(const struct FVector2D& A, const struct FVector2D& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DotProduct2D");

	UKismetMathLibrary_DotProduct2D_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Dot_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Dot_VectorVector(const struct FVector& A, const struct FVector& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Dot_VectorVector");

	UKismetMathLibrary_Dot_VectorVector_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Divide_VectorVector(const struct FVector& A, const struct FVector& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_VectorVector");

	UKismetMathLibrary_Divide_VectorVector_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_VectorInt
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Divide_VectorInt(const struct FVector& A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_VectorInt");

	UKismetMathLibrary_Divide_VectorInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_VectorFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Divide_VectorFloat(const struct FVector& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_VectorFloat");

	UKismetMathLibrary_Divide_VectorFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_Vector2DVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Divide_Vector2DVector2D(const struct FVector2D& A, const struct FVector2D& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_Vector2DVector2D");

	UKismetMathLibrary_Divide_Vector2DVector2D_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_Vector2DFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Divide_Vector2DFloat(const struct FVector2D& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_Vector2DFloat");

	UKismetMathLibrary_Divide_Vector2DFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_TimespanFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// float                          Scalar                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::Divide_TimespanFloat(const struct FTimespan& A, float Scalar)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_TimespanFloat");

	UKismetMathLibrary_Divide_TimespanFloat_Params params;
	params.A = A;
	params.Scalar = Scalar;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Divide_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_IntInt");

	UKismetMathLibrary_Divide_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Divide_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_FloatFloat");

	UKismetMathLibrary_Divide_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Divide_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Divide_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Divide_ByteByte");

	UKismetMathLibrary_Divide_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegTan
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegTan(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegTan");

	UKismetMathLibrary_DegTan_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegSin
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegSin(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegSin");

	UKismetMathLibrary_DegSin_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegreesToRadians
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegreesToRadians(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegreesToRadians");

	UKismetMathLibrary_DegreesToRadians_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegCos
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegCos(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegCos");

	UKismetMathLibrary_DegCos_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegAtan2
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegAtan2(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegAtan2");

	UKismetMathLibrary_DegAtan2_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegAtan
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegAtan(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegAtan");

	UKismetMathLibrary_DegAtan_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegAsin
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegAsin(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegAsin");

	UKismetMathLibrary_DegAsin_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DegAcos
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::DegAcos(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DegAcos");

	UKismetMathLibrary_DegAcos_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DaysInYear
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Year                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::DaysInYear(int Year)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DaysInYear");

	UKismetMathLibrary_DaysInYear_Params params;
	params.Year = Year;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DaysInMonth
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Year                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            Month                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::DaysInMonth(int Year, int Month)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DaysInMonth");

	UKismetMathLibrary_DaysInMonth_Params params;
	params.Year = Year;
	params.Month = Month;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DateTimeMinValue
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::DateTimeMinValue()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DateTimeMinValue");

	UKismetMathLibrary_DateTimeMinValue_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DateTimeMaxValue
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::DateTimeMaxValue()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DateTimeMaxValue");

	UKismetMathLibrary_DateTimeMaxValue_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DateTimeFromString
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 DateTimeString                 (Parm, ZeroConstructor)
// struct FDateTime               Result                         (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::DateTimeFromString(const struct FString& DateTimeString, struct FDateTime* Result)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DateTimeFromString");

	UKismetMathLibrary_DateTimeFromString_Params params;
	params.DateTimeString = DateTimeString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Result != nullptr)
		*Result = params.Result;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.DateTimeFromIsoString
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 IsoString                      (Parm, ZeroConstructor)
// struct FDateTime               Result                         (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::DateTimeFromIsoString(const struct FString& IsoString, struct FDateTime* Result)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.DateTimeFromIsoString");

	UKismetMathLibrary_DateTimeFromIsoString_Params params;
	params.IsoString = IsoString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Result != nullptr)
		*Result = params.Result;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.CrossProduct2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::CrossProduct2D(const struct FVector2D& A, const struct FVector2D& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.CrossProduct2D");

	UKismetMathLibrary_CrossProduct2D_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Cross_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Cross_VectorVector(const struct FVector& A, const struct FVector& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Cross_VectorVector");

	UKismetMathLibrary_Cross_VectorVector_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.CreateVectorFromYawPitch
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Yaw                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Pitch                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Length                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::CreateVectorFromYawPitch(float Yaw, float Pitch, float Length)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.CreateVectorFromYawPitch");

	UKismetMathLibrary_CreateVectorFromYawPitch_Params params;
	params.Yaw = Yaw;
	params.Pitch = Pitch;
	params.Length = Length;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Cos
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Cos(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Cos");

	UKismetMathLibrary_Cos_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ConvertTransformToRelative
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              Transform                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              ParentTransform                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::ConvertTransformToRelative(const struct FTransform& Transform, const struct FTransform& ParentTransform)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ConvertTransformToRelative");

	UKismetMathLibrary_ConvertTransformToRelative_Params params;
	params.Transform = Transform;
	params.ParentTransform = ParentTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_VectorToVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVector                       (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Conv_VectorToVector2D(const struct FVector& InVector)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_VectorToVector2D");

	UKismetMathLibrary_Conv_VectorToVector2D_Params params;
	params.InVector = InVector;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_VectorToTransform
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InLocation                     (Parm, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::Conv_VectorToTransform(const struct FVector& InLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_VectorToTransform");

	UKismetMathLibrary_Conv_VectorToTransform_Params params;
	params.InLocation = InLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_VectorToRotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVec                          (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::Conv_VectorToRotator(const struct FVector& InVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_VectorToRotator");

	UKismetMathLibrary_Conv_VectorToRotator_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_VectorToLinearColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVec                          (Parm, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::Conv_VectorToLinearColor(const struct FVector& InVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_VectorToLinearColor");

	UKismetMathLibrary_Conv_VectorToLinearColor_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_Vector2DToVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               InVector2D                     (Parm, IsPlainOldData)
// float                          Z                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Conv_Vector2DToVector(const struct FVector2D& InVector2D, float Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_Vector2DToVector");

	UKismetMathLibrary_Conv_Vector2DToVector_Params params;
	params.InVector2D = InVector2D;
	params.Z = Z;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_RotatorToVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Conv_RotatorToVector(const struct FRotator& InRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_RotatorToVector");

	UKismetMathLibrary_Conv_RotatorToVector_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_LinearColorToVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            InLinearColor                  (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Conv_LinearColorToVector(const struct FLinearColor& InLinearColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_LinearColorToVector");

	UKismetMathLibrary_Conv_LinearColorToVector_Params params;
	params.InLinearColor = InLinearColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_LinearColorToColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            InLinearColor                  (Parm, IsPlainOldData)
// struct FColor                  ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FColor UKismetMathLibrary::Conv_LinearColorToColor(const struct FLinearColor& InLinearColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_LinearColorToColor");

	UKismetMathLibrary_Conv_LinearColorToColor_Params params;
	params.InLinearColor = InLinearColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_IntVectorToVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FIntVector              InIntVector                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Conv_IntVectorToVector(const struct FIntVector& InIntVector)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_IntVectorToVector");

	UKismetMathLibrary_Conv_IntVectorToVector_Params params;
	params.InIntVector = InIntVector;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_IntToIntVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FIntVector              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FIntVector UKismetMathLibrary::Conv_IntToIntVector(int inInt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_IntToIntVector");

	UKismetMathLibrary_Conv_IntToIntVector_Params params;
	params.inInt = inInt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_IntToFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Conv_IntToFloat(int inInt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_IntToFloat");

	UKismetMathLibrary_Conv_IntToFloat_Params params;
	params.inInt = inInt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_IntToByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Conv_IntToByte(int inInt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_IntToByte");

	UKismetMathLibrary_Conv_IntToByte_Params params;
	params.inInt = inInt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_IntToBool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::Conv_IntToBool(int inInt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_IntToBool");

	UKismetMathLibrary_Conv_IntToBool_Params params;
	params.inInt = inInt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_FloatToVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          InFloat                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Conv_FloatToVector(float InFloat)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_FloatToVector");

	UKismetMathLibrary_Conv_FloatToVector_Params params;
	params.InFloat = InFloat;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_FloatToLinearColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          InFloat                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::Conv_FloatToLinearColor(float InFloat)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_FloatToLinearColor");

	UKismetMathLibrary_Conv_FloatToLinearColor_Params params;
	params.InFloat = InFloat;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_ColorToLinearColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FColor                  InColor                        (Parm, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::Conv_ColorToLinearColor(const struct FColor& InColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_ColorToLinearColor");

	UKismetMathLibrary_Conv_ColorToLinearColor_Params params;
	params.InColor = InColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_ByteToInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  InByte                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Conv_ByteToInt(unsigned char InByte)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_ByteToInt");

	UKismetMathLibrary_Conv_ByteToInt_Params params;
	params.InByte = InByte;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_ByteToFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  InByte                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Conv_ByteToFloat(unsigned char InByte)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_ByteToFloat");

	UKismetMathLibrary_Conv_ByteToFloat_Params params;
	params.InByte = InByte;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_BoolToInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Conv_BoolToInt(bool InBool)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_BoolToInt");

	UKismetMathLibrary_Conv_BoolToInt_Params params;
	params.InBool = InBool;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_BoolToFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Conv_BoolToFloat(bool InBool)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_BoolToFloat");

	UKismetMathLibrary_Conv_BoolToFloat_Params params;
	params.InBool = InBool;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Conv_BoolToByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Conv_BoolToByte(bool InBool)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Conv_BoolToByte");

	UKismetMathLibrary_Conv_BoolToByte_Params params;
	params.InBool = InBool;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ComposeTransforms
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              A                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              B                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UKismetMathLibrary::ComposeTransforms(const struct FTransform& A, const struct FTransform& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ComposeTransforms");

	UKismetMathLibrary_ComposeTransforms_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ComposeRotators
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                A                              (Parm, IsPlainOldData)
// struct FRotator                B                              (Parm, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UKismetMathLibrary::ComposeRotators(const struct FRotator& A, const struct FRotator& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ComposeRotators");

	UKismetMathLibrary_ComposeRotators_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ClassIsChildOf
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  TestClass                      (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  ParentClass                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::ClassIsChildOf(class UClass* TestClass, class UClass* ParentClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ClassIsChildOf");

	UKismetMathLibrary_ClassIsChildOf_Params params;
	params.TestClass = TestClass;
	params.ParentClass = ParentClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ClampVectorSize
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          Min                            (Parm, ZeroConstructor, IsPlainOldData)
// float                          Max                            (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::ClampVectorSize(const struct FVector& A, float Min, float Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ClampVectorSize");

	UKismetMathLibrary_ClampVectorSize_Params params;
	params.A = A;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ClampAxis
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          angle                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::ClampAxis(float angle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ClampAxis");

	UKismetMathLibrary_ClampAxis_Params params;
	params.angle = angle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.ClampAngle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          AngleDegrees                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          MinAngleDegrees                (Parm, ZeroConstructor, IsPlainOldData)
// float                          MaxAngleDegrees                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::ClampAngle(float AngleDegrees, float MinAngleDegrees, float MaxAngleDegrees)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.ClampAngle");

	UKismetMathLibrary_ClampAngle_Params params;
	params.AngleDegrees = AngleDegrees;
	params.MinAngleDegrees = MinAngleDegrees;
	params.MaxAngleDegrees = MaxAngleDegrees;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Clamp
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Min                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            Max                            (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Clamp(int Value, int Min, int Max)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Clamp");

	UKismetMathLibrary_Clamp_Params params;
	params.Value = Value;
	params.Min = Min;
	params.Max = Max;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.CInterpTo
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            Current                        (Parm, IsPlainOldData)
// struct FLinearColor            Target                         (Parm, IsPlainOldData)
// float                          DeltaTime                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          InterpSpeed                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UKismetMathLibrary::CInterpTo(const struct FLinearColor& Current, const struct FLinearColor& Target, float DeltaTime, float InterpSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.CInterpTo");

	UKismetMathLibrary_CInterpTo_Params params;
	params.Current = Current;
	params.Target = Target;
	params.DeltaTime = DeltaTime;
	params.InterpSpeed = InterpSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BreakVector2D
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               InVec                          (Parm, IsPlainOldData)
// float                          X                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Y                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakVector2D(const struct FVector2D& InVec, float* X, float* Y)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakVector2D");

	UKismetMathLibrary_BreakVector2D_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (X != nullptr)
		*X = params.X;
	if (Y != nullptr)
		*Y = params.Y;
}


// Function Engine.KismetMathLibrary.BreakVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVec                          (Parm, IsPlainOldData)
// float                          X                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Y                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Z                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakVector(const struct FVector& InVec, float* X, float* Y, float* Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakVector");

	UKismetMathLibrary_BreakVector_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (X != nullptr)
		*X = params.X;
	if (Y != nullptr)
		*Y = params.Y;
	if (Z != nullptr)
		*Z = params.Z;
}


// Function Engine.KismetMathLibrary.BreakTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              InTransform                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Location                       (Parm, OutParm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, OutParm, IsPlainOldData)
// struct FVector                 Scale                          (Parm, OutParm, IsPlainOldData)

void UKismetMathLibrary::BreakTransform(const struct FTransform& InTransform, struct FVector* Location, struct FRotator* Rotation, struct FVector* Scale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakTransform");

	UKismetMathLibrary_BreakTransform_Params params;
	params.InTransform = InTransform;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Location != nullptr)
		*Location = params.Location;
	if (Rotation != nullptr)
		*Rotation = params.Rotation;
	if (Scale != nullptr)
		*Scale = params.Scale;
}


// Function Engine.KismetMathLibrary.BreakTimespan2
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               InTimespan                     (Parm)
// int                            Days                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Hours                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Minutes                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Seconds                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            FractionNano                   (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakTimespan2(const struct FTimespan& InTimespan, int* Days, int* Hours, int* Minutes, int* Seconds, int* FractionNano)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakTimespan2");

	UKismetMathLibrary_BreakTimespan2_Params params;
	params.InTimespan = InTimespan;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Days != nullptr)
		*Days = params.Days;
	if (Hours != nullptr)
		*Hours = params.Hours;
	if (Minutes != nullptr)
		*Minutes = params.Minutes;
	if (Seconds != nullptr)
		*Seconds = params.Seconds;
	if (FractionNano != nullptr)
		*FractionNano = params.FractionNano;
}


// Function Engine.KismetMathLibrary.BreakTimespan
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               InTimespan                     (Parm)
// int                            Days                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Hours                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Minutes                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Seconds                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Milliseconds                   (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakTimespan(const struct FTimespan& InTimespan, int* Days, int* Hours, int* Minutes, int* Seconds, int* Milliseconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakTimespan");

	UKismetMathLibrary_BreakTimespan_Params params;
	params.InTimespan = InTimespan;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Days != nullptr)
		*Days = params.Days;
	if (Hours != nullptr)
		*Hours = params.Hours;
	if (Minutes != nullptr)
		*Minutes = params.Minutes;
	if (Seconds != nullptr)
		*Seconds = params.Seconds;
	if (Milliseconds != nullptr)
		*Milliseconds = params.Milliseconds;
}


// Function Engine.KismetMathLibrary.BreakRotIntoAxes
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 X                              (Parm, OutParm, IsPlainOldData)
// struct FVector                 Y                              (Parm, OutParm, IsPlainOldData)
// struct FVector                 Z                              (Parm, OutParm, IsPlainOldData)

void UKismetMathLibrary::BreakRotIntoAxes(const struct FRotator& InRot, struct FVector* X, struct FVector* Y, struct FVector* Z)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakRotIntoAxes");

	UKismetMathLibrary_BreakRotIntoAxes_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (X != nullptr)
		*X = params.X;
	if (Y != nullptr)
		*Y = params.Y;
	if (Z != nullptr)
		*Z = params.Z;
}


// Function Engine.KismetMathLibrary.BreakRotator
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// float                          Roll                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Pitch                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          Yaw                            (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakRotator(const struct FRotator& InRot, float* Roll, float* Pitch, float* Yaw)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakRotator");

	UKismetMathLibrary_BreakRotator_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Roll != nullptr)
		*Roll = params.Roll;
	if (Pitch != nullptr)
		*Pitch = params.Pitch;
	if (Yaw != nullptr)
		*Yaw = params.Yaw;
}


// Function Engine.KismetMathLibrary.BreakRandomStream
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRandomStream           InRandomStream                 (ConstParm, Parm, OutParm, ReferenceParm)
// int                            InitialSeed                    (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakRandomStream(const struct FRandomStream& InRandomStream, int* InitialSeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakRandomStream");

	UKismetMathLibrary_BreakRandomStream_Params params;
	params.InRandomStream = InRandomStream;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (InitialSeed != nullptr)
		*InitialSeed = params.InitialSeed;
}


// Function Engine.KismetMathLibrary.BreakDateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               InDateTime                     (Parm)
// int                            Year                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Month                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Day                            (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Hour                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Minute                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Second                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Millisecond                    (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakDateTime(const struct FDateTime& InDateTime, int* Year, int* Month, int* Day, int* Hour, int* Minute, int* Second, int* Millisecond)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakDateTime");

	UKismetMathLibrary_BreakDateTime_Params params;
	params.InDateTime = InDateTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Year != nullptr)
		*Year = params.Year;
	if (Month != nullptr)
		*Month = params.Month;
	if (Day != nullptr)
		*Day = params.Day;
	if (Hour != nullptr)
		*Hour = params.Hour;
	if (Minute != nullptr)
		*Minute = params.Minute;
	if (Second != nullptr)
		*Second = params.Second;
	if (Millisecond != nullptr)
		*Millisecond = params.Millisecond;
}


// Function Engine.KismetMathLibrary.BreakColor
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            InColor                        (ConstParm, Parm, IsPlainOldData)
// float                          R                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          G                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// float                          A                              (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetMathLibrary::BreakColor(const struct FLinearColor& InColor, float* R, float* G, float* B, float* A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BreakColor");

	UKismetMathLibrary_BreakColor_Params params;
	params.InColor = InColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (R != nullptr)
		*R = params.R;
	if (G != nullptr)
		*G = params.G;
	if (B != nullptr)
		*B = params.B;
	if (A != nullptr)
		*A = params.A;
}


// Function Engine.KismetMathLibrary.BooleanXOR
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::BooleanXOR(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BooleanXOR");

	UKismetMathLibrary_BooleanXOR_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BooleanOR
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::BooleanOR(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BooleanOR");

	UKismetMathLibrary_BooleanOR_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BooleanNOR
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::BooleanNOR(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BooleanNOR");

	UKismetMathLibrary_BooleanNOR_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BooleanNAND
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::BooleanNAND(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BooleanNAND");

	UKismetMathLibrary_BooleanNAND_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BooleanAND
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           A                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           B                              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetMathLibrary::BooleanAND(bool A, bool B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BooleanAND");

	UKismetMathLibrary_BooleanAND_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BMin
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::BMin(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BMin");

	UKismetMathLibrary_BMin_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.BMax
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::BMax(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.BMax");

	UKismetMathLibrary_BMax_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Atan2
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Atan2(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Atan2");

	UKismetMathLibrary_Atan2_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Atan
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Atan(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Atan");

	UKismetMathLibrary_Atan_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Asin
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Asin(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Asin");

	UKismetMathLibrary_Asin_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.And_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::And_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.And_IntInt");

	UKismetMathLibrary_And_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_VectorVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// struct FVector                 B                              (Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Add_VectorVector(const struct FVector& A, const struct FVector& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_VectorVector");

	UKismetMathLibrary_Add_VectorVector_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_VectorInt
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Add_VectorInt(const struct FVector& A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_VectorInt");

	UKismetMathLibrary_Add_VectorInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_VectorFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UKismetMathLibrary::Add_VectorFloat(const struct FVector& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_VectorFloat");

	UKismetMathLibrary_Add_VectorFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_Vector2DVector2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// struct FVector2D               B                              (Parm, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Add_Vector2DVector2D(const struct FVector2D& A, const struct FVector2D& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_Vector2DVector2D");

	UKismetMathLibrary_Add_Vector2DVector2D_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_Vector2DFloat
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               A                              (Parm, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UKismetMathLibrary::Add_Vector2DFloat(const struct FVector2D& A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_Vector2DFloat");

	UKismetMathLibrary_Add_Vector2DFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_TimespanTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               A                              (Parm)
// struct FTimespan               B                              (Parm)
// struct FTimespan               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimespan UKismetMathLibrary::Add_TimespanTimespan(const struct FTimespan& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_TimespanTimespan");

	UKismetMathLibrary_Add_TimespanTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_IntInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            B                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Add_IntInt(int A, int B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_IntInt");

	UKismetMathLibrary_Add_IntInt_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_FloatFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          B                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Add_FloatFloat(float A, float B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_FloatFloat");

	UKismetMathLibrary_Add_FloatFloat_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_DateTimeTimespan
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               A                              (Parm)
// struct FTimespan               B                              (Parm)
// struct FDateTime               ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDateTime UKismetMathLibrary::Add_DateTimeTimespan(const struct FDateTime& A, const struct FTimespan& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_DateTimeTimespan");

	UKismetMathLibrary_Add_DateTimeTimespan_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Add_ByteByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  A                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  B                              (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetMathLibrary::Add_ByteByte(unsigned char A, unsigned char B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Add_ByteByte");

	UKismetMathLibrary_Add_ByteByte_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Acos
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Acos(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Acos");

	UKismetMathLibrary_Acos_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Abs_Int
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            A                              (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetMathLibrary::Abs_Int(int A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Abs_Int");

	UKismetMathLibrary_Abs_Int_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetMathLibrary.Abs
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          A                              (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetMathLibrary::Abs(float A)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetMathLibrary.Abs");

	UKismetMathLibrary_Abs_Params params;
	params.A = A;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.MarkBit
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetNodeHelperLibrary::MarkBit(int Index, int* Data)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.MarkBit");

	UKismetNodeHelperLibrary_MarkBit_Params params;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Data != nullptr)
		*Data = params.Data;
}


// Function Engine.KismetNodeHelperLibrary.HasUnmarkedBit
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumBits                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetNodeHelperLibrary::HasUnmarkedBit(int Data, int NumBits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.HasUnmarkedBit");

	UKismetNodeHelperLibrary_HasUnmarkedBit_Params params;
	params.Data = Data;
	params.NumBits = NumBits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.HasMarkedBit
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumBits                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetNodeHelperLibrary::HasMarkedBit(int Data, int NumBits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.HasMarkedBit");

	UKismetNodeHelperLibrary_HasMarkedBit_Params params;
	params.Data = Data;
	params.NumBits = NumBits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetValidValue
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UEnum*                   Enum                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  EnumeratorValue                (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetNodeHelperLibrary::GetValidValue(class UEnum* Enum, unsigned char EnumeratorValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetValidValue");

	UKismetNodeHelperLibrary_GetValidValue_Params params;
	params.Enum = Enum;
	params.EnumeratorValue = EnumeratorValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetUnmarkedBit
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            StartIdx                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumBits                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bRandom                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetNodeHelperLibrary::GetUnmarkedBit(int Data, int StartIdx, int NumBits, bool bRandom)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetUnmarkedBit");

	UKismetNodeHelperLibrary_GetUnmarkedBit_Params params;
	params.Data = Data;
	params.StartIdx = StartIdx;
	params.NumBits = NumBits;
	params.bRandom = bRandom;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetRandomUnmarkedBit
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            StartIdx                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumBits                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetNodeHelperLibrary::GetRandomUnmarkedBit(int Data, int StartIdx, int NumBits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetRandomUnmarkedBit");

	UKismetNodeHelperLibrary_GetRandomUnmarkedBit_Params params;
	params.Data = Data;
	params.StartIdx = StartIdx;
	params.NumBits = NumBits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetFirstUnmarkedBit
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            StartIdx                       (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumBits                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetNodeHelperLibrary::GetFirstUnmarkedBit(int Data, int StartIdx, int NumBits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetFirstUnmarkedBit");

	UKismetNodeHelperLibrary_GetFirstUnmarkedBit_Params params;
	params.Data = Data;
	params.StartIdx = StartIdx;
	params.NumBits = NumBits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetEnumeratorValueFromIndex
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UEnum*                   Enum                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  EnumeratorIndex                (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetNodeHelperLibrary::GetEnumeratorValueFromIndex(class UEnum* Enum, unsigned char EnumeratorIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetEnumeratorValueFromIndex");

	UKismetNodeHelperLibrary_GetEnumeratorValueFromIndex_Params params;
	params.Enum = Enum;
	params.EnumeratorIndex = EnumeratorIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetEnumeratorUserFriendlyName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UEnum*                   Enum                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  EnumeratorValue                (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetNodeHelperLibrary::GetEnumeratorUserFriendlyName(class UEnum* Enum, unsigned char EnumeratorValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetEnumeratorUserFriendlyName");

	UKismetNodeHelperLibrary_GetEnumeratorUserFriendlyName_Params params;
	params.Enum = Enum;
	params.EnumeratorValue = EnumeratorValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.GetEnumeratorName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UEnum*                   Enum                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  EnumeratorValue                (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UKismetNodeHelperLibrary::GetEnumeratorName(class UEnum* Enum, unsigned char EnumeratorValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.GetEnumeratorName");

	UKismetNodeHelperLibrary_GetEnumeratorName_Params params;
	params.Enum = Enum;
	params.EnumeratorValue = EnumeratorValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetNodeHelperLibrary.ClearBit
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetNodeHelperLibrary::ClearBit(int Index, int* Data)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.ClearBit");

	UKismetNodeHelperLibrary_ClearBit_Params params;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Data != nullptr)
		*Data = params.Data;
}


// Function Engine.KismetNodeHelperLibrary.ClearAllBits
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetNodeHelperLibrary::ClearAllBits(int* Data)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.ClearAllBits");

	UKismetNodeHelperLibrary_ClearAllBits_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Data != nullptr)
		*Data = params.Data;
}


// Function Engine.KismetNodeHelperLibrary.BitIsMarked
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            Data                           (Parm, ZeroConstructor, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetNodeHelperLibrary::BitIsMarked(int Data, int Index)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetNodeHelperLibrary.BitIsMarked");

	UKismetNodeHelperLibrary_BitIsMarked_Params params;
	params.Data = Data;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetRenderingLibrary.RenderTargetCreateStaticTexture2DEditorOnly
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UTextureRenderTarget2D*  RenderTarget                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Name                           (Parm, ZeroConstructor)
// TEnumAsByte<ETextureCompressionSettings> CompressionSettings            (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETextureMipGenSettings> MipSettings                    (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture2D*              ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UTexture2D* UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DEditorOnly(class UTextureRenderTarget2D* RenderTarget, const struct FString& Name, TEnumAsByte<ETextureCompressionSettings> CompressionSettings, TEnumAsByte<ETextureMipGenSettings> MipSettings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.RenderTargetCreateStaticTexture2DEditorOnly");

	UKismetRenderingLibrary_RenderTargetCreateStaticTexture2DEditorOnly_Params params;
	params.RenderTarget = RenderTarget;
	params.Name = Name;
	params.CompressionSettings = CompressionSettings;
	params.MipSettings = MipSettings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetRenderingLibrary.ReleaseRenderTarget2D
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UTextureRenderTarget2D*  TextureRenderTarget            (Parm, ZeroConstructor, IsPlainOldData)

void UKismetRenderingLibrary::ReleaseRenderTarget2D(class UTextureRenderTarget2D* TextureRenderTarget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.ReleaseRenderTarget2D");

	UKismetRenderingLibrary_ReleaseRenderTarget2D_Params params;
	params.TextureRenderTarget = TextureRenderTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.MakeSkinWeightInfo
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Bone0                          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight0                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Bone1                          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight1                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Bone2                          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight2                        (Parm, ZeroConstructor, IsPlainOldData)
// int                            Bone3                          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight3                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FSkelMeshSkinWeightInfo ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FSkelMeshSkinWeightInfo UKismetRenderingLibrary::MakeSkinWeightInfo(int Bone0, unsigned char Weight0, int Bone1, unsigned char Weight1, int Bone2, unsigned char Weight2, int Bone3, unsigned char Weight3)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.MakeSkinWeightInfo");

	UKismetRenderingLibrary_MakeSkinWeightInfo_Params params;
	params.Bone0 = Bone0;
	params.Weight0 = Weight0;
	params.Bone1 = Bone1;
	params.Weight1 = Weight1;
	params.Bone2 = Bone2;
	params.Weight2 = Weight2;
	params.Bone3 = Bone3;
	params.Weight3 = Weight3;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetRenderingLibrary.ExportTexture2D
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture2D*              Texture                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FilePath                       (Parm, ZeroConstructor)
// struct FString                 Filename                       (Parm, ZeroConstructor)

void UKismetRenderingLibrary::ExportTexture2D(class UObject* WorldContextObject, class UTexture2D* Texture, const struct FString& FilePath, const struct FString& Filename)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.ExportTexture2D");

	UKismetRenderingLibrary_ExportTexture2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Texture = Texture;
	params.FilePath = FilePath;
	params.Filename = Filename;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.ExportRenderTarget
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureRenderTarget2D*  TextureRenderTarget            (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FilePath                       (Parm, ZeroConstructor)
// struct FString                 Filename                       (Parm, ZeroConstructor)

void UKismetRenderingLibrary::ExportRenderTarget(class UObject* WorldContextObject, class UTextureRenderTarget2D* TextureRenderTarget, const struct FString& FilePath, const struct FString& Filename)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.ExportRenderTarget");

	UKismetRenderingLibrary_ExportRenderTarget_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TextureRenderTarget = TextureRenderTarget;
	params.FilePath = FilePath;
	params.Filename = Filename;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.EndDrawCanvasToRenderTarget
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FDrawToRenderTargetContext Context                        (ConstParm, Parm, OutParm, ReferenceParm)

void UKismetRenderingLibrary::EndDrawCanvasToRenderTarget(class UObject* WorldContextObject, const struct FDrawToRenderTargetContext& Context)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.EndDrawCanvasToRenderTarget");

	UKismetRenderingLibrary_EndDrawCanvasToRenderTarget_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Context = Context;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.DrawMaterialToRenderTarget
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureRenderTarget2D*  TextureRenderTarget            (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetRenderingLibrary::DrawMaterialToRenderTarget(class UObject* WorldContextObject, class UTextureRenderTarget2D* TextureRenderTarget, class UMaterialInterface* Material)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.DrawMaterialToRenderTarget");

	UKismetRenderingLibrary_DrawMaterialToRenderTarget_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TextureRenderTarget = TextureRenderTarget;
	params.Material = Material;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.CreateRenderTarget2D
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// int                            Width                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Height                         (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETextureRenderTargetFormat> Format                         (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureRenderTarget2D*  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UTextureRenderTarget2D* UKismetRenderingLibrary::CreateRenderTarget2D(class UObject* WorldContextObject, int Width, int Height, TEnumAsByte<ETextureRenderTargetFormat> Format)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.CreateRenderTarget2D");

	UKismetRenderingLibrary_CreateRenderTarget2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Width = Width;
	params.Height = Height;
	params.Format = Format;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetRenderingLibrary.ConvertRenderTargetToTexture2DEditorOnly
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureRenderTarget2D*  RenderTarget                   (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture2D*              Texture                        (Parm, ZeroConstructor, IsPlainOldData)

void UKismetRenderingLibrary::ConvertRenderTargetToTexture2DEditorOnly(class UObject* WorldContextObject, class UTextureRenderTarget2D* RenderTarget, class UTexture2D* Texture)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.ConvertRenderTargetToTexture2DEditorOnly");

	UKismetRenderingLibrary_ConvertRenderTargetToTexture2DEditorOnly_Params params;
	params.WorldContextObject = WorldContextObject;
	params.RenderTarget = RenderTarget;
	params.Texture = Texture;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.ClearRenderTarget2D
// (Final, RequiredAPI, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureRenderTarget2D*  TextureRenderTarget            (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ClearColor                     (Parm, IsPlainOldData)

void UKismetRenderingLibrary::ClearRenderTarget2D(class UObject* WorldContextObject, class UTextureRenderTarget2D* TextureRenderTarget, const struct FLinearColor& ClearColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.ClearRenderTarget2D");

	UKismetRenderingLibrary_ClearRenderTarget2D_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TextureRenderTarget = TextureRenderTarget;
	params.ClearColor = ClearColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetRenderingLibrary.BreakSkinWeightInfo
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FSkelMeshSkinWeightInfo InWeight                       (Parm, IsPlainOldData)
// int                            Bone0                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight0                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Bone1                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight1                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Bone2                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight2                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// int                            Bone3                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Weight3                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetRenderingLibrary::BreakSkinWeightInfo(const struct FSkelMeshSkinWeightInfo& InWeight, int* Bone0, unsigned char* Weight0, int* Bone1, unsigned char* Weight1, int* Bone2, unsigned char* Weight2, int* Bone3, unsigned char* Weight3)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.BreakSkinWeightInfo");

	UKismetRenderingLibrary_BreakSkinWeightInfo_Params params;
	params.InWeight = InWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Bone0 != nullptr)
		*Bone0 = params.Bone0;
	if (Weight0 != nullptr)
		*Weight0 = params.Weight0;
	if (Bone1 != nullptr)
		*Bone1 = params.Bone1;
	if (Weight1 != nullptr)
		*Weight1 = params.Weight1;
	if (Bone2 != nullptr)
		*Bone2 = params.Bone2;
	if (Weight2 != nullptr)
		*Weight2 = params.Weight2;
	if (Bone3 != nullptr)
		*Bone3 = params.Bone3;
	if (Weight3 != nullptr)
		*Weight3 = params.Weight3;
}


// Function Engine.KismetRenderingLibrary.BeginDrawCanvasToRenderTarget
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureRenderTarget2D*  TextureRenderTarget            (Parm, ZeroConstructor, IsPlainOldData)
// class UCanvas*                 Canvas                         (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               Size                           (Parm, OutParm, IsPlainOldData)
// struct FDrawToRenderTargetContext Context                        (Parm, OutParm)

void UKismetRenderingLibrary::BeginDrawCanvasToRenderTarget(class UObject* WorldContextObject, class UTextureRenderTarget2D* TextureRenderTarget, class UCanvas** Canvas, struct FVector2D* Size, struct FDrawToRenderTargetContext* Context)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetRenderingLibrary.BeginDrawCanvasToRenderTarget");

	UKismetRenderingLibrary_BeginDrawCanvasToRenderTarget_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TextureRenderTarget = TextureRenderTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Canvas != nullptr)
		*Canvas = params.Canvas;
	if (Size != nullptr)
		*Size = params.Size;
	if (Context != nullptr)
		*Context = params.Context;
}


// Function Engine.KismetStringLibrary.TrimTrailing
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::TrimTrailing(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.TrimTrailing");

	UKismetStringLibrary_TrimTrailing_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Trim
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Trim(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Trim");

	UKismetStringLibrary_Trim_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.ToUpper
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::ToUpper(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.ToUpper");

	UKismetStringLibrary_ToUpper_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.ToLower
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::ToLower(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.ToLower");

	UKismetStringLibrary_ToLower_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.TimeSecondsToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          InSeconds                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::TimeSecondsToString(float InSeconds)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.TimeSecondsToString");

	UKismetStringLibrary_TimeSecondsToString_Params params;
	params.InSeconds = InSeconds;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.StartsWith
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 InPrefix                       (Parm, ZeroConstructor)
// TEnumAsByte<ESearchCase>       SearchCase                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::StartsWith(const struct FString& SourceString, const struct FString& InPrefix, TEnumAsByte<ESearchCase> SearchCase)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.StartsWith");

	UKismetStringLibrary_StartsWith_Params params;
	params.SourceString = SourceString;
	params.InPrefix = InPrefix;
	params.SearchCase = SearchCase;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Split
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 InStr                          (Parm, ZeroConstructor)
// struct FString                 LeftS                          (Parm, OutParm, ZeroConstructor)
// struct FString                 RightS                         (Parm, OutParm, ZeroConstructor)
// TEnumAsByte<ESearchCase>       SearchCase                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESearchDir>        SearchDir                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::Split(const struct FString& SourceString, const struct FString& InStr, TEnumAsByte<ESearchCase> SearchCase, TEnumAsByte<ESearchDir> SearchDir, struct FString* LeftS, struct FString* RightS)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Split");

	UKismetStringLibrary_Split_Params params;
	params.SourceString = SourceString;
	params.InStr = InStr;
	params.SearchCase = SearchCase;
	params.SearchDir = SearchDir;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (LeftS != nullptr)
		*LeftS = params.LeftS;
	if (RightS != nullptr)
		*RightS = params.RightS;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.RightPad
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            ChCount                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::RightPad(const struct FString& SourceString, int ChCount)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.RightPad");

	UKismetStringLibrary_RightPad_Params params;
	params.SourceString = SourceString;
	params.ChCount = ChCount;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.RightChop
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            Count                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::RightChop(const struct FString& SourceString, int Count)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.RightChop");

	UKismetStringLibrary_RightChop_Params params;
	params.SourceString = SourceString;
	params.Count = Count;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Right
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            Count                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Right(const struct FString& SourceString, int Count)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Right");

	UKismetStringLibrary_Right_Params params;
	params.SourceString = SourceString;
	params.Count = Count;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Reverse
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Reverse(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Reverse");

	UKismetStringLibrary_Reverse_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.ReplaceInline
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FString                 SourceString                   (Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FString                 SearchText                     (Parm, ZeroConstructor)
// struct FString                 ReplacementText                (Parm, ZeroConstructor)
// TEnumAsByte<ESearchCase>       SearchCase                     (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetStringLibrary::ReplaceInline(const struct FString& SearchText, const struct FString& ReplacementText, TEnumAsByte<ESearchCase> SearchCase, struct FString* SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.ReplaceInline");

	UKismetStringLibrary_ReplaceInline_Params params;
	params.SearchText = SearchText;
	params.ReplacementText = ReplacementText;
	params.SearchCase = SearchCase;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (SourceString != nullptr)
		*SourceString = params.SourceString;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Replace
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 From                           (Parm, ZeroConstructor)
// struct FString                 To                             (Parm, ZeroConstructor)
// TEnumAsByte<ESearchCase>       SearchCase                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Replace(const struct FString& SourceString, const struct FString& From, const struct FString& To, TEnumAsByte<ESearchCase> SearchCase)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Replace");

	UKismetStringLibrary_Replace_Params params;
	params.SourceString = SourceString;
	params.From = From;
	params.To = To;
	params.SearchCase = SearchCase;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.ParseIntoArray
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 Delimiter                      (Parm, ZeroConstructor)
// bool                           CullEmptyStrings               (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FString>         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FString> UKismetStringLibrary::ParseIntoArray(const struct FString& SourceString, const struct FString& Delimiter, bool CullEmptyStrings)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.ParseIntoArray");

	UKismetStringLibrary_ParseIntoArray_Params params;
	params.SourceString = SourceString;
	params.Delimiter = Delimiter;
	params.CullEmptyStrings = CullEmptyStrings;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.NotEqual_StrStr
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 A                              (Parm, ZeroConstructor)
// struct FString                 B                              (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::NotEqual_StrStr(const struct FString& A, const struct FString& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.NotEqual_StrStr");

	UKismetStringLibrary_NotEqual_StrStr_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.NotEqual_StriStri
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 A                              (Parm, ZeroConstructor)
// struct FString                 B                              (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::NotEqual_StriStri(const struct FString& A, const struct FString& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.NotEqual_StriStri");

	UKismetStringLibrary_NotEqual_StriStri_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Mid
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            Start                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            Count                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Mid(const struct FString& SourceString, int Start, int Count)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Mid");

	UKismetStringLibrary_Mid_Params params;
	params.SourceString = SourceString;
	params.Start = Start;
	params.Count = Count;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.MatchesWildcard
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 Wildcard                       (Parm, ZeroConstructor)
// TEnumAsByte<ESearchCase>       SearchCase                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::MatchesWildcard(const struct FString& SourceString, const struct FString& Wildcard, TEnumAsByte<ESearchCase> SearchCase)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.MatchesWildcard");

	UKismetStringLibrary_MatchesWildcard_Params params;
	params.SourceString = SourceString;
	params.Wildcard = Wildcard;
	params.SearchCase = SearchCase;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Len
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 S                              (Parm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetStringLibrary::Len(const struct FString& S)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Len");

	UKismetStringLibrary_Len_Params params;
	params.S = S;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.LeftPad
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            ChCount                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::LeftPad(const struct FString& SourceString, int ChCount)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.LeftPad");

	UKismetStringLibrary_LeftPad_Params params;
	params.SourceString = SourceString;
	params.ChCount = ChCount;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.LeftChop
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            Count                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::LeftChop(const struct FString& SourceString, int Count)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.LeftChop");

	UKismetStringLibrary_LeftChop_Params params;
	params.SourceString = SourceString;
	params.Count = Count;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Left
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            Count                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Left(const struct FString& SourceString, int Count)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Left");

	UKismetStringLibrary_Left_Params params;
	params.SourceString = SourceString;
	params.Count = Count;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.JoinStringArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FString>         SourceArray                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// struct FString                 Separator                      (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::JoinStringArray(TArray<struct FString> SourceArray, const struct FString& Separator)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.JoinStringArray");

	UKismetStringLibrary_JoinStringArray_Params params;
	params.SourceArray = SourceArray;
	params.Separator = Separator;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.IsNumeric
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::IsNumeric(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.IsNumeric");

	UKismetStringLibrary_IsNumeric_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.GetSubstring
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            StartIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// int                            Length                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::GetSubstring(const struct FString& SourceString, int StartIndex, int Length)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.GetSubstring");

	UKismetStringLibrary_GetSubstring_Params params;
	params.SourceString = SourceString;
	params.StartIndex = StartIndex;
	params.Length = Length;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.GetCharacterAsNumber
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetStringLibrary::GetCharacterAsNumber(const struct FString& SourceString, int Index)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.GetCharacterAsNumber");

	UKismetStringLibrary_GetCharacterAsNumber_Params params;
	params.SourceString = SourceString;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.GetCharacterArrayFromString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// TArray<struct FString>         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FString> UKismetStringLibrary::GetCharacterArrayFromString(const struct FString& SourceString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.GetCharacterArrayFromString");

	UKismetStringLibrary_GetCharacterArrayFromString_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.FindSubstring
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SearchIn                       (Parm, ZeroConstructor)
// struct FString                 Substring                      (Parm, ZeroConstructor)
// bool                           bUseCase                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSearchFromEnd                 (Parm, ZeroConstructor, IsPlainOldData)
// int                            StartPosition                  (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetStringLibrary::FindSubstring(const struct FString& SearchIn, const struct FString& Substring, bool bUseCase, bool bSearchFromEnd, int StartPosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.FindSubstring");

	UKismetStringLibrary_FindSubstring_Params params;
	params.SearchIn = SearchIn;
	params.Substring = Substring;
	params.bUseCase = bUseCase;
	params.bSearchFromEnd = bSearchFromEnd;
	params.StartPosition = StartPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.EqualEqual_StrStr
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 A                              (Parm, ZeroConstructor)
// struct FString                 B                              (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::EqualEqual_StrStr(const struct FString& A, const struct FString& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.EqualEqual_StrStr");

	UKismetStringLibrary_EqualEqual_StrStr_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.EqualEqual_StriStri
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 A                              (Parm, ZeroConstructor)
// struct FString                 B                              (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::EqualEqual_StriStri(const struct FString& A, const struct FString& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.EqualEqual_StriStri");

	UKismetStringLibrary_EqualEqual_StriStri_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.EndsWith
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// struct FString                 InSuffix                       (Parm, ZeroConstructor)
// TEnumAsByte<ESearchCase>       SearchCase                     (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::EndsWith(const struct FString& SourceString, const struct FString& InSuffix, TEnumAsByte<ESearchCase> SearchCase)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.EndsWith");

	UKismetStringLibrary_EndsWith_Params params;
	params.SourceString = SourceString;
	params.InSuffix = InSuffix;
	params.SearchCase = SearchCase;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.CullArray
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SourceString                   (Parm, ZeroConstructor)
// TArray<struct FString>         inArray                        (Parm, OutParm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetStringLibrary::CullArray(const struct FString& SourceString, TArray<struct FString>* inArray)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.CullArray");

	UKismetStringLibrary_CullArray_Params params;
	params.SourceString = SourceString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (inArray != nullptr)
		*inArray = params.inArray;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_VectorToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVec                          (Parm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_VectorToString(const struct FVector& InVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_VectorToString");

	UKismetStringLibrary_Conv_VectorToString_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_Vector2dToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               InVec                          (Parm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_Vector2dToString(const struct FVector2D& InVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_Vector2dToString");

	UKismetStringLibrary_Conv_Vector2dToString_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_TransformToString
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              InTrans                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_TransformToString(const struct FTransform& InTrans)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_TransformToString");

	UKismetStringLibrary_Conv_TransformToString_Params params;
	params.InTrans = InTrans;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_StringToVector2D
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// struct FVector2D               OutConvertedVector2D           (Parm, OutParm, IsPlainOldData)
// bool                           OutIsValid                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetStringLibrary::Conv_StringToVector2D(const struct FString& inString, struct FVector2D* OutConvertedVector2D, bool* OutIsValid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToVector2D");

	UKismetStringLibrary_Conv_StringToVector2D_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutConvertedVector2D != nullptr)
		*OutConvertedVector2D = params.OutConvertedVector2D;
	if (OutIsValid != nullptr)
		*OutIsValid = params.OutIsValid;
}


// Function Engine.KismetStringLibrary.Conv_StringToVector
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// struct FVector                 OutConvertedVector             (Parm, OutParm, IsPlainOldData)
// bool                           OutIsValid                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetStringLibrary::Conv_StringToVector(const struct FString& inString, struct FVector* OutConvertedVector, bool* OutIsValid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToVector");

	UKismetStringLibrary_Conv_StringToVector_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutConvertedVector != nullptr)
		*OutConvertedVector = params.OutConvertedVector;
	if (OutIsValid != nullptr)
		*OutIsValid = params.OutIsValid;
}


// Function Engine.KismetStringLibrary.Conv_StringToRotator
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// struct FRotator                OutConvertedRotator            (Parm, OutParm, IsPlainOldData)
// bool                           OutIsValid                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetStringLibrary::Conv_StringToRotator(const struct FString& inString, struct FRotator* OutConvertedRotator, bool* OutIsValid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToRotator");

	UKismetStringLibrary_Conv_StringToRotator_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutConvertedRotator != nullptr)
		*OutConvertedRotator = params.OutConvertedRotator;
	if (OutIsValid != nullptr)
		*OutIsValid = params.OutIsValid;
}


// Function Engine.KismetStringLibrary.Conv_StringToName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UKismetStringLibrary::Conv_StringToName(const struct FString& inString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToName");

	UKismetStringLibrary_Conv_StringToName_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_StringToInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetStringLibrary::Conv_StringToInt(const struct FString& inString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToInt");

	UKismetStringLibrary_Conv_StringToInt_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_StringToFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetStringLibrary::Conv_StringToFloat(const struct FString& inString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToFloat");

	UKismetStringLibrary_Conv_StringToFloat_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_StringToColor
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// struct FLinearColor            OutConvertedColor              (Parm, OutParm, IsPlainOldData)
// bool                           OutIsValid                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetStringLibrary::Conv_StringToColor(const struct FString& inString, struct FLinearColor* OutConvertedColor, bool* OutIsValid)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_StringToColor");

	UKismetStringLibrary_Conv_StringToColor_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutConvertedColor != nullptr)
		*OutConvertedColor = params.OutConvertedColor;
	if (OutIsValid != nullptr)
		*OutIsValid = params.OutIsValid;
}


// Function Engine.KismetStringLibrary.Conv_RotatorToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_RotatorToString(const struct FRotator& InRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_RotatorToString");

	UKismetStringLibrary_Conv_RotatorToString_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_ObjectToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 InObj                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_ObjectToString(class UObject* InObj)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_ObjectToString");

	UKismetStringLibrary_Conv_ObjectToString_Params params;
	params.InObj = InObj;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_NameToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_NameToString(const struct FName& InName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_NameToString");

	UKismetStringLibrary_Conv_NameToString_Params params;
	params.InName = InName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_IntVectorToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FIntVector              InIntVec                       (Parm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_IntVectorToString(const struct FIntVector& InIntVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_IntVectorToString");

	UKismetStringLibrary_Conv_IntVectorToString_Params params;
	params.InIntVec = InIntVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_IntToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_IntToString(int inInt)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_IntToString");

	UKismetStringLibrary_Conv_IntToString_Params params;
	params.inInt = inInt;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_FloatToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          InFloat                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_FloatToString(float InFloat)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_FloatToString");

	UKismetStringLibrary_Conv_FloatToString_Params params;
	params.InFloat = InFloat;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_ColorToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            InColor                        (Parm, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_ColorToString(const struct FLinearColor& InColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_ColorToString");

	UKismetStringLibrary_Conv_ColorToString_Params params;
	params.InColor = InColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_ByteToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  InByte                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_ByteToString(unsigned char InByte)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_ByteToString");

	UKismetStringLibrary_Conv_ByteToString_Params params;
	params.InByte = InByte;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Conv_BoolToString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Conv_BoolToString(bool InBool)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Conv_BoolToString");

	UKismetStringLibrary_Conv_BoolToString_Params params;
	params.InBool = InBool;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Contains
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 SearchIn                       (Parm, ZeroConstructor)
// struct FString                 Substring                      (Parm, ZeroConstructor)
// bool                           bUseCase                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSearchFromEnd                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringLibrary::Contains(const struct FString& SearchIn, const struct FString& Substring, bool bUseCase, bool bSearchFromEnd)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Contains");

	UKismetStringLibrary_Contains_Params params;
	params.SearchIn = SearchIn;
	params.Substring = Substring;
	params.bUseCase = bUseCase;
	params.bSearchFromEnd = bSearchFromEnd;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.Concat_StrStr
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 A                              (Parm, ZeroConstructor)
// struct FString                 B                              (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::Concat_StrStr(const struct FString& A, const struct FString& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.Concat_StrStr");

	UKismetStringLibrary_Concat_StrStr_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Vector2d
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// struct FVector2D               InVector2D                     (Parm, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Vector2d(const struct FString& AppendTo, const struct FString& Prefix, const struct FVector2D& InVector2D, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Vector2d");

	UKismetStringLibrary_BuildString_Vector2d_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InVector2D = InVector2D;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Vector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// struct FVector                 InVector                       (Parm, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Vector(const struct FString& AppendTo, const struct FString& Prefix, const struct FVector& InVector, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Vector");

	UKismetStringLibrary_BuildString_Vector_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InVector = InVector;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Rotator
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Rotator(const struct FString& AppendTo, const struct FString& Prefix, const struct FRotator& InRot, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Rotator");

	UKismetStringLibrary_BuildString_Rotator_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InRot = InRot;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Object
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// class UObject*                 InObj                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Object(const struct FString& AppendTo, const struct FString& Prefix, class UObject* InObj, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Object");

	UKismetStringLibrary_BuildString_Object_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InObj = InObj;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Name
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Name(const struct FString& AppendTo, const struct FString& Prefix, const struct FName& InName, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Name");

	UKismetStringLibrary_BuildString_Name_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InName = InName;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_IntVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// struct FIntVector              InIntVector                    (Parm, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_IntVector(const struct FString& AppendTo, const struct FString& Prefix, const struct FIntVector& InIntVector, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_IntVector");

	UKismetStringLibrary_BuildString_IntVector_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InIntVector = InIntVector;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Int
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// int                            inInt                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Int(const struct FString& AppendTo, const struct FString& Prefix, int inInt, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Int");

	UKismetStringLibrary_BuildString_Int_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.inInt = inInt;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Float
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// float                          InFloat                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Float(const struct FString& AppendTo, const struct FString& Prefix, float InFloat, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Float");

	UKismetStringLibrary_BuildString_Float_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InFloat = InFloat;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Color
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// struct FLinearColor            InColor                        (Parm, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Color(const struct FString& AppendTo, const struct FString& Prefix, const struct FLinearColor& InColor, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Color");

	UKismetStringLibrary_BuildString_Color_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InColor = InColor;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringLibrary.BuildString_Bool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 AppendTo                       (Parm, ZeroConstructor)
// struct FString                 Prefix                         (Parm, ZeroConstructor)
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Suffix                         (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringLibrary::BuildString_Bool(const struct FString& AppendTo, const struct FString& Prefix, bool InBool, const struct FString& Suffix)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringLibrary.BuildString_Bool");

	UKismetStringLibrary_BuildString_Bool_Params params;
	params.AppendTo = AppendTo;
	params.Prefix = Prefix;
	params.InBool = InBool;
	params.Suffix = Suffix;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.IsRegisteredTableId
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringTableLibrary::IsRegisteredTableId(const struct FName& TableId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.IsRegisteredTableId");

	UKismetStringTableLibrary_IsRegisteredTableId_Params params;
	params.TableId = TableId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.IsRegisteredTableEntry
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Key                            (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetStringTableLibrary::IsRegisteredTableEntry(const struct FName& TableId, const struct FString& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.IsRegisteredTableEntry");

	UKismetStringTableLibrary_IsRegisteredTableEntry_Params params;
	params.TableId = TableId;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.GetTableNamespace
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringTableLibrary::GetTableNamespace(const struct FName& TableId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.GetTableNamespace");

	UKismetStringTableLibrary_GetTableNamespace_Params params;
	params.TableId = TableId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.GetTableEntrySourceString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Key                            (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringTableLibrary::GetTableEntrySourceString(const struct FName& TableId, const struct FString& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.GetTableEntrySourceString");

	UKismetStringTableLibrary_GetTableEntrySourceString_Params params;
	params.TableId = TableId;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.GetTableEntryMetaData
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Key                            (Parm, ZeroConstructor)
// struct FName                   MetaDataId                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetStringTableLibrary::GetTableEntryMetaData(const struct FName& TableId, const struct FString& Key, const struct FName& MetaDataId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.GetTableEntryMetaData");

	UKismetStringTableLibrary_GetTableEntryMetaData_Params params;
	params.TableId = TableId;
	params.Key = Key;
	params.MetaDataId = MetaDataId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.GetRegisteredStringTables
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<struct FName>           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FName> UKismetStringTableLibrary::GetRegisteredStringTables()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.GetRegisteredStringTables");

	UKismetStringTableLibrary_GetRegisteredStringTables_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.GetMetaDataIdsFromStringTableEntry
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Key                            (Parm, ZeroConstructor)
// TArray<struct FName>           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FName> UKismetStringTableLibrary::GetMetaDataIdsFromStringTableEntry(const struct FName& TableId, const struct FString& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.GetMetaDataIdsFromStringTableEntry");

	UKismetStringTableLibrary_GetMetaDataIdsFromStringTableEntry_Params params;
	params.TableId = TableId;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetStringTableLibrary.GetKeysFromStringTable
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FString>         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FString> UKismetStringTableLibrary::GetKeysFromStringTable(const struct FName& TableId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetStringTableLibrary.GetKeysFromStringTable");

	UKismetStringTableLibrary_GetKeysFromStringTable_Params params;
	params.TableId = TableId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.UnregisterForRemoteNotifications
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::UnregisterForRemoteNotifications()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.UnregisterForRemoteNotifications");

	UKismetSystemLibrary_UnregisterForRemoteNotifications_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.UnloadPrimaryAssetList
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FPrimaryAssetId> PrimaryAssetIdList             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UKismetSystemLibrary::UnloadPrimaryAssetList(TArray<struct FPrimaryAssetId> PrimaryAssetIdList)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.UnloadPrimaryAssetList");

	UKismetSystemLibrary_UnloadPrimaryAssetList_Params params;
	params.PrimaryAssetIdList = PrimaryAssetIdList;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.UnloadPrimaryAsset
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)

void UKismetSystemLibrary::UnloadPrimaryAsset(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.UnloadPrimaryAsset");

	UKismetSystemLibrary_UnloadPrimaryAsset_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.StackTrace
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::StackTrace()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.StackTrace");

	UKismetSystemLibrary_StackTrace_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SphereTraceSingleForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereTraceSingleForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereTraceSingleForObjects");

	UKismetSystemLibrary_SphereTraceSingleForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereTraceSingleByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereTraceSingleByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereTraceSingleByProfile");

	UKismetSystemLibrary_SphereTraceSingleByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereTraceSingle
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereTraceSingle");

	UKismetSystemLibrary_SphereTraceSingle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereTraceMultiForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereTraceMultiForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereTraceMultiForObjects");

	UKismetSystemLibrary_SphereTraceMultiForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereTraceMultiByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereTraceMultiByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereTraceMultiByProfile");

	UKismetSystemLibrary_SphereTraceMultiByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereTraceMulti
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereTraceMulti(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereTraceMulti");

	UKismetSystemLibrary_SphereTraceMulti_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereOverlapComponents
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 SpherePos                      (ConstParm, Parm, IsPlainOldData)
// float                          SphereRadius                   (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ComponentClassFilter           (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class UPrimitiveComponent*> OutComponents                  (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereOverlapComponents(class UObject* WorldContextObject, const struct FVector& SpherePos, float SphereRadius, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ComponentClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class UPrimitiveComponent*>* OutComponents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereOverlapComponents");

	UKismetSystemLibrary_SphereOverlapComponents_Params params;
	params.WorldContextObject = WorldContextObject;
	params.SpherePos = SpherePos;
	params.SphereRadius = SphereRadius;
	params.ObjectTypes = ObjectTypes;
	params.ComponentClassFilter = ComponentClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutComponents != nullptr)
		*OutComponents = params.OutComponents;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.SphereOverlapActors
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 SpherePos                      (ConstParm, Parm, IsPlainOldData)
// float                          SphereRadius                   (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ActorClassFilter               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::SphereOverlapActors(class UObject* WorldContextObject, const struct FVector& SpherePos, float SphereRadius, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ActorClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SphereOverlapActors");

	UKismetSystemLibrary_SphereOverlapActors_Params params;
	params.WorldContextObject = WorldContextObject;
	params.SpherePos = SpherePos;
	params.SphereRadius = SphereRadius;
	params.ObjectTypes = ObjectTypes;
	params.ActorClassFilter = ActorClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.ShowPlatformSpecificLeaderboardScreen
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 CategoryName                   (Parm, ZeroConstructor)

void UKismetSystemLibrary::ShowPlatformSpecificLeaderboardScreen(const struct FString& CategoryName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ShowPlatformSpecificLeaderboardScreen");

	UKismetSystemLibrary_ShowPlatformSpecificLeaderboardScreen_Params params;
	params.CategoryName = CategoryName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ShowPlatformSpecificAchievementsScreen
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController*       SpecificPlayer                 (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::ShowPlatformSpecificAchievementsScreen(class APlayerController* SpecificPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ShowPlatformSpecificAchievementsScreen");

	UKismetSystemLibrary_ShowPlatformSpecificAchievementsScreen_Params params;
	params.SpecificPlayer = SpecificPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ShowInterstitialAd
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::ShowInterstitialAd()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ShowInterstitialAd");

	UKismetSystemLibrary_ShowInterstitialAd_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ShowAdBanner
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            AdIdIndex                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShowOnBottomOfScreen          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::ShowAdBanner(int AdIdIndex, bool bShowOnBottomOfScreen)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ShowAdBanner");

	UKismetSystemLibrary_ShowAdBanner_Params params;
	params.AdIdIndex = AdIdIndex;
	params.bShowOnBottomOfScreen = bShowOnBottomOfScreen;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetWindowTitle
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FText                   Title                          (ConstParm, Parm, OutParm, ReferenceParm)

void UKismetSystemLibrary::SetWindowTitle(const struct FText& Title)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetWindowTitle");

	UKismetSystemLibrary_SetWindowTitle_Params params;
	params.Title = Title;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetVolumeButtonsHandledBySystem
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           bEnabled                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetVolumeButtonsHandledBySystem(bool bEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetVolumeButtonsHandledBySystem");

	UKismetSystemLibrary_SetVolumeButtonsHandledBySystem_Params params;
	params.bEnabled = bEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetVectorPropertyByName
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Value                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetVectorPropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FVector& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetVectorPropertyByName");

	UKismetSystemLibrary_SetVectorPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetUserActivity
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FUserActivity           UserActivity                   (ConstParm, Parm, OutParm, ReferenceParm)

void UKismetSystemLibrary::SetUserActivity(const struct FUserActivity& UserActivity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetUserActivity");

	UKismetSystemLibrary_SetUserActivity_Params params;
	params.UserActivity = UserActivity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetTransformPropertyByName
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              Value                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetTransformPropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FTransform& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetTransformPropertyByName");

	UKismetSystemLibrary_SetTransformPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetTextPropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   Value                          (ConstParm, Parm, OutParm, ReferenceParm)

void UKismetSystemLibrary::SetTextPropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FText& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetTextPropertyByName");

	UKismetSystemLibrary_SetTextPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetSuppressViewportTransitionMessage
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bState                         (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetSuppressViewportTransitionMessage(class UObject* WorldContextObject, bool bState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetSuppressViewportTransitionMessage");

	UKismetSystemLibrary_SetSuppressViewportTransitionMessage_Params params;
	params.WorldContextObject = WorldContextObject;
	params.bState = bState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetStructurePropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FGenericStruct          Value                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetStructurePropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FGenericStruct& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetStructurePropertyByName");

	UKismetSystemLibrary_SetStructurePropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetStringPropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Value                          (Parm, ZeroConstructor)

void UKismetSystemLibrary::SetStringPropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FString& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetStringPropertyByName");

	UKismetSystemLibrary_SetStringPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetSoftObjectPropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetSoftObjectPropertyByName(class UObject* Object, const struct FName& PropertyName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetSoftObjectPropertyByName");

	UKismetSystemLibrary_SetSoftObjectPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetSoftClassPropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetSoftClassPropertyByName(class UObject* Object, const struct FName& PropertyName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetSoftClassPropertyByName");

	UKismetSystemLibrary_SetSoftClassPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetRotatorPropertyByName
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                Value                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetRotatorPropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FRotator& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetRotatorPropertyByName");

	UKismetSystemLibrary_SetRotatorPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetObjectPropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// class UObject*                 Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetObjectPropertyByName(class UObject* Object, const struct FName& PropertyName, class UObject* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetObjectPropertyByName");

	UKismetSystemLibrary_SetObjectPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetNamePropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   Value                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetNamePropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FName& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetNamePropertyByName");

	UKismetSystemLibrary_SetNamePropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetLinearColorPropertyByName
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            Value                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetLinearColorPropertyByName(class UObject* Object, const struct FName& PropertyName, const struct FLinearColor& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetLinearColorPropertyByName");

	UKismetSystemLibrary_SetLinearColorPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetIntPropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetIntPropertyByName(class UObject* Object, const struct FName& PropertyName, int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetIntPropertyByName");

	UKismetSystemLibrary_SetIntPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetInterfacePropertyByName
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// TScriptInterface<class UInterface> Value                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::SetInterfacePropertyByName(class UObject* Object, const struct FName& PropertyName, const TScriptInterface<class UInterface>& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetInterfacePropertyByName");

	UKismetSystemLibrary_SetInterfacePropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetFloatPropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetFloatPropertyByName(class UObject* Object, const struct FName& PropertyName, float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetFloatPropertyByName");

	UKismetSystemLibrary_SetFloatPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetCollisionProfileNameProperty
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FCollisionProfileName   Value                          (ConstParm, Parm, OutParm, ReferenceParm)

void UKismetSystemLibrary::SetCollisionProfileNameProperty(class UObject* Object, const struct FName& PropertyName, const struct FCollisionProfileName& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetCollisionProfileNameProperty");

	UKismetSystemLibrary_SetCollisionProfileNameProperty_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetClassPropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetClassPropertyByName(class UObject* Object, const struct FName& PropertyName, class UClass* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetClassPropertyByName");

	UKismetSystemLibrary_SetClassPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetBytePropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetBytePropertyByName(class UObject* Object, const struct FName& PropertyName, unsigned char Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetBytePropertyByName");

	UKismetSystemLibrary_SetBytePropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.SetBoolPropertyByName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   PropertyName                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::SetBoolPropertyByName(class UObject* Object, const struct FName& PropertyName, bool Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.SetBoolPropertyByName");

	UKismetSystemLibrary_SetBoolPropertyByName_Params params;
	params.Object = Object;
	params.PropertyName = PropertyName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.RetriggerableDelay
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UKismetSystemLibrary::RetriggerableDelay(class UObject* WorldContextObject, float Duration, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.RetriggerableDelay");

	UKismetSystemLibrary_RetriggerableDelay_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Duration = Duration;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ResetGamepadAssignmentToController
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            ControllerId                   (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::ResetGamepadAssignmentToController(int ControllerId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ResetGamepadAssignmentToController");

	UKismetSystemLibrary_ResetGamepadAssignmentToController_Params params;
	params.ControllerId = ControllerId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ResetGamepadAssignments
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::ResetGamepadAssignments()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ResetGamepadAssignments");

	UKismetSystemLibrary_ResetGamepadAssignments_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.RegisterForRemoteNotifications
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::RegisterForRemoteNotifications()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.RegisterForRemoteNotifications");

	UKismetSystemLibrary_RegisterForRemoteNotifications_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.QuitGame
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class APlayerController*       SpecificPlayer                 (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EQuitPreference>   QuitPreference                 (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::QuitGame(class UObject* WorldContextObject, class APlayerController* SpecificPlayer, TEnumAsByte<EQuitPreference> QuitPreference)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.QuitGame");

	UKismetSystemLibrary_QuitGame_Params params;
	params.WorldContextObject = WorldContextObject;
	params.SpecificPlayer = SpecificPlayer;
	params.QuitPreference = QuitPreference;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.PrintWarning
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)

void UKismetSystemLibrary::PrintWarning(const struct FString& inString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.PrintWarning");

	UKismetSystemLibrary_PrintWarning_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.PrintText
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   InText                         (ConstParm, Parm)
// bool                           bPrintToScreen                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPrintToLog                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TextColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::PrintText(class UObject* WorldContextObject, const struct FText& InText, bool bPrintToScreen, bool bPrintToLog, const struct FLinearColor& TextColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.PrintText");

	UKismetSystemLibrary_PrintText_Params params;
	params.WorldContextObject = WorldContextObject;
	params.InText = InText;
	params.bPrintToScreen = bPrintToScreen;
	params.bPrintToLog = bPrintToLog;
	params.TextColor = TextColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.PrintString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 inString                       (Parm, ZeroConstructor)
// bool                           bPrintToScreen                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bPrintToLog                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TextColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::PrintString(class UObject* WorldContextObject, const struct FString& inString, bool bPrintToScreen, bool bPrintToLog, const struct FLinearColor& TextColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.PrintString");

	UKismetSystemLibrary_PrintString_Params params;
	params.WorldContextObject = WorldContextObject;
	params.inString = inString;
	params.bPrintToScreen = bPrintToScreen;
	params.bPrintToLog = bPrintToLog;
	params.TextColor = TextColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.KismetSystemLibrary.OnAssetLoaded__DelegateSignature
// (Public, Delegate)
// Parameters:
// class UObject*                 Loaded                         (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::OnAssetLoaded__DelegateSignature(class UObject* Loaded)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.KismetSystemLibrary.OnAssetLoaded__DelegateSignature");

	UKismetSystemLibrary_OnAssetLoaded__DelegateSignature_Params params;
	params.Loaded = Loaded;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// DelegateFunction Engine.KismetSystemLibrary.OnAssetClassLoaded__DelegateSignature
// (Public, Delegate)
// Parameters:
// class UClass*                  Loaded                         (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::OnAssetClassLoaded__DelegateSignature(class UClass* Loaded)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.KismetSystemLibrary.OnAssetClassLoaded__DelegateSignature");

	UKismetSystemLibrary_OnAssetClassLoaded__DelegateSignature_Params params;
	params.Loaded = Loaded;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.NotEqual_SoftObjectReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::NotEqual_SoftObjectReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.NotEqual_SoftObjectReference");

	UKismetSystemLibrary_NotEqual_SoftObjectReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.NotEqual_SoftClassReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::NotEqual_SoftClassReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.NotEqual_SoftClassReference");

	UKismetSystemLibrary_NotEqual_SoftClassReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.NotEqual_PrimaryAssetType
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetType       A                              (Parm)
// struct FPrimaryAssetType       B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::NotEqual_PrimaryAssetType(const struct FPrimaryAssetType& A, const struct FPrimaryAssetType& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.NotEqual_PrimaryAssetType");

	UKismetSystemLibrary_NotEqual_PrimaryAssetType_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.NotEqual_PrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         A                              (Parm)
// struct FPrimaryAssetId         B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::NotEqual_PrimaryAssetId(const struct FPrimaryAssetId& A, const struct FPrimaryAssetId& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.NotEqual_PrimaryAssetId");

	UKismetSystemLibrary_NotEqual_PrimaryAssetId_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MoveComponentTo
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USceneComponent*         Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FVector                 TargetRelativeLocation         (Parm, IsPlainOldData)
// struct FRotator                TargetRelativeRotation         (Parm, IsPlainOldData)
// bool                           bEaseOut                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEaseIn                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          OverTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bForceShortestRotationPath     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EMoveComponentAction> MoveAction                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UKismetSystemLibrary::MoveComponentTo(class USceneComponent* Component, const struct FVector& TargetRelativeLocation, const struct FRotator& TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, TEnumAsByte<EMoveComponentAction> MoveAction, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MoveComponentTo");

	UKismetSystemLibrary_MoveComponentTo_Params params;
	params.Component = Component;
	params.TargetRelativeLocation = TargetRelativeLocation;
	params.TargetRelativeRotation = TargetRelativeRotation;
	params.bEaseOut = bEaseOut;
	params.bEaseIn = bEaseIn;
	params.OverTime = OverTime;
	params.bForceShortestRotationPath = bForceShortestRotationPath;
	params.MoveAction = MoveAction;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.MakeSoftObjectPath
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 PathString                     (Parm, ZeroConstructor)
// struct FSoftObjectPath         ReturnValue                    (Parm, OutParm, ReturnParm)

struct FSoftObjectPath UKismetSystemLibrary::MakeSoftObjectPath(const struct FString& PathString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeSoftObjectPath");

	UKismetSystemLibrary_MakeSoftObjectPath_Params params;
	params.PathString = PathString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   Value                          (Parm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetSystemLibrary::MakeLiteralText(const struct FText& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralText");

	UKismetSystemLibrary_MakeLiteralText_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralString
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 Value                          (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::MakeLiteralString(const struct FString& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralString");

	UKismetSystemLibrary_MakeLiteralString_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   Value                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName UKismetSystemLibrary::MakeLiteralName(const struct FName& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralName");

	UKismetSystemLibrary_MakeLiteralName_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralInt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetSystemLibrary::MakeLiteralInt(int Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralInt");

	UKismetSystemLibrary_MakeLiteralInt_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralFloat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::MakeLiteralFloat(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralFloat");

	UKismetSystemLibrary_MakeLiteralFloat_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralByte
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  Value                          (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

unsigned char UKismetSystemLibrary::MakeLiteralByte(unsigned char Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralByte");

	UKismetSystemLibrary_MakeLiteralByte_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.MakeLiteralBool
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           Value                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::MakeLiteralBool(bool Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.MakeLiteralBool");

	UKismetSystemLibrary_MakeLiteralBool_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LoadInterstitialAd
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// int                            AdIdIndex                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::LoadInterstitialAd(int AdIdIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LoadInterstitialAd");

	UKismetSystemLibrary_LoadInterstitialAd_Params params;
	params.AdIdIndex = AdIdIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.LoadAssetClass
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FScriptDelegate         OnLoaded                       (Parm, ZeroConstructor)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UKismetSystemLibrary::LoadAssetClass(class UObject* WorldContextObject, const struct FScriptDelegate& OnLoaded, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LoadAssetClass");

	UKismetSystemLibrary_LoadAssetClass_Params params;
	params.WorldContextObject = WorldContextObject;
	params.OnLoaded = OnLoaded;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.LoadAsset
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FScriptDelegate         OnLoaded                       (Parm, ZeroConstructor)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UKismetSystemLibrary::LoadAsset(class UObject* WorldContextObject, const struct FScriptDelegate& OnLoaded, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LoadAsset");

	UKismetSystemLibrary_LoadAsset_Params params;
	params.WorldContextObject = WorldContextObject;
	params.OnLoaded = OnLoaded;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.LineTraceSingleForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::LineTraceSingleForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LineTraceSingleForObjects");

	UKismetSystemLibrary_LineTraceSingleForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LineTraceSingleByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::LineTraceSingleByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LineTraceSingleByProfile");

	UKismetSystemLibrary_LineTraceSingleByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LineTraceSingle
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::LineTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LineTraceSingle");

	UKismetSystemLibrary_LineTraceSingle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LineTraceMultiForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::LineTraceMultiForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LineTraceMultiForObjects");

	UKismetSystemLibrary_LineTraceMultiForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LineTraceMultiByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::LineTraceMultiByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LineTraceMultiByProfile");

	UKismetSystemLibrary_LineTraceMultiByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LineTraceMulti
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::LineTraceMulti(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LineTraceMulti");

	UKismetSystemLibrary_LineTraceMulti_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.LaunchURL
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)

void UKismetSystemLibrary::LaunchURL(const struct FString& URL)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.LaunchURL");

	UKismetSystemLibrary_LaunchURL_Params params;
	params.URL = URL;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_UnPauseTimerHandle
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)

void UKismetSystemLibrary::K2_UnPauseTimerHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_UnPauseTimerHandle");

	UKismetSystemLibrary_K2_UnPauseTimerHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_UnPauseTimerDelegate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)

void UKismetSystemLibrary::K2_UnPauseTimerDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_UnPauseTimerDelegate");

	UKismetSystemLibrary_K2_UnPauseTimerDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_UnPauseTimer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)

void UKismetSystemLibrary::K2_UnPauseTimer(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_UnPauseTimer");

	UKismetSystemLibrary_K2_UnPauseTimer_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_TimerExistsHandle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_TimerExistsHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_TimerExistsHandle");

	UKismetSystemLibrary_K2_TimerExistsHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_TimerExistsDelegate
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_TimerExistsDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_TimerExistsDelegate");

	UKismetSystemLibrary_K2_TimerExistsDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_TimerExists
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_TimerExists(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_TimerExists");

	UKismetSystemLibrary_K2_TimerExists_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_SetTimerDelegate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimerHandle UKismetSystemLibrary::K2_SetTimerDelegate(const struct FScriptDelegate& Delegate, float Time, bool bLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_SetTimerDelegate");

	UKismetSystemLibrary_K2_SetTimerDelegate_Params params;
	params.Delegate = Delegate;
	params.Time = Time;
	params.bLooping = bLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_SetTimer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bLooping                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimerHandle UKismetSystemLibrary::K2_SetTimer(class UObject* Object, const struct FString& FunctionName, float Time, bool bLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_SetTimer");

	UKismetSystemLibrary_K2_SetTimer_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;
	params.Time = Time;
	params.bLooping = bLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_PauseTimerHandle
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)

void UKismetSystemLibrary::K2_PauseTimerHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_PauseTimerHandle");

	UKismetSystemLibrary_K2_PauseTimerHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_PauseTimerDelegate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)

void UKismetSystemLibrary::K2_PauseTimerDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_PauseTimerDelegate");

	UKismetSystemLibrary_K2_PauseTimerDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_PauseTimer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)

void UKismetSystemLibrary::K2_PauseTimer(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_PauseTimer");

	UKismetSystemLibrary_K2_PauseTimer_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_IsValidTimerHandle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimerHandle            Handle                         (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsValidTimerHandle(const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsValidTimerHandle");

	UKismetSystemLibrary_K2_IsValidTimerHandle_Params params;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_IsTimerPausedHandle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsTimerPausedHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsTimerPausedHandle");

	UKismetSystemLibrary_K2_IsTimerPausedHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_IsTimerPausedDelegate
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsTimerPausedDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsTimerPausedDelegate");

	UKismetSystemLibrary_K2_IsTimerPausedDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_IsTimerPaused
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsTimerPaused(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsTimerPaused");

	UKismetSystemLibrary_K2_IsTimerPaused_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_IsTimerActiveHandle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsTimerActiveHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsTimerActiveHandle");

	UKismetSystemLibrary_K2_IsTimerActiveHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_IsTimerActiveDelegate
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsTimerActiveDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsTimerActiveDelegate");

	UKismetSystemLibrary_K2_IsTimerActiveDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_IsTimerActive
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::K2_IsTimerActive(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_IsTimerActive");

	UKismetSystemLibrary_K2_IsTimerActive_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_InvalidateTimerHandle
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FTimerHandle            Handle                         (Parm, OutParm, ReferenceParm)
// struct FTimerHandle            ReturnValue                    (Parm, OutParm, ReturnParm)

struct FTimerHandle UKismetSystemLibrary::K2_InvalidateTimerHandle(struct FTimerHandle* Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_InvalidateTimerHandle");

	UKismetSystemLibrary_K2_InvalidateTimerHandle_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Handle != nullptr)
		*Handle = params.Handle;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_GetTimerRemainingTimeHandle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::K2_GetTimerRemainingTimeHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_GetTimerRemainingTimeHandle");

	UKismetSystemLibrary_K2_GetTimerRemainingTimeHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_GetTimerRemainingTimeDelegate
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::K2_GetTimerRemainingTimeDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_GetTimerRemainingTimeDelegate");

	UKismetSystemLibrary_K2_GetTimerRemainingTimeDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_GetTimerRemainingTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::K2_GetTimerRemainingTime(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_GetTimerRemainingTime");

	UKismetSystemLibrary_K2_GetTimerRemainingTime_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_GetTimerElapsedTimeHandle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::K2_GetTimerElapsedTimeHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_GetTimerElapsedTimeHandle");

	UKismetSystemLibrary_K2_GetTimerElapsedTimeHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_GetTimerElapsedTimeDelegate
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::K2_GetTimerElapsedTimeDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_GetTimerElapsedTimeDelegate");

	UKismetSystemLibrary_K2_GetTimerElapsedTimeDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_GetTimerElapsedTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::K2_GetTimerElapsedTime(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_GetTimerElapsedTime");

	UKismetSystemLibrary_K2_GetTimerElapsedTime_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.K2_ClearTimerHandle
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm)

void UKismetSystemLibrary::K2_ClearTimerHandle(class UObject* WorldContextObject, const struct FTimerHandle& Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_ClearTimerHandle");

	UKismetSystemLibrary_K2_ClearTimerHandle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Handle = Handle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_ClearTimerDelegate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FScriptDelegate         Delegate                       (Parm, ZeroConstructor)

void UKismetSystemLibrary::K2_ClearTimerDelegate(const struct FScriptDelegate& Delegate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_ClearTimerDelegate");

	UKismetSystemLibrary_K2_ClearTimerDelegate_Params params;
	params.Delegate = Delegate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_ClearTimer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 FunctionName                   (Parm, ZeroConstructor)

void UKismetSystemLibrary::K2_ClearTimer(class UObject* Object, const struct FString& FunctionName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_ClearTimer");

	UKismetSystemLibrary_K2_ClearTimer_Params params;
	params.Object = Object;
	params.FunctionName = FunctionName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.K2_ClearAndInvalidateTimerHandle
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTimerHandle            Handle                         (Parm, OutParm, ReferenceParm)

void UKismetSystemLibrary::K2_ClearAndInvalidateTimerHandle(class UObject* WorldContextObject, struct FTimerHandle* Handle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.K2_ClearAndInvalidateTimerHandle");

	UKismetSystemLibrary_K2_ClearAndInvalidateTimerHandle_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Handle != nullptr)
		*Handle = params.Handle;
}


// Function Engine.KismetSystemLibrary.IsValidSoftObjectReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsValidSoftObjectReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsValidSoftObjectReference");

	UKismetSystemLibrary_IsValidSoftObjectReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsValidSoftClassReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsValidSoftClassReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsValidSoftClassReference");

	UKismetSystemLibrary_IsValidSoftClassReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsValidPrimaryAssetType
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetType       PrimaryAssetType               (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsValidPrimaryAssetType(const struct FPrimaryAssetType& PrimaryAssetType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsValidPrimaryAssetType");

	UKismetSystemLibrary_IsValidPrimaryAssetType_Params params;
	params.PrimaryAssetType = PrimaryAssetType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsValidPrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsValidPrimaryAssetId(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsValidPrimaryAssetId");

	UKismetSystemLibrary_IsValidPrimaryAssetId_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsValidClass
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  Class                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsValidClass(class UClass* Class)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsValidClass");

	UKismetSystemLibrary_IsValidClass_Params params;
	params.Class = Class;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsValid
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsValid(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsValid");

	UKismetSystemLibrary_IsValid_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsStandalone
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsStandalone(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsStandalone");

	UKismetSystemLibrary_IsStandalone_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsServer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsServer(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsServer");

	UKismetSystemLibrary_IsServer_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsPackagedForDistribution
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsPackagedForDistribution()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsPackagedForDistribution");

	UKismetSystemLibrary_IsPackagedForDistribution_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsLoggedIn
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*       SpecificPlayer                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsLoggedIn(class APlayerController* SpecificPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsLoggedIn");

	UKismetSystemLibrary_IsLoggedIn_Params params;
	params.SpecificPlayer = SpecificPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsInterstitialAdRequested
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsInterstitialAdRequested()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsInterstitialAdRequested");

	UKismetSystemLibrary_IsInterstitialAdRequested_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsInterstitialAdAvailable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsInterstitialAdAvailable()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsInterstitialAdAvailable");

	UKismetSystemLibrary_IsInterstitialAdAvailable_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsDedicatedServer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsDedicatedServer(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsDedicatedServer");

	UKismetSystemLibrary_IsDedicatedServer_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.IsControllerAssignedToGamepad
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ControllerId                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::IsControllerAssignedToGamepad(int ControllerId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.IsControllerAssignedToGamepad");

	UKismetSystemLibrary_IsControllerAssignedToGamepad_Params params;
	params.ControllerId = ControllerId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.HideAdBanner
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::HideAdBanner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.HideAdBanner");

	UKismetSystemLibrary_HideAdBanner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.GetVolumeButtonsHandledBySystem
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::GetVolumeButtonsHandledBySystem()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetVolumeButtonsHandledBySystem");

	UKismetSystemLibrary_GetVolumeButtonsHandledBySystem_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetUniqueDeviceId
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetUniqueDeviceId()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetUniqueDeviceId");

	UKismetSystemLibrary_GetUniqueDeviceId_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetSupportedFullscreenResolutions
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FIntPoint>       Resolutions                    (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::GetSupportedFullscreenResolutions(TArray<struct FIntPoint>* Resolutions)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetSupportedFullscreenResolutions");

	UKismetSystemLibrary_GetSupportedFullscreenResolutions_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Resolutions != nullptr)
		*Resolutions = params.Resolutions;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetSoftObjectReferenceFromPrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)

void UKismetSystemLibrary::GetSoftObjectReferenceFromPrimaryAssetId(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetSoftObjectReferenceFromPrimaryAssetId");

	UKismetSystemLibrary_GetSoftObjectReferenceFromPrimaryAssetId_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.GetSoftClassReferenceFromPrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)

void UKismetSystemLibrary::GetSoftClassReferenceFromPrimaryAssetId(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetSoftClassReferenceFromPrimaryAssetId");

	UKismetSystemLibrary_GetSoftClassReferenceFromPrimaryAssetId_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.GetRenderingMaterialQualityLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetSystemLibrary::GetRenderingMaterialQualityLevel()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetRenderingMaterialQualityLevel");

	UKismetSystemLibrary_GetRenderingMaterialQualityLevel_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetRenderingDetailMode
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetSystemLibrary::GetRenderingDetailMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetRenderingDetailMode");

	UKismetSystemLibrary_GetRenderingDetailMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPrimaryAssetsWithBundleState
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FName>           RequiredBundles                (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FName>           ExcludedBundles                (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<struct FPrimaryAssetType> ValidTypes                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bForceCurrentState             (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FPrimaryAssetId> OutPrimaryAssetIdList          (Parm, OutParm, ZeroConstructor)

void UKismetSystemLibrary::GetPrimaryAssetsWithBundleState(TArray<struct FName> RequiredBundles, TArray<struct FName> ExcludedBundles, TArray<struct FPrimaryAssetType> ValidTypes, bool bForceCurrentState, TArray<struct FPrimaryAssetId>* OutPrimaryAssetIdList)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPrimaryAssetsWithBundleState");

	UKismetSystemLibrary_GetPrimaryAssetsWithBundleState_Params params;
	params.RequiredBundles = RequiredBundles;
	params.ExcludedBundles = ExcludedBundles;
	params.ValidTypes = ValidTypes;
	params.bForceCurrentState = bForceCurrentState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutPrimaryAssetIdList != nullptr)
		*OutPrimaryAssetIdList = params.OutPrimaryAssetIdList;
}


// Function Engine.KismetSystemLibrary.GetPrimaryAssetIdList
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FPrimaryAssetType       PrimaryAssetType               (Parm)
// TArray<struct FPrimaryAssetId> OutPrimaryAssetIdList          (Parm, OutParm, ZeroConstructor)

void UKismetSystemLibrary::GetPrimaryAssetIdList(const struct FPrimaryAssetType& PrimaryAssetType, TArray<struct FPrimaryAssetId>* OutPrimaryAssetIdList)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPrimaryAssetIdList");

	UKismetSystemLibrary_GetPrimaryAssetIdList_Params params;
	params.PrimaryAssetType = PrimaryAssetType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutPrimaryAssetIdList != nullptr)
		*OutPrimaryAssetIdList = params.OutPrimaryAssetIdList;
}


// Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromSoftObjectReference
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         ReturnValue                    (Parm, OutParm, ReturnParm)

struct FPrimaryAssetId UKismetSystemLibrary::GetPrimaryAssetIdFromSoftObjectReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromSoftObjectReference");

	UKismetSystemLibrary_GetPrimaryAssetIdFromSoftObjectReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromSoftClassReference
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         ReturnValue                    (Parm, OutParm, ReturnParm)

struct FPrimaryAssetId UKismetSystemLibrary::GetPrimaryAssetIdFromSoftClassReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromSoftClassReference");

	UKismetSystemLibrary_GetPrimaryAssetIdFromSoftClassReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromObject
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FPrimaryAssetId         ReturnValue                    (Parm, OutParm, ReturnParm)

struct FPrimaryAssetId UKismetSystemLibrary::GetPrimaryAssetIdFromObject(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromObject");

	UKismetSystemLibrary_GetPrimaryAssetIdFromObject_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromClass
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  Class                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FPrimaryAssetId         ReturnValue                    (Parm, OutParm, ReturnParm)

struct FPrimaryAssetId UKismetSystemLibrary::GetPrimaryAssetIdFromClass(class UClass* Class)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPrimaryAssetIdFromClass");

	UKismetSystemLibrary_GetPrimaryAssetIdFromClass_Params params;
	params.Class = Class;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPreferredLanguages
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<struct FString>         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

TArray<struct FString> UKismetSystemLibrary::GetPreferredLanguages()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPreferredLanguages");

	UKismetSystemLibrary_GetPreferredLanguages_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPlatformUserName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetPlatformUserName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPlatformUserName");

	UKismetSystemLibrary_GetPlatformUserName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetPathName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetPathName(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetPathName");

	UKismetSystemLibrary_GetPathName_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetObjectName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetObjectName(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetObjectName");

	UKismetSystemLibrary_GetObjectName_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetObjectFromPrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)
// class UObject*                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UObject* UKismetSystemLibrary::GetObjectFromPrimaryAssetId(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetObjectFromPrimaryAssetId");

	UKismetSystemLibrary_GetObjectFromPrimaryAssetId_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetMinYResolutionForUI
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetSystemLibrary::GetMinYResolutionForUI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetMinYResolutionForUI");

	UKismetSystemLibrary_GetMinYResolutionForUI_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetMinYResolutionFor3DView
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetSystemLibrary::GetMinYResolutionFor3DView()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetMinYResolutionFor3DView");

	UKismetSystemLibrary_GetMinYResolutionFor3DView_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetLocalCurrencySymbol
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetLocalCurrencySymbol()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetLocalCurrencySymbol");

	UKismetSystemLibrary_GetLocalCurrencySymbol_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetLocalCurrencyCode
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetLocalCurrencyCode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetLocalCurrencyCode");

	UKismetSystemLibrary_GetLocalCurrencyCode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetGameTimeInSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UKismetSystemLibrary::GetGameTimeInSeconds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetGameTimeInSeconds");

	UKismetSystemLibrary_GetGameTimeInSeconds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetGameName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetGameName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetGameName");

	UKismetSystemLibrary_GetGameName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetGameBundleId
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetGameBundleId()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetGameBundleId");

	UKismetSystemLibrary_GetGameBundleId_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetEngineVersion
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetEngineVersion()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetEngineVersion");

	UKismetSystemLibrary_GetEngineVersion_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetDisplayName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetDisplayName(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetDisplayName");

	UKismetSystemLibrary_GetDisplayName_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetDeviceId
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetDeviceId()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetDeviceId");

	UKismetSystemLibrary_GetDeviceId_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetDefaultLocale
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetDefaultLocale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetDefaultLocale");

	UKismetSystemLibrary_GetDefaultLocale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetDefaultLanguage
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetDefaultLanguage()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetDefaultLanguage");

	UKismetSystemLibrary_GetDefaultLanguage_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetCurrentBundleState
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)
// bool                           bForceCurrentState             (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FName>           OutBundles                     (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::GetCurrentBundleState(const struct FPrimaryAssetId& PrimaryAssetId, bool bForceCurrentState, TArray<struct FName>* OutBundles)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetCurrentBundleState");

	UKismetSystemLibrary_GetCurrentBundleState_Params params;
	params.PrimaryAssetId = PrimaryAssetId;
	params.bForceCurrentState = bForceCurrentState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutBundles != nullptr)
		*OutBundles = params.OutBundles;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetConvenientWindowedResolutions
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FIntPoint>       Resolutions                    (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::GetConvenientWindowedResolutions(TArray<struct FIntPoint>* Resolutions)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetConvenientWindowedResolutions");

	UKismetSystemLibrary_GetConvenientWindowedResolutions_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Resolutions != nullptr)
		*Resolutions = params.Resolutions;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetComponentBounds
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class USceneComponent*         Component                      (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FVector                 Origin                         (Parm, OutParm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, OutParm, IsPlainOldData)
// float                          SphereRadius                   (Parm, OutParm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::GetComponentBounds(class USceneComponent* Component, struct FVector* Origin, struct FVector* BoxExtent, float* SphereRadius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetComponentBounds");

	UKismetSystemLibrary_GetComponentBounds_Params params;
	params.Component = Component;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Origin != nullptr)
		*Origin = params.Origin;
	if (BoxExtent != nullptr)
		*BoxExtent = params.BoxExtent;
	if (SphereRadius != nullptr)
		*SphereRadius = params.SphereRadius;
}


// Function Engine.KismetSystemLibrary.GetCommandLine
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetCommandLine()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetCommandLine");

	UKismetSystemLibrary_GetCommandLine_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetClassFromPrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)
// class UClass*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UClass* UKismetSystemLibrary::GetClassFromPrimaryAssetId(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetClassFromPrimaryAssetId");

	UKismetSystemLibrary_GetClassFromPrimaryAssetId_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetClassDisplayName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  Class                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::GetClassDisplayName(class UClass* Class)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetClassDisplayName");

	UKismetSystemLibrary_GetClassDisplayName_Params params;
	params.Class = Class;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetAdIDCount
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UKismetSystemLibrary::GetAdIDCount()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetAdIDCount");

	UKismetSystemLibrary_GetAdIDCount_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.GetActorListFromComponentList
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<class UPrimitiveComponent*> ComponentList                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ActorClassFilter               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          OutActorList                   (Parm, OutParm, ZeroConstructor)

void UKismetSystemLibrary::GetActorListFromComponentList(TArray<class UPrimitiveComponent*> ComponentList, class UClass* ActorClassFilter, TArray<class AActor*>* OutActorList)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetActorListFromComponentList");

	UKismetSystemLibrary_GetActorListFromComponentList_Params params;
	params.ComponentList = ComponentList;
	params.ActorClassFilter = ActorClassFilter;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActorList != nullptr)
		*OutActorList = params.OutActorList;
}


// Function Engine.KismetSystemLibrary.GetActorBounds
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                  Actor                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (Parm, OutParm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, OutParm, IsPlainOldData)

void UKismetSystemLibrary::GetActorBounds(class AActor* Actor, struct FVector* Origin, struct FVector* BoxExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.GetActorBounds");

	UKismetSystemLibrary_GetActorBounds_Params params;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Origin != nullptr)
		*Origin = params.Origin;
	if (BoxExtent != nullptr)
		*BoxExtent = params.BoxExtent;
}


// Function Engine.KismetSystemLibrary.ForceCloseAdBanner
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::ForceCloseAdBanner()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ForceCloseAdBanner");

	UKismetSystemLibrary_ForceCloseAdBanner_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.FlushPersistentDebugLines
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::FlushPersistentDebugLines(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.FlushPersistentDebugLines");

	UKismetSystemLibrary_FlushPersistentDebugLines_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.FlushDebugStrings
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::FlushDebugStrings(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.FlushDebugStrings");

	UKismetSystemLibrary_FlushDebugStrings_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ExecuteConsoleCommand
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Command                        (Parm, ZeroConstructor)
// class APlayerController*       SpecificPlayer                 (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::ExecuteConsoleCommand(class UObject* WorldContextObject, const struct FString& Command, class APlayerController* SpecificPlayer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ExecuteConsoleCommand");

	UKismetSystemLibrary_ExecuteConsoleCommand_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Command = Command;
	params.SpecificPlayer = SpecificPlayer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.EqualEqual_SoftObjectReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::EqualEqual_SoftObjectReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.EqualEqual_SoftObjectReference");

	UKismetSystemLibrary_EqualEqual_SoftObjectReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.EqualEqual_SoftClassReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::EqualEqual_SoftClassReference()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.EqualEqual_SoftClassReference");

	UKismetSystemLibrary_EqualEqual_SoftClassReference_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.EqualEqual_PrimaryAssetType
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetType       A                              (Parm)
// struct FPrimaryAssetType       B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::EqualEqual_PrimaryAssetType(const struct FPrimaryAssetType& A, const struct FPrimaryAssetType& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.EqualEqual_PrimaryAssetType");

	UKismetSystemLibrary_EqualEqual_PrimaryAssetType_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.EqualEqual_PrimaryAssetId
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         A                              (Parm)
// struct FPrimaryAssetId         B                              (Parm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::EqualEqual_PrimaryAssetId(const struct FPrimaryAssetId& A, const struct FPrimaryAssetId& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.EqualEqual_PrimaryAssetId");

	UKismetSystemLibrary_EqualEqual_PrimaryAssetId_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.DrawDebugString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 TextLocation                   (ConstParm, Parm, IsPlainOldData)
// struct FString                 Text                           (Parm, ZeroConstructor)
// class AActor*                  TestBaseActor                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TextColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugString(class UObject* WorldContextObject, const struct FVector& TextLocation, const struct FString& Text, class AActor* TestBaseActor, const struct FLinearColor& TextColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugString");

	UKismetSystemLibrary_DrawDebugString_Params params;
	params.WorldContextObject = WorldContextObject;
	params.TextLocation = TextLocation;
	params.Text = Text;
	params.TestBaseActor = TestBaseActor;
	params.TextColor = TextColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugSphere
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Center                         (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            Segments                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugSphere(class UObject* WorldContextObject, const struct FVector& Center, float Radius, int Segments, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugSphere");

	UKismetSystemLibrary_DrawDebugSphere_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Center = Center;
	params.Radius = Radius;
	params.Segments = Segments;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugPoint
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Position                       (ConstParm, Parm, IsPlainOldData)
// float                          Size                           (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            PointColor                     (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugPoint(class UObject* WorldContextObject, const struct FVector& Position, float Size, const struct FLinearColor& PointColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugPoint");

	UKismetSystemLibrary_DrawDebugPoint_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Position = Position;
	params.Size = Size;
	params.PointColor = PointColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugPlane
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FPlane                  PlaneCoordinates               (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 Location                       (ConstParm, Parm, IsPlainOldData)
// float                          Size                           (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            PlaneColor                     (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugPlane(class UObject* WorldContextObject, const struct FPlane& PlaneCoordinates, const struct FVector& Location, float Size, const struct FLinearColor& PlaneColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugPlane");

	UKismetSystemLibrary_DrawDebugPlane_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PlaneCoordinates = PlaneCoordinates;
	params.Location = Location;
	params.Size = Size;
	params.PlaneColor = PlaneColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugLine
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 LineStart                      (ConstParm, Parm, IsPlainOldData)
// struct FVector                 LineEnd                        (ConstParm, Parm, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugLine(class UObject* WorldContextObject, const struct FVector& LineStart, const struct FVector& LineEnd, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugLine");

	UKismetSystemLibrary_DrawDebugLine_Params params;
	params.WorldContextObject = WorldContextObject;
	params.LineStart = LineStart;
	params.LineEnd = LineEnd;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugFrustum
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              FrustumTransform               (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FLinearColor            FrustumColor                   (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugFrustum(class UObject* WorldContextObject, const struct FTransform& FrustumTransform, const struct FLinearColor& FrustumColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugFrustum");

	UKismetSystemLibrary_DrawDebugFrustum_Params params;
	params.WorldContextObject = WorldContextObject;
	params.FrustumTransform = FrustumTransform;
	params.FrustumColor = FrustumColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugFloatHistoryTransform
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FDebugFloatHistory      FloatHistory                   (ConstParm, Parm, OutParm, ReferenceParm)
// struct FTransform              DrawTransform                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector2D               DrawSize                       (Parm, IsPlainOldData)
// struct FLinearColor            DrawColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugFloatHistoryTransform(class UObject* WorldContextObject, const struct FDebugFloatHistory& FloatHistory, const struct FTransform& DrawTransform, const struct FVector2D& DrawSize, const struct FLinearColor& DrawColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugFloatHistoryTransform");

	UKismetSystemLibrary_DrawDebugFloatHistoryTransform_Params params;
	params.WorldContextObject = WorldContextObject;
	params.FloatHistory = FloatHistory;
	params.DrawTransform = DrawTransform;
	params.DrawSize = DrawSize;
	params.DrawColor = DrawColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugFloatHistoryLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FDebugFloatHistory      FloatHistory                   (ConstParm, Parm, OutParm, ReferenceParm)
// struct FVector                 DrawLocation                   (Parm, IsPlainOldData)
// struct FVector2D               DrawSize                       (Parm, IsPlainOldData)
// struct FLinearColor            DrawColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugFloatHistoryLocation(class UObject* WorldContextObject, const struct FDebugFloatHistory& FloatHistory, const struct FVector& DrawLocation, const struct FVector2D& DrawSize, const struct FLinearColor& DrawColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugFloatHistoryLocation");

	UKismetSystemLibrary_DrawDebugFloatHistoryLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.FloatHistory = FloatHistory;
	params.DrawLocation = DrawLocation;
	params.DrawSize = DrawSize;
	params.DrawColor = DrawColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugCylinder
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            Segments                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugCylinder(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, int Segments, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugCylinder");

	UKismetSystemLibrary_DrawDebugCylinder_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.Segments = Segments;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugCoordinateSystem
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 AxisLoc                        (ConstParm, Parm, IsPlainOldData)
// struct FRotator                AxisRot                        (ConstParm, Parm, IsPlainOldData)
// float                          Scale                          (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugCoordinateSystem(class UObject* WorldContextObject, const struct FVector& AxisLoc, const struct FRotator& AxisRot, float Scale, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugCoordinateSystem");

	UKismetSystemLibrary_DrawDebugCoordinateSystem_Params params;
	params.WorldContextObject = WorldContextObject;
	params.AxisLoc = AxisLoc;
	params.AxisRot = AxisRot;
	params.Scale = Scale;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugConeInDegrees
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 Direction                      (ConstParm, Parm, IsPlainOldData)
// float                          Length                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          AngleWidth                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          AngleHeight                    (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumSides                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugConeInDegrees(class UObject* WorldContextObject, const struct FVector& Origin, const struct FVector& Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugConeInDegrees");

	UKismetSystemLibrary_DrawDebugConeInDegrees_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Origin = Origin;
	params.Direction = Direction;
	params.Length = Length;
	params.AngleWidth = AngleWidth;
	params.AngleHeight = AngleHeight;
	params.NumSides = NumSides;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugCone
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 Direction                      (ConstParm, Parm, IsPlainOldData)
// float                          Length                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          AngleWidth                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          AngleHeight                    (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumSides                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugCone(class UObject* WorldContextObject, const struct FVector& Origin, const struct FVector& Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugCone");

	UKismetSystemLibrary_DrawDebugCone_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Origin = Origin;
	params.Direction = Direction;
	params.Length = Length;
	params.AngleWidth = AngleWidth;
	params.AngleHeight = AngleHeight;
	params.NumSides = NumSides;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugCircle
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Center                         (Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// int                            NumSegments                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 YAxis                          (Parm, IsPlainOldData)
// struct FVector                 ZAxis                          (Parm, IsPlainOldData)
// bool                           bDrawAxis                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugCircle(class UObject* WorldContextObject, const struct FVector& Center, float Radius, int NumSegments, const struct FLinearColor& LineColor, float Duration, float Thickness, const struct FVector& YAxis, const struct FVector& ZAxis, bool bDrawAxis)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugCircle");

	UKismetSystemLibrary_DrawDebugCircle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Center = Center;
	params.Radius = Radius;
	params.NumSegments = NumSegments;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;
	params.YAxis = YAxis;
	params.ZAxis = ZAxis;
	params.bDrawAxis = bDrawAxis;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugCapsule
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Center                         (ConstParm, Parm, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                Rotation                       (ConstParm, Parm, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugCapsule(class UObject* WorldContextObject, const struct FVector& Center, float HalfHeight, float Radius, const struct FRotator& Rotation, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugCapsule");

	UKismetSystemLibrary_DrawDebugCapsule_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Center = Center;
	params.HalfHeight = HalfHeight;
	params.Radius = Radius;
	params.Rotation = Rotation;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugCamera
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class ACameraActor*            CameraActor                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            CameraColor                    (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugCamera(class ACameraActor* CameraActor, const struct FLinearColor& CameraColor, float Duration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugCamera");

	UKismetSystemLibrary_DrawDebugCamera_Params params;
	params.CameraActor = CameraActor;
	params.CameraColor = CameraColor;
	params.Duration = Duration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugBox
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Center                         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 Extent                         (Parm, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (ConstParm, Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugBox(class UObject* WorldContextObject, const struct FVector& Center, const struct FVector& Extent, const struct FLinearColor& LineColor, const struct FRotator& Rotation, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugBox");

	UKismetSystemLibrary_DrawDebugBox_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Center = Center;
	params.Extent = Extent;
	params.LineColor = LineColor;
	params.Rotation = Rotation;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DrawDebugArrow
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 LineStart                      (ConstParm, Parm, IsPlainOldData)
// struct FVector                 LineEnd                        (ConstParm, Parm, IsPlainOldData)
// float                          ArrowSize                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            LineColor                      (Parm, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          Thickness                      (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::DrawDebugArrow(class UObject* WorldContextObject, const struct FVector& LineStart, const struct FVector& LineEnd, float ArrowSize, const struct FLinearColor& LineColor, float Duration, float Thickness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DrawDebugArrow");

	UKismetSystemLibrary_DrawDebugArrow_Params params;
	params.WorldContextObject = WorldContextObject;
	params.LineStart = LineStart;
	params.LineEnd = LineEnd;
	params.ArrowSize = ArrowSize;
	params.LineColor = LineColor;
	params.Duration = Duration;
	params.Thickness = Thickness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.DoesImplementInterface
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 TestObject                     (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  Interface                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::DoesImplementInterface(class UObject* TestObject, class UClass* Interface)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.DoesImplementInterface");

	UKismetSystemLibrary_DoesImplementInterface_Params params;
	params.TestObject = TestObject;
	params.Interface = Interface;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Delay
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// float                          Duration                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FLatentActionInfo       LatentInfo                     (Parm)

void UKismetSystemLibrary::Delay(class UObject* WorldContextObject, float Duration, const struct FLatentActionInfo& LatentInfo)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Delay");

	UKismetSystemLibrary_Delay_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Duration = Duration;
	params.LatentInfo = LatentInfo;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.CreateCopyForUndoBuffer
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 ObjectToModify                 (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::CreateCopyForUndoBuffer(class UObject* ObjectToModify)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CreateCopyForUndoBuffer");

	UKismetSystemLibrary_CreateCopyForUndoBuffer_Params params;
	params.ObjectToModify = ObjectToModify;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.Conv_SoftObjectReferenceToString
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::Conv_SoftObjectReferenceToString()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_SoftObjectReferenceToString");

	UKismetSystemLibrary_Conv_SoftObjectReferenceToString_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_SoftObjectReferenceToObject
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UObject* UKismetSystemLibrary::Conv_SoftObjectReferenceToObject()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_SoftObjectReferenceToObject");

	UKismetSystemLibrary_Conv_SoftObjectReferenceToObject_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_SoftClassReferenceToString
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::Conv_SoftClassReferenceToString()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_SoftClassReferenceToString");

	UKismetSystemLibrary_Conv_SoftClassReferenceToString_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_SoftClassReferenceToClass
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UClass* UKismetSystemLibrary::Conv_SoftClassReferenceToClass()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_SoftClassReferenceToClass");

	UKismetSystemLibrary_Conv_SoftClassReferenceToClass_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_PrimaryAssetTypeToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetType       PrimaryAssetType               (Parm)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::Conv_PrimaryAssetTypeToString(const struct FPrimaryAssetType& PrimaryAssetType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_PrimaryAssetTypeToString");

	UKismetSystemLibrary_Conv_PrimaryAssetTypeToString_Params params;
	params.PrimaryAssetType = PrimaryAssetType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_PrimaryAssetIdToString
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FPrimaryAssetId         PrimaryAssetId                 (Parm)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetSystemLibrary::Conv_PrimaryAssetIdToString(const struct FPrimaryAssetId& PrimaryAssetId)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_PrimaryAssetIdToString");

	UKismetSystemLibrary_Conv_PrimaryAssetIdToString_Params params;
	params.PrimaryAssetId = PrimaryAssetId;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_ObjectToSoftObjectReference
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 Object                         (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::Conv_ObjectToSoftObjectReference(class UObject* Object)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_ObjectToSoftObjectReference");

	UKismetSystemLibrary_Conv_ObjectToSoftObjectReference_Params params;
	params.Object = Object;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.Conv_InterfaceToObject
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// TScriptInterface<class UInterface> Interface                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
// class UObject*                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UObject* UKismetSystemLibrary::Conv_InterfaceToObject(const TScriptInterface<class UInterface>& Interface)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_InterfaceToObject");

	UKismetSystemLibrary_Conv_InterfaceToObject_Params params;
	params.Interface = Interface;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.Conv_ClassToSoftClassReference
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// class UClass*                  Class                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)

void UKismetSystemLibrary::Conv_ClassToSoftClassReference(class UClass* Class)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.Conv_ClassToSoftClassReference");

	UKismetSystemLibrary_Conv_ClassToSoftClassReference_Params params;
	params.Class = Class;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ControlScreensaver
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           bAllowScreenSaver              (Parm, ZeroConstructor, IsPlainOldData)

void UKismetSystemLibrary::ControlScreensaver(bool bAllowScreenSaver)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ControlScreensaver");

	UKismetSystemLibrary_ControlScreensaver_Params params;
	params.bAllowScreenSaver = bAllowScreenSaver;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.ComponentOverlapComponents
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FTransform              ComponentTransform             (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ComponentClassFilter           (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class UPrimitiveComponent*> OutComponents                  (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::ComponentOverlapComponents(class UPrimitiveComponent* Component, const struct FTransform& ComponentTransform, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ComponentClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class UPrimitiveComponent*>* OutComponents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ComponentOverlapComponents");

	UKismetSystemLibrary_ComponentOverlapComponents_Params params;
	params.Component = Component;
	params.ComponentTransform = ComponentTransform;
	params.ObjectTypes = ObjectTypes;
	params.ComponentClassFilter = ComponentClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutComponents != nullptr)
		*OutComponents = params.OutComponents;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.ComponentOverlapActors
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FTransform              ComponentTransform             (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ActorClassFilter               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::ComponentOverlapActors(class UPrimitiveComponent* Component, const struct FTransform& ComponentTransform, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ActorClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.ComponentOverlapActors");

	UKismetSystemLibrary_ComponentOverlapActors_Params params;
	params.Component = Component;
	params.ComponentTransform = ComponentTransform;
	params.ObjectTypes = ObjectTypes;
	params.ActorClassFilter = ActorClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CollectGarbage
// (Final, Native, Static, Public, BlueprintCallable)

void UKismetSystemLibrary::CollectGarbage()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CollectGarbage");

	UKismetSystemLibrary_CollectGarbage_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.KismetSystemLibrary.CapsuleTraceSingleForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleTraceSingleForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleTraceSingleForObjects");

	UKismetSystemLibrary_CapsuleTraceSingleForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleTraceSingleByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleTraceSingleByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleTraceSingleByProfile");

	UKismetSystemLibrary_CapsuleTraceSingleByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleTraceSingle
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleTraceSingle");

	UKismetSystemLibrary_CapsuleTraceSingle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleTraceMultiForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleTraceMultiForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleTraceMultiForObjects");

	UKismetSystemLibrary_CapsuleTraceMultiForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleTraceMultiByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleTraceMultiByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleTraceMultiByProfile");

	UKismetSystemLibrary_CapsuleTraceMultiByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleTraceMulti
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleTraceMulti(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, float Radius, float HalfHeight, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleTraceMulti");

	UKismetSystemLibrary_CapsuleTraceMulti_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleOverlapComponents
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 CapsulePos                     (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ComponentClassFilter           (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class UPrimitiveComponent*> OutComponents                  (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleOverlapComponents(class UObject* WorldContextObject, const struct FVector& CapsulePos, float Radius, float HalfHeight, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ComponentClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class UPrimitiveComponent*>* OutComponents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleOverlapComponents");

	UKismetSystemLibrary_CapsuleOverlapComponents_Params params;
	params.WorldContextObject = WorldContextObject;
	params.CapsulePos = CapsulePos;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.ObjectTypes = ObjectTypes;
	params.ComponentClassFilter = ComponentClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutComponents != nullptr)
		*OutComponents = params.OutComponents;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CapsuleOverlapActors
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 CapsulePos                     (ConstParm, Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// float                          HalfHeight                     (Parm, ZeroConstructor, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ActorClassFilter               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CapsuleOverlapActors(class UObject* WorldContextObject, const struct FVector& CapsulePos, float Radius, float HalfHeight, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ActorClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CapsuleOverlapActors");

	UKismetSystemLibrary_CapsuleOverlapActors_Params params;
	params.WorldContextObject = WorldContextObject;
	params.CapsulePos = CapsulePos;
	params.Radius = Radius;
	params.HalfHeight = HalfHeight;
	params.ObjectTypes = ObjectTypes;
	params.ActorClassFilter = ActorClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.CanLaunchURL
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::CanLaunchURL(const struct FString& URL)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.CanLaunchURL");

	UKismetSystemLibrary_CanLaunchURL_Params params;
	params.URL = URL;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BreakSoftObjectPath
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FSoftObjectPath         InSoftObjectPath               (Parm)
// struct FString                 PathString                     (Parm, OutParm, ZeroConstructor)

void UKismetSystemLibrary::BreakSoftObjectPath(const struct FSoftObjectPath& InSoftObjectPath, struct FString* PathString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BreakSoftObjectPath");

	UKismetSystemLibrary_BreakSoftObjectPath_Params params;
	params.InSoftObjectPath = InSoftObjectPath;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (PathString != nullptr)
		*PathString = params.PathString;
}


// Function Engine.KismetSystemLibrary.BoxTraceSingleForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FVector                 HalfSize                       (ConstParm, Parm, IsPlainOldData)
// struct FRotator                Orientation                    (ConstParm, Parm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxTraceSingleForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FVector& HalfSize, const struct FRotator& Orientation, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxTraceSingleForObjects");

	UKismetSystemLibrary_BoxTraceSingleForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.HalfSize = HalfSize;
	params.Orientation = Orientation;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxTraceSingleByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FVector                 HalfSize                       (ConstParm, Parm, IsPlainOldData)
// struct FRotator                Orientation                    (ConstParm, Parm, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxTraceSingleByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FVector& HalfSize, const struct FRotator& Orientation, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxTraceSingleByProfile");

	UKismetSystemLibrary_BoxTraceSingleByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.HalfSize = HalfSize;
	params.Orientation = Orientation;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxTraceSingle
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FVector                 HalfSize                       (ConstParm, Parm, IsPlainOldData)
// struct FRotator                Orientation                    (ConstParm, Parm, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FHitResult              OutHit                         (Parm, OutParm, IsPlainOldData)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FVector& HalfSize, const struct FRotator& Orientation, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, struct FHitResult* OutHit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxTraceSingle");

	UKismetSystemLibrary_BoxTraceSingle_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.HalfSize = HalfSize;
	params.Orientation = Orientation;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHit != nullptr)
		*OutHit = params.OutHit;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxTraceMultiForObjects
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FVector                 HalfSize                       (ConstParm, Parm, IsPlainOldData)
// struct FRotator                Orientation                    (ConstParm, Parm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxTraceMultiForObjects(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FVector& HalfSize, const struct FRotator& Orientation, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxTraceMultiForObjects");

	UKismetSystemLibrary_BoxTraceMultiForObjects_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.HalfSize = HalfSize;
	params.Orientation = Orientation;
	params.ObjectTypes = ObjectTypes;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxTraceMultiByProfile
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FVector                 HalfSize                       (Parm, IsPlainOldData)
// struct FRotator                Orientation                    (ConstParm, Parm, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxTraceMultiByProfile(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FVector& HalfSize, const struct FRotator& Orientation, const struct FName& ProfileName, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxTraceMultiByProfile");

	UKismetSystemLibrary_BoxTraceMultiByProfile_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.HalfSize = HalfSize;
	params.Orientation = Orientation;
	params.ProfileName = ProfileName;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxTraceMulti
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Start                          (ConstParm, Parm, IsPlainOldData)
// struct FVector                 End                            (ConstParm, Parm, IsPlainOldData)
// struct FVector                 HalfSize                       (Parm, IsPlainOldData)
// struct FRotator                Orientation                    (ConstParm, Parm, IsPlainOldData)
// TEnumAsByte<ETraceTypeQuery>   TraceChannel                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bTraceComplex                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<EDrawDebugTrace>   DrawDebugType                  (Parm, ZeroConstructor, IsPlainOldData)
// TArray<struct FHitResult>      OutHits                        (Parm, OutParm, ZeroConstructor)
// bool                           bIgnoreSelf                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            TraceColor                     (Parm, IsPlainOldData)
// struct FLinearColor            TraceHitColor                  (Parm, IsPlainOldData)
// float                          DrawTime                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxTraceMulti(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, const struct FVector& HalfSize, const struct FRotator& Orientation, TEnumAsByte<ETraceTypeQuery> TraceChannel, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, TEnumAsByte<EDrawDebugTrace> DrawDebugType, float DrawTime, bool bIgnoreSelf, const struct FLinearColor& TraceColor, const struct FLinearColor& TraceHitColor, TArray<struct FHitResult>* OutHits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxTraceMulti");

	UKismetSystemLibrary_BoxTraceMulti_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Start = Start;
	params.End = End;
	params.HalfSize = HalfSize;
	params.Orientation = Orientation;
	params.TraceChannel = TraceChannel;
	params.bTraceComplex = bTraceComplex;
	params.ActorsToIgnore = ActorsToIgnore;
	params.DrawDebugType = DrawDebugType;
	params.bIgnoreSelf = bIgnoreSelf;
	params.TraceColor = TraceColor;
	params.TraceHitColor = TraceHitColor;
	params.DrawTime = DrawTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutHits != nullptr)
		*OutHits = params.OutHits;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxOverlapComponents
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 BoxPos                         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 Extent                         (Parm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ComponentClassFilter           (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class UPrimitiveComponent*> OutComponents                  (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxOverlapComponents(class UObject* WorldContextObject, const struct FVector& BoxPos, const struct FVector& Extent, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ComponentClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class UPrimitiveComponent*>* OutComponents)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxOverlapComponents");

	UKismetSystemLibrary_BoxOverlapComponents_Params params;
	params.WorldContextObject = WorldContextObject;
	params.BoxPos = BoxPos;
	params.Extent = Extent;
	params.ObjectTypes = ObjectTypes;
	params.ComponentClassFilter = ComponentClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutComponents != nullptr)
		*OutComponents = params.OutComponents;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.BoxOverlapActors
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 BoxPos                         (ConstParm, Parm, IsPlainOldData)
// struct FVector                 BoxExtent                      (Parm, IsPlainOldData)
// TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UClass*                  ActorClassFilter               (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class AActor*>          ActorsToIgnore                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TArray<class AActor*>          OutActors                      (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetSystemLibrary::BoxOverlapActors(class UObject* WorldContextObject, const struct FVector& BoxPos, const struct FVector& BoxExtent, TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes, class UClass* ActorClassFilter, TArray<class AActor*> ActorsToIgnore, TArray<class AActor*>* OutActors)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.BoxOverlapActors");

	UKismetSystemLibrary_BoxOverlapActors_Params params;
	params.WorldContextObject = WorldContextObject;
	params.BoxPos = BoxPos;
	params.BoxExtent = BoxExtent;
	params.ObjectTypes = ObjectTypes;
	params.ActorClassFilter = ActorClassFilter;
	params.ActorsToIgnore = ActorsToIgnore;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutActors != nullptr)
		*OutActors = params.OutActors;

	return params.ReturnValue;
}


// Function Engine.KismetSystemLibrary.AddFloatHistorySample
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FDebugFloatHistory      FloatHistory                   (ConstParm, Parm, OutParm, ReferenceParm)
// struct FDebugFloatHistory      ReturnValue                    (Parm, OutParm, ReturnParm)

struct FDebugFloatHistory UKismetSystemLibrary::AddFloatHistorySample(float Value, const struct FDebugFloatHistory& FloatHistory)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetSystemLibrary.AddFloatHistorySample");

	UKismetSystemLibrary_AddFloatHistorySample_Params params;
	params.Value = Value;
	params.FloatHistory = FloatHistory;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextTrimTrailing
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::TextTrimTrailing(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextTrimTrailing");

	UKismetTextLibrary_TextTrimTrailing_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextTrimPrecedingAndTrailing
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::TextTrimPrecedingAndTrailing(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextTrimPrecedingAndTrailing");

	UKismetTextLibrary_TextTrimPrecedingAndTrailing_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextTrimPreceding
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::TextTrimPreceding(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextTrimPreceding");

	UKismetTextLibrary_TextTrimPreceding_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextToUpper
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::TextToUpper(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextToUpper");

	UKismetTextLibrary_TextToUpper_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextToLower
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::TextToLower(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextToLower");

	UKismetTextLibrary_TextToLower_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextIsTransient
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::TextIsTransient(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextIsTransient");

	UKismetTextLibrary_TextIsTransient_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextIsFromStringTable
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   Text                           (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::TextIsFromStringTable(const struct FText& Text)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextIsFromStringTable");

	UKismetTextLibrary_TextIsFromStringTable_Params params;
	params.Text = Text;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextIsEmpty
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::TextIsEmpty(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextIsEmpty");

	UKismetTextLibrary_TextIsEmpty_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextIsCultureInvariant
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::TextIsCultureInvariant(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextIsCultureInvariant");

	UKismetTextLibrary_TextIsCultureInvariant_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.TextFromStringTable
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   TableId                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Key                            (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::TextFromStringTable(const struct FName& TableId, const struct FString& Key)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.TextFromStringTable");

	UKismetTextLibrary_TextFromStringTable_Params params;
	params.TableId = TableId;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.StringTableIdAndKeyFromText
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   Text                           (Parm)
// struct FName                   OutTableId                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// struct FString                 OutKey                         (Parm, OutParm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::StringTableIdAndKeyFromText(const struct FText& Text, struct FName* OutTableId, struct FString* OutKey)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.StringTableIdAndKeyFromText");

	UKismetTextLibrary_StringTableIdAndKeyFromText_Params params;
	params.Text = Text;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutTableId != nullptr)
		*OutTableId = params.OutTableId;
	if (OutKey != nullptr)
		*OutKey = params.OutKey;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.NotEqual_TextText
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   A                              (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   B                              (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::NotEqual_TextText(const struct FText& A, const struct FText& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.NotEqual_TextText");

	UKismetTextLibrary_NotEqual_TextText_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.NotEqual_IgnoreCase_TextText
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   A                              (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   B                              (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::NotEqual_IgnoreCase_TextText(const struct FText& A, const struct FText& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.NotEqual_IgnoreCase_TextText");

	UKismetTextLibrary_NotEqual_IgnoreCase_TextText_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.GetEmptyText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::GetEmptyText()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.GetEmptyText");

	UKismetTextLibrary_GetEmptyText_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Format
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InPattern                      (Parm)
// TArray<struct FFormatArgumentData> InArgs                         (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Format(const struct FText& InPattern, TArray<struct FFormatArgumentData> InArgs)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Format");

	UKismetTextLibrary_Format_Params params;
	params.InPattern = InPattern;
	params.InArgs = InArgs;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.FindTextInLocalizationTable
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 Namespace                      (Parm, ZeroConstructor)
// struct FString                 Key                            (Parm, ZeroConstructor)
// struct FText                   OutText                        (Parm, OutParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::FindTextInLocalizationTable(const struct FString& Namespace, const struct FString& Key, struct FText* OutText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.FindTextInLocalizationTable");

	UKismetTextLibrary_FindTextInLocalizationTable_Params params;
	params.Namespace = Namespace;
	params.Key = Key;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutText != nullptr)
		*OutText = params.OutText;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.EqualEqual_TextText
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   A                              (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   B                              (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::EqualEqual_TextText(const struct FText& A, const struct FText& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.EqualEqual_TextText");

	UKismetTextLibrary_EqualEqual_TextText_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.EqualEqual_IgnoreCase_TextText
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   A                              (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   B                              (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UKismetTextLibrary::EqualEqual_IgnoreCase_TextText(const struct FText& A, const struct FText& B)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.EqualEqual_IgnoreCase_TextText");

	UKismetTextLibrary_EqualEqual_IgnoreCase_TextText_Params params;
	params.A = A;
	params.B = B;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_VectorToText
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                 InVec                          (Parm, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_VectorToText(const struct FVector& InVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_VectorToText");

	UKismetTextLibrary_Conv_VectorToText_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_Vector2dToText
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector2D               InVec                          (Parm, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_Vector2dToText(const struct FVector2D& InVec)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_Vector2dToText");

	UKismetTextLibrary_Conv_Vector2dToText_Params params;
	params.InVec = InVec;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_TransformToText
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTransform              InTrans                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_TransformToText(const struct FTransform& InTrans)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_TransformToText");

	UKismetTextLibrary_Conv_TransformToText_Params params;
	params.InTrans = InTrans;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_TextToString
// (Final, Native, Static, Public, HasOutParms, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FText                   InText                         (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UKismetTextLibrary::Conv_TextToString(const struct FText& InText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_TextToString");

	UKismetTextLibrary_Conv_TextToString_Params params;
	params.InText = InText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_StringToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FString                 inString                       (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_StringToText(const struct FString& inString)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_StringToText");

	UKismetTextLibrary_Conv_StringToText_Params params;
	params.inString = inString;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_RotatorToText
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FRotator                InRot                          (Parm, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_RotatorToText(const struct FRotator& InRot)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_RotatorToText");

	UKismetTextLibrary_Conv_RotatorToText_Params params;
	params.InRot = InRot;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_ObjectToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 InObj                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_ObjectToText(class UObject* InObj)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_ObjectToText");

	UKismetTextLibrary_Conv_ObjectToText_Params params;
	params.InObj = InObj;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_NameToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FName                   InName                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_NameToText(const struct FName& InName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_NameToText");

	UKismetTextLibrary_Conv_NameToText_Params params;
	params.InName = InName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_IntToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseGrouping                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_IntToText(int Value, bool bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_IntToText");

	UKismetTextLibrary_Conv_IntToText_Params params;
	params.Value = Value;
	params.bUseGrouping = bUseGrouping;
	params.MinimumIntegralDigits = MinimumIntegralDigits;
	params.MaximumIntegralDigits = MaximumIntegralDigits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_FloatToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERoundingMode>     RoundingMode                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseGrouping                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_FloatToText(float Value, TEnumAsByte<ERoundingMode> RoundingMode, bool bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int MinimumFractionalDigits, int MaximumFractionalDigits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_FloatToText");

	UKismetTextLibrary_Conv_FloatToText_Params params;
	params.Value = Value;
	params.RoundingMode = RoundingMode;
	params.bUseGrouping = bUseGrouping;
	params.MinimumIntegralDigits = MinimumIntegralDigits;
	params.MaximumIntegralDigits = MaximumIntegralDigits;
	params.MinimumFractionalDigits = MinimumFractionalDigits;
	params.MaximumFractionalDigits = MaximumFractionalDigits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_ColorToText
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FLinearColor            InColor                        (Parm, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_ColorToText(const struct FLinearColor& InColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_ColorToText");

	UKismetTextLibrary_Conv_ColorToText_Params params;
	params.InColor = InColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_ByteToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// unsigned char                  Value                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_ByteToText(unsigned char Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_ByteToText");

	UKismetTextLibrary_Conv_ByteToText_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.Conv_BoolToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                           InBool                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::Conv_BoolToText(bool InBool)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.Conv_BoolToText");

	UKismetTextLibrary_Conv_BoolToText_Params params;
	params.InBool = InBool;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsTimeZoneTime_DateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               InDateTime                     (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString                 InTimeZone                     (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsTimeZoneTime_DateTime(const struct FDateTime& InDateTime, const struct FString& InTimeZone)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsTimeZoneTime_DateTime");

	UKismetTextLibrary_AsTimeZoneTime_DateTime_Params params;
	params.InDateTime = InDateTime;
	params.InTimeZone = InTimeZone;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsTimeZoneDateTime_DateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               InDateTime                     (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString                 InTimeZone                     (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsTimeZoneDateTime_DateTime(const struct FDateTime& InDateTime, const struct FString& InTimeZone)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsTimeZoneDateTime_DateTime");

	UKismetTextLibrary_AsTimeZoneDateTime_DateTime_Params params;
	params.InDateTime = InDateTime;
	params.InTimeZone = InTimeZone;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsTimeZoneDate_DateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               InDateTime                     (ConstParm, Parm, OutParm, ReferenceParm)
// struct FString                 InTimeZone                     (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsTimeZoneDate_DateTime(const struct FDateTime& InDateTime, const struct FString& InTimeZone)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsTimeZoneDate_DateTime");

	UKismetTextLibrary_AsTimeZoneDate_DateTime_Params params;
	params.InDateTime = InDateTime;
	params.InTimeZone = InTimeZone;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsTimespan_Timespan
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan               InTimespan                     (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsTimespan_Timespan(const struct FTimespan& InTimespan)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsTimespan_Timespan");

	UKismetTextLibrary_AsTimespan_Timespan_Params params;
	params.InTimespan = InTimespan;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsTime_DateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               In                             (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsTime_DateTime(const struct FDateTime& In)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsTime_DateTime");

	UKismetTextLibrary_AsTime_DateTime_Params params;
	params.In = In;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsPercent_Float
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERoundingMode>     RoundingMode                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseGrouping                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsPercent_Float(float Value, TEnumAsByte<ERoundingMode> RoundingMode, bool bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int MinimumFractionalDigits, int MaximumFractionalDigits)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsPercent_Float");

	UKismetTextLibrary_AsPercent_Float_Params params;
	params.Value = Value;
	params.RoundingMode = RoundingMode;
	params.bUseGrouping = bUseGrouping;
	params.MinimumIntegralDigits = MinimumIntegralDigits;
	params.MaximumIntegralDigits = MaximumIntegralDigits;
	params.MinimumFractionalDigits = MinimumFractionalDigits;
	params.MaximumFractionalDigits = MaximumFractionalDigits;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsDateTime_DateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               In                             (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsDateTime_DateTime(const struct FDateTime& In)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsDateTime_DateTime");

	UKismetTextLibrary_AsDateTime_DateTime_Params params;
	params.In = In;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsDate_DateTime
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FDateTime               InDateTime                     (ConstParm, Parm, OutParm, ReferenceParm)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsDate_DateTime(const struct FDateTime& InDateTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsDate_DateTime");

	UKismetTextLibrary_AsDate_DateTime_Params params;
	params.InDateTime = InDateTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsCurrencyBase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            BaseValue                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 CurrencyCode                   (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsCurrencyBase(int BaseValue, const struct FString& CurrencyCode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsCurrencyBase");

	UKismetTextLibrary_AsCurrencyBase_Params params;
	params.BaseValue = BaseValue;
	params.CurrencyCode = CurrencyCode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsCurrency_Integer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int                            Value                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERoundingMode>     RoundingMode                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseGrouping                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 CurrencyCode                   (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsCurrency_Integer(int Value, TEnumAsByte<ERoundingMode> RoundingMode, bool bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int MinimumFractionalDigits, int MaximumFractionalDigits, const struct FString& CurrencyCode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsCurrency_Integer");

	UKismetTextLibrary_AsCurrency_Integer_Params params;
	params.Value = Value;
	params.RoundingMode = RoundingMode;
	params.bUseGrouping = bUseGrouping;
	params.MinimumIntegralDigits = MinimumIntegralDigits;
	params.MaximumIntegralDigits = MaximumIntegralDigits;
	params.MinimumFractionalDigits = MinimumFractionalDigits;
	params.MaximumFractionalDigits = MaximumFractionalDigits;
	params.CurrencyCode = CurrencyCode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.KismetTextLibrary.AsCurrency_Float
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ERoundingMode>     RoundingMode                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseGrouping                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumIntegralDigits          (Parm, ZeroConstructor, IsPlainOldData)
// int                            MinimumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// int                            MaximumFractionalDigits        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 CurrencyCode                   (Parm, ZeroConstructor)
// struct FText                   ReturnValue                    (Parm, OutParm, ReturnParm)

struct FText UKismetTextLibrary::AsCurrency_Float(float Value, TEnumAsByte<ERoundingMode> RoundingMode, bool bUseGrouping, int MinimumIntegralDigits, int MaximumIntegralDigits, int MinimumFractionalDigits, int MaximumFractionalDigits, const struct FString& CurrencyCode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.KismetTextLibrary.AsCurrency_Float");

	UKismetTextLibrary_AsCurrency_Float_Params params;
	params.Value = Value;
	params.RoundingMode = RoundingMode;
	params.bUseGrouping = bUseGrouping;
	params.MinimumIntegralDigits = MinimumIntegralDigits;
	params.MaximumIntegralDigits = MaximumIntegralDigits;
	params.MinimumFractionalDigits = MinimumFractionalDigits;
	params.MaximumFractionalDigits = MaximumFractionalDigits;
	params.CurrencyCode = CurrencyCode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelScriptActor.WorldOriginLocationChanged
// (Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// struct FIntVector              OldOriginLocation              (Parm, IsPlainOldData)
// struct FIntVector              NewOriginLocation              (Parm, IsPlainOldData)

void ALevelScriptActor::WorldOriginLocationChanged(const struct FIntVector& OldOriginLocation, const struct FIntVector& NewOriginLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelScriptActor.WorldOriginLocationChanged");

	ALevelScriptActor_WorldOriginLocationChanged_Params params;
	params.OldOriginLocation = OldOriginLocation;
	params.NewOriginLocation = NewOriginLocation;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LevelScriptActor.SetCinematicMode
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bCinematicMode                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bHidePlayer                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsHUD                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsMovement               (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bAffectsTurning                (Parm, ZeroConstructor, IsPlainOldData)

void ALevelScriptActor::SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelScriptActor.SetCinematicMode");

	ALevelScriptActor_SetCinematicMode_Params params;
	params.bCinematicMode = bCinematicMode;
	params.bHidePlayer = bHidePlayer;
	params.bAffectsHUD = bAffectsHUD;
	params.bAffectsMovement = bAffectsMovement;
	params.bAffectsTurning = bAffectsTurning;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LevelScriptActor.RemoteEvent
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   EventName                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ALevelScriptActor::RemoteEvent(const struct FName& EventName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelScriptActor.RemoteEvent");

	ALevelScriptActor_RemoteEvent_Params params;
	params.EventName = EventName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelScriptActor.LevelReset
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void ALevelScriptActor::LevelReset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelScriptActor.LevelReset");

	ALevelScriptActor_LevelReset_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.LevelStreaming.IsStreamingStatePending
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ULevelStreaming::IsStreamingStatePending()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreaming.IsStreamingStatePending");

	ULevelStreaming_IsStreamingStatePending_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelStreaming.IsLevelVisible
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ULevelStreaming::IsLevelVisible()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreaming.IsLevelVisible");

	ULevelStreaming_IsLevelVisible_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelStreaming.IsLevelLoaded
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ULevelStreaming::IsLevelLoaded()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreaming.IsLevelLoaded");

	ULevelStreaming_IsLevelLoaded_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelStreaming.GetWorldAssetPackageFName
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

struct FName ULevelStreaming::GetWorldAssetPackageFName()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreaming.GetWorldAssetPackageFName");

	ULevelStreaming_GetWorldAssetPackageFName_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelStreaming.GetLevelScriptActor
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class ALevelScriptActor*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ALevelScriptActor* ULevelStreaming::GetLevelScriptActor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreaming.GetLevelScriptActor");

	ULevelStreaming_GetLevelScriptActor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelStreaming.CreateInstance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 UniqueInstanceName             (Parm, ZeroConstructor)
// class ULevelStreaming*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ULevelStreaming* ULevelStreaming::CreateInstance(const struct FString& UniqueInstanceName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreaming.CreateInstance");

	ULevelStreaming_CreateInstance_Params params;
	params.UniqueInstanceName = UniqueInstanceName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.LevelStreamingKismet.LoadLevelInstance
// (Final, RequiredAPI, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 LevelName                      (Parm, ZeroConstructor)
// struct FVector                 Location                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FRotator                Rotation                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bOutSuccess                    (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class ULevelStreamingKismet*   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class ULevelStreamingKismet* ULevelStreamingKismet::LoadLevelInstance(class UObject* WorldContextObject, const struct FString& LevelName, const struct FVector& Location, const struct FRotator& Rotation, bool* bOutSuccess)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.LevelStreamingKismet.LoadLevelInstance");

	ULevelStreamingKismet_LoadLevelInstance_Params params;
	params.WorldContextObject = WorldContextObject;
	params.LevelName = LevelName;
	params.Location = Location;
	params.Rotation = Rotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (bOutSuccess != nullptr)
		*bOutSuccess = params.bOutSuccess;

	return params.ReturnValue;
}


// Function Engine.Texture2D.Blueprint_GetSizeY
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UTexture2D::Blueprint_GetSizeY()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Texture2D.Blueprint_GetSizeY");

	UTexture2D_Blueprint_GetSizeY_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.Texture2D.Blueprint_GetSizeX
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UTexture2D::Blueprint_GetSizeX()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.Texture2D.Blueprint_GetSizeX");

	UTexture2D_Blueprint_GetSizeX_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MaterialBillboardComponent.SetElements
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FMaterialSpriteElement> NewElements                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UMaterialBillboardComponent::SetElements(TArray<struct FMaterialSpriteElement> NewElements)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialBillboardComponent.SetElements");

	UMaterialBillboardComponent_SetElements_Params params;
	params.NewElements = NewElements;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialBillboardComponent.AddElement
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)
// class UCurveFloat*             DistanceToOpacityCurve         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bSizeIsInScreenSpace           (Parm, ZeroConstructor, IsPlainOldData)
// float                          BaseSizeX                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          BaseSizeY                      (Parm, ZeroConstructor, IsPlainOldData)
// class UCurveFloat*             DistanceToSizeCurve            (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialBillboardComponent::AddElement(class UMaterialInterface* Material, class UCurveFloat* DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, class UCurveFloat* DistanceToSizeCurve)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialBillboardComponent.AddElement");

	UMaterialBillboardComponent_AddElement_Params params;
	params.Material = Material;
	params.DistanceToOpacityCurve = DistanceToOpacityCurve;
	params.bSizeIsInScreenSpace = bSizeIsInScreenSpace;
	params.BaseSizeX = BaseSizeX;
	params.BaseSizeY = BaseSizeY;
	params.DistanceToSizeCurve = DistanceToSizeCurve;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.SetVectorParameterValue
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            Value                          (Parm, IsPlainOldData)

void UMaterialInstanceDynamic::SetVectorParameterValue(const struct FName& ParameterName, const struct FLinearColor& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.SetVectorParameterValue");

	UMaterialInstanceDynamic_SetVectorParameterValue_Params params;
	params.ParameterName = ParameterName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.SetTextureParameterValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInstanceDynamic::SetTextureParameterValue(const struct FName& ParameterName, class UTexture* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.SetTextureParameterValue");

	UMaterialInstanceDynamic_SetTextureParameterValue_Params params;
	params.ParameterName = ParameterName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.SetScalarParameterValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInstanceDynamic::SetScalarParameterValue(const struct FName& ParameterName, float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.SetScalarParameterValue");

	UMaterialInstanceDynamic_SetScalarParameterValue_Params params;
	params.ParameterName = ParameterName;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstance*       SourceA                        (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInstance*       SourceB                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          alpha                          (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInstanceDynamic::K2_InterpolateMaterialInstanceParams(class UMaterialInstance* SourceA, class UMaterialInstance* SourceB, float alpha)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.K2_InterpolateMaterialInstanceParams");

	UMaterialInstanceDynamic_K2_InterpolateMaterialInstanceParams_Params params;
	params.SourceA = SourceA;
	params.SourceB = SourceB;
	params.alpha = alpha;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.K2_GetVectorParameterValue
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FLinearColor UMaterialInstanceDynamic::K2_GetVectorParameterValue(const struct FName& ParameterName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.K2_GetVectorParameterValue");

	UMaterialInstanceDynamic_K2_GetVectorParameterValue_Params params;
	params.ParameterName = ParameterName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MaterialInstanceDynamic.K2_GetTextureParameterValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// class UTexture*                ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UTexture* UMaterialInstanceDynamic::K2_GetTextureParameterValue(const struct FName& ParameterName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.K2_GetTextureParameterValue");

	UMaterialInstanceDynamic_K2_GetTextureParameterValue_Params params;
	params.ParameterName = ParameterName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MaterialInstanceDynamic.K2_GetScalarParameterValue
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   ParameterName                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UMaterialInstanceDynamic::K2_GetScalarParameterValue(const struct FName& ParameterName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.K2_GetScalarParameterValue");

	UMaterialInstanceDynamic_K2_GetScalarParameterValue_Params params;
	params.ParameterName = ParameterName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.MaterialInstanceDynamic.K2_CopyMaterialInstanceParameters
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Source                         (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInstanceDynamic::K2_CopyMaterialInstanceParameters(class UMaterialInterface* Source)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.K2_CopyMaterialInstanceParameters");

	UMaterialInstanceDynamic_K2_CopyMaterialInstanceParameters_Params params;
	params.Source = Source;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.CopyParameterOverrides
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstance*       MaterialInstance               (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInstanceDynamic::CopyParameterOverrides(class UMaterialInstance* MaterialInstance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.CopyParameterOverrides");

	UMaterialInstanceDynamic_CopyParameterOverrides_Params params;
	params.MaterialInstance = MaterialInstance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MaterialInstanceDynamic.CopyInterpParameters
// (Final, Native, Public)
// Parameters:
// class UMaterialInstance*       Source                         (Parm, ZeroConstructor, IsPlainOldData)

void UMaterialInstanceDynamic::CopyInterpParameters(class UMaterialInstance* Source)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MaterialInstanceDynamic.CopyInterpParameters");

	UMaterialInstanceDynamic_CopyInterpParameters_Params params;
	params.Source = Source;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.Stop
// (Native, Public, BlueprintCallable)

void AMatineeActor::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.Stop");

	AMatineeActor_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.SetPosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewPosition                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bJump                          (Parm, ZeroConstructor, IsPlainOldData)

void AMatineeActor::SetPosition(float NewPosition, bool bJump)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.SetPosition");

	AMatineeActor_SetPosition_Params params;
	params.NewPosition = NewPosition;
	params.bJump = bJump;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.SetLoopingState
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewLooping                    (Parm, ZeroConstructor, IsPlainOldData)

void AMatineeActor::SetLoopingState(bool bNewLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.SetLoopingState");

	AMatineeActor_SetLoopingState_Params params;
	params.bNewLooping = bNewLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.Reverse
// (Native, Public, BlueprintCallable)

void AMatineeActor::Reverse()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.Reverse");

	AMatineeActor_Reverse_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.Play
// (Native, Public, BlueprintCallable)

void AMatineeActor::Play()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.Play");

	AMatineeActor_Play_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.Pause
// (Native, Public, BlueprintCallable)

void AMatineeActor::Pause()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.Pause");

	AMatineeActor_Pause_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.EnableGroupByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 GroupName                      (Parm, ZeroConstructor)
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void AMatineeActor::EnableGroupByName(const struct FString& GroupName, bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.EnableGroupByName");

	AMatineeActor_EnableGroupByName_Params params;
	params.GroupName = GroupName;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MatineeActor.ChangePlaybackDirection
// (Native, Public, BlueprintCallable)

void AMatineeActor::ChangePlaybackDirection()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MatineeActor.ChangePlaybackDirection");

	AMatineeActor_ChangePlaybackDirection_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshVertexPainterKismetLibrary.RemovePaintedVertices
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*    StaticMeshComponent            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void UMeshVertexPainterKismetLibrary::RemovePaintedVertices(class UStaticMeshComponent* StaticMeshComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshVertexPainterKismetLibrary.RemovePaintedVertices");

	UMeshVertexPainterKismetLibrary_RemovePaintedVertices_Params params;
	params.StaticMeshComponent = StaticMeshComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshVertexPainterKismetLibrary.PaintVerticesSingleColor
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*    StaticMeshComponent            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FLinearColor            FillColor                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bConvertToSRGB                 (Parm, ZeroConstructor, IsPlainOldData)

void UMeshVertexPainterKismetLibrary::PaintVerticesSingleColor(class UStaticMeshComponent* StaticMeshComponent, const struct FLinearColor& FillColor, bool bConvertToSRGB)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshVertexPainterKismetLibrary.PaintVerticesSingleColor");

	UMeshVertexPainterKismetLibrary_PaintVerticesSingleColor_Params params;
	params.StaticMeshComponent = StaticMeshComponent;
	params.FillColor = FillColor;
	params.bConvertToSRGB = bConvertToSRGB;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.MeshVertexPainterKismetLibrary.PaintVerticesLerpAlongAxis
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*    StaticMeshComponent            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FLinearColor            StartColor                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FLinearColor            EndColor                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// EVertexPaintAxis               Axis                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bConvertToSRGB                 (Parm, ZeroConstructor, IsPlainOldData)

void UMeshVertexPainterKismetLibrary::PaintVerticesLerpAlongAxis(class UStaticMeshComponent* StaticMeshComponent, const struct FLinearColor& StartColor, const struct FLinearColor& EndColor, EVertexPaintAxis Axis, bool bConvertToSRGB)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.MeshVertexPainterKismetLibrary.PaintVerticesLerpAlongAxis");

	UMeshVertexPainterKismetLibrary_PaintVerticesLerpAlongAxis_Params params;
	params.StaticMeshComponent = StaticMeshComponent;
	params.StartColor = StartColor;
	params.EndColor = EndColor;
	params.Axis = Axis;
	params.bConvertToSRGB = bConvertToSRGB;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationPath.IsValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationPath::IsValid()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.IsValid");

	UNavigationPath_IsValid_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationPath.IsStringPulled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationPath::IsStringPulled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.IsStringPulled");

	UNavigationPath_IsStringPulled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationPath.IsPartial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationPath::IsPartial()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.IsPartial");

	UNavigationPath_IsPartial_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationPath.GetPathLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UNavigationPath::GetPathLength()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.GetPathLength");

	UNavigationPath_GetPathLength_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationPath.GetPathCost
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UNavigationPath::GetPathCost()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.GetPathCost");

	UNavigationPath_GetPathCost_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationPath.GetDebugString
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UNavigationPath::GetDebugString()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.GetDebugString");

	UNavigationPath_GetDebugString_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationPath.EnableRecalculationOnInvalidation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ENavigationOptionFlag> DoRecalculation                (Parm, ZeroConstructor, IsPlainOldData)

void UNavigationPath::EnableRecalculationOnInvalidation(TEnumAsByte<ENavigationOptionFlag> DoRecalculation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.EnableRecalculationOnInvalidation");

	UNavigationPath_EnableRecalculationOnInvalidation_Params params;
	params.DoRecalculation = DoRecalculation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationPath.EnableDebugDrawing
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// bool                           bShouldDrawDebugData           (Parm, ZeroConstructor, IsPlainOldData)
// struct FLinearColor            PathColor                      (Parm, IsPlainOldData)

void UNavigationPath::EnableDebugDrawing(bool bShouldDrawDebugData, const struct FLinearColor& PathColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationPath.EnableDebugDrawing");

	UNavigationPath_EnableDebugDrawing_Params params;
	params.bShouldDrawDebugData = bShouldDrawDebugData;
	params.PathColor = PathColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.UpdateDynamicGenerateTargetNav
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           IsAdd                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FDynamicGenerateTargetNavigation GenerateTargetNav              (Parm)

void UNavigationSystem::UpdateDynamicGenerateTargetNav(bool IsAdd, const struct FDynamicGenerateTargetNavigation& GenerateTargetNav)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.UpdateDynamicGenerateTargetNav");

	UNavigationSystem_UpdateDynamicGenerateTargetNav_Params params;
	params.IsAdd = IsAdd;
	params.GenerateTargetNav = GenerateTargetNav;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.UnregisterNavigationInvoker
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  Invoker                        (Parm, ZeroConstructor, IsPlainOldData)

void UNavigationSystem::UnregisterNavigationInvoker(class AActor* Invoker)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.UnregisterNavigationInvoker");

	UNavigationSystem_UnregisterNavigationInvoker_Params params;
	params.Invoker = Invoker;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.SimpleMoveToLocation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class AController*             Controller                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Goal                           (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UNavigationSystem::SimpleMoveToLocation(class AController* Controller, const struct FVector& Goal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.SimpleMoveToLocation");

	UNavigationSystem_SimpleMoveToLocation_Params params;
	params.Controller = Controller;
	params.Goal = Goal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.SimpleMoveToActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AController*             Controller                     (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Goal                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UNavigationSystem::SimpleMoveToActor(class AController* Controller, class AActor* Goal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.SimpleMoveToActor");

	UNavigationSystem_SimpleMoveToActor_Params params;
	params.Controller = Controller;
	params.Goal = Goal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.SetMaxSimultaneousTileGenerationJobsCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            MaxNumberOfJobs                (Parm, ZeroConstructor, IsPlainOldData)

void UNavigationSystem::SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.SetMaxSimultaneousTileGenerationJobsCount");

	UNavigationSystem_SetMaxSimultaneousTileGenerationJobsCount_Params params;
	params.MaxNumberOfJobs = MaxNumberOfJobs;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.SetGeometryGatheringMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ENavDataGatheringModeConfig    NewMode                        (Parm, ZeroConstructor, IsPlainOldData)

void UNavigationSystem::SetGeometryGatheringMode(ENavDataGatheringModeConfig NewMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.SetGeometryGatheringMode");

	UNavigationSystem_SetGeometryGatheringMode_Params params;
	params.NewMode = NewMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.ResetMaxSimultaneousTileGenerationJobsCount
// (Final, Native, Public, BlueprintCallable)

void UNavigationSystem::ResetMaxSimultaneousTileGenerationJobsCount()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.ResetMaxSimultaneousTileGenerationJobsCount");

	UNavigationSystem_ResetMaxSimultaneousTileGenerationJobsCount_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.RegisterNavigationInvoker
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  Invoker                        (Parm, ZeroConstructor, IsPlainOldData)
// float                          TileGenerationRadius           (Parm, ZeroConstructor, IsPlainOldData)
// float                          TileRemovalRadius              (Parm, ZeroConstructor, IsPlainOldData)

void UNavigationSystem::RegisterNavigationInvoker(class AActor* Invoker, float TileGenerationRadius, float TileRemovalRadius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.RegisterNavigationInvoker");

	UNavigationSystem_RegisterNavigationInvoker_Params params;
	params.Invoker = Invoker;
	params.TileGenerationRadius = TileGenerationRadius;
	params.TileRemovalRadius = TileRemovalRadius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.ProjectPointToNavigation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Point                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 QueryExtent                    (ConstParm, Parm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UNavigationSystem::ProjectPointToNavigation(class UObject* WorldContextObject, const struct FVector& Point, class ANavigationData* NavData, class UClass* FilterClass, const struct FVector& QueryExtent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.ProjectPointToNavigation");

	UNavigationSystem_ProjectPointToNavigation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Point = Point;
	params.NavData = NavData;
	params.FilterClass = FilterClass;
	params.QueryExtent = QueryExtent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.OnNavigationBoundsUpdated
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ANavMeshBoundsVolume*    NavVolume                      (Parm, ZeroConstructor, IsPlainOldData)

void UNavigationSystem::OnNavigationBoundsUpdated(class ANavMeshBoundsVolume* NavVolume)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.OnNavigationBoundsUpdated");

	UNavigationSystem_OnNavigationBoundsUpdated_Params params;
	params.NavVolume = NavVolume;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavigationSystem.NavigationRaycast
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 RayStart                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 RayEnd                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 HitLocation                    (Parm, OutParm, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// class AController*             Querier                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationSystem::NavigationRaycast(class UObject* WorldContextObject, const struct FVector& RayStart, const struct FVector& RayEnd, class UClass* FilterClass, class AController* Querier, struct FVector* HitLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.NavigationRaycast");

	UNavigationSystem_NavigationRaycast_Params params;
	params.WorldContextObject = WorldContextObject;
	params.RayStart = RayStart;
	params.RayEnd = RayEnd;
	params.FilterClass = FilterClass;
	params.Querier = Querier;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (HitLocation != nullptr)
		*HitLocation = params.HitLocation;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.K2_ProjectPointToNavigation
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Point                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 ProjectedLocation              (Parm, OutParm, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 QueryExtent                    (ConstParm, Parm, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationSystem::K2_ProjectPointToNavigation(class UObject* WorldContextObject, const struct FVector& Point, class ANavigationData* NavData, class UClass* FilterClass, const struct FVector& QueryExtent, struct FVector* ProjectedLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.K2_ProjectPointToNavigation");

	UNavigationSystem_K2_ProjectPointToNavigation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Point = Point;
	params.NavData = NavData;
	params.FilterClass = FilterClass;
	params.QueryExtent = QueryExtent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (ProjectedLocation != nullptr)
		*ProjectedLocation = params.ProjectedLocation;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.K2_GetRandomReachablePointInRadius
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 RandomLocation                 (Parm, OutParm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationSystem::K2_GetRandomReachablePointInRadius(class UObject* WorldContextObject, const struct FVector& Origin, float Radius, class ANavigationData* NavData, class UClass* FilterClass, struct FVector* RandomLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.K2_GetRandomReachablePointInRadius");

	UNavigationSystem_K2_GetRandomReachablePointInRadius_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Origin = Origin;
	params.Radius = Radius;
	params.NavData = NavData;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (RandomLocation != nullptr)
		*RandomLocation = params.RandomLocation;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.K2_GetRandomPointInNavigableRadius
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 RandomLocation                 (Parm, OutParm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationSystem::K2_GetRandomPointInNavigableRadius(class UObject* WorldContextObject, const struct FVector& Origin, float Radius, class ANavigationData* NavData, class UClass* FilterClass, struct FVector* RandomLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.K2_GetRandomPointInNavigableRadius");

	UNavigationSystem_K2_GetRandomPointInNavigableRadius_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Origin = Origin;
	params.Radius = Radius;
	params.NavData = NavData;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (RandomLocation != nullptr)
		*RandomLocation = params.RandomLocation;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.IsNavigationBeingBuiltOrLocked
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationSystem::IsNavigationBeingBuiltOrLocked(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.IsNavigationBeingBuiltOrLocked");

	UNavigationSystem_IsNavigationBeingBuiltOrLocked_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.IsNavigationBeingBuilt
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UNavigationSystem::IsNavigationBeingBuilt(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.IsNavigationBeingBuilt");

	UNavigationSystem_IsNavigationBeingBuilt_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.GetRandomReachablePointInRadius
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UNavigationSystem::GetRandomReachablePointInRadius(class UObject* WorldContextObject, const struct FVector& Origin, float Radius, class ANavigationData* NavData, class UClass* FilterClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.GetRandomReachablePointInRadius");

	UNavigationSystem_GetRandomReachablePointInRadius_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Origin = Origin;
	params.Radius = Radius;
	params.NavData = NavData;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.GetRandomPointInNavigableRadius
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Origin                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UNavigationSystem::GetRandomPointInNavigableRadius(class UObject* WorldContextObject, const struct FVector& Origin, float Radius, class ANavigationData* NavData, class UClass* FilterClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.GetRandomPointInNavigableRadius");

	UNavigationSystem_GetRandomPointInNavigableRadius_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Origin = Origin;
	params.Radius = Radius;
	params.NavData = NavData;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.GetPathLength
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 PathStart                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 PathEnd                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          PathLength                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ENavigationQueryResult> ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ENavigationQueryResult> UNavigationSystem::GetPathLength(class UObject* WorldContextObject, const struct FVector& PathStart, const struct FVector& PathEnd, class ANavigationData* NavData, class UClass* FilterClass, float* PathLength)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.GetPathLength");

	UNavigationSystem_GetPathLength_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PathStart = PathStart;
	params.PathEnd = PathEnd;
	params.NavData = NavData;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (PathLength != nullptr)
		*PathLength = params.PathLength;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.GetPathCost
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 PathStart                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 PathEnd                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          PathCost                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class ANavigationData*         NavData                        (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ENavigationQueryResult> ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ENavigationQueryResult> UNavigationSystem::GetPathCost(class UObject* WorldContextObject, const struct FVector& PathStart, const struct FVector& PathEnd, class ANavigationData* NavData, class UClass* FilterClass, float* PathCost)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.GetPathCost");

	UNavigationSystem_GetPathCost_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PathStart = PathStart;
	params.PathEnd = PathEnd;
	params.NavData = NavData;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (PathCost != nullptr)
		*PathCost = params.PathCost;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.GetNavigationSystem
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UNavigationSystem*       ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UNavigationSystem* UNavigationSystem::GetNavigationSystem(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.GetNavigationSystem");

	UNavigationSystem_GetNavigationSystem_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.FindPathToLocationSynchronously
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 PathStart                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 PathEnd                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class AActor*                  PathfindingContext             (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// class UNavigationPath*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UNavigationPath* UNavigationSystem::FindPathToLocationSynchronously(class UObject* WorldContextObject, const struct FVector& PathStart, const struct FVector& PathEnd, class AActor* PathfindingContext, class UClass* FilterClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.FindPathToLocationSynchronously");

	UNavigationSystem_FindPathToLocationSynchronously_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PathStart = PathStart;
	params.PathEnd = PathEnd;
	params.PathfindingContext = PathfindingContext;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavigationSystem.FindPathToActorSynchronously
// (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 PathStart                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// class AActor*                  GoalActor                      (Parm, ZeroConstructor, IsPlainOldData)
// float                          TetherDistance                 (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  PathfindingContext             (Parm, ZeroConstructor, IsPlainOldData)
// class UClass*                  FilterClass                    (Parm, ZeroConstructor, IsPlainOldData)
// class UNavigationPath*         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UNavigationPath* UNavigationSystem::FindPathToActorSynchronously(class UObject* WorldContextObject, const struct FVector& PathStart, class AActor* GoalActor, float TetherDistance, class AActor* PathfindingContext, class UClass* FilterClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavigationSystem.FindPathToActorSynchronously");

	UNavigationSystem_FindPathToActorSynchronously_Params params;
	params.WorldContextObject = WorldContextObject;
	params.PathStart = PathStart;
	params.GoalActor = GoalActor;
	params.TetherDistance = TetherDistance;
	params.PathfindingContext = PathfindingContext;
	params.FilterClass = FilterClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavRelevantComponent.SetNavigationRelevancy
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bRelevant                      (Parm, ZeroConstructor, IsPlainOldData)

void UNavRelevantComponent::SetNavigationRelevancy(bool bRelevant)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavRelevantComponent.SetNavigationRelevancy");

	UNavRelevantComponent_SetNavigationRelevancy_Params params;
	params.bRelevant = bRelevant;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavLinkProxy.SetSmartLinkEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnabled                       (Parm, ZeroConstructor, IsPlainOldData)

void ANavLinkProxy::SetSmartLinkEnabled(bool bEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavLinkProxy.SetSmartLinkEnabled");

	ANavLinkProxy_SetSmartLinkEnabled_Params params;
	params.bEnabled = bEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavLinkProxy.ResumePathFollowing
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  Agent                          (Parm, ZeroConstructor, IsPlainOldData)

void ANavLinkProxy::ResumePathFollowing(class AActor* Agent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavLinkProxy.ResumePathFollowing");

	ANavLinkProxy_ResumePathFollowing_Params params;
	params.Agent = Agent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavLinkProxy.ReceiveSmartLinkReached
// (Event, Public, HasOutParms, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor*                  Agent                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Destination                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void ANavLinkProxy::ReceiveSmartLinkReached(class AActor* Agent, const struct FVector& Destination)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavLinkProxy.ReceiveSmartLinkReached");

	ANavLinkProxy_ReceiveSmartLinkReached_Params params;
	params.Agent = Agent;
	params.Destination = Destination;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavLinkProxy.IsSmartLinkEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ANavLinkProxy::IsSmartLinkEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavLinkProxy.IsSmartLinkEnabled");

	ANavLinkProxy_IsSmartLinkEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavLinkProxy.HasMovingAgents
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool ANavLinkProxy::HasMovingAgents()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavLinkProxy.HasMovingAgents");

	ANavLinkProxy_HasMovingAgents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.NavModifierComponent.SetAreaClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  NewAreaClass                   (Parm, ZeroConstructor, IsPlainOldData)

void UNavModifierComponent::SetAreaClass(class UClass* NewAreaClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavModifierComponent.SetAreaClass");

	UNavModifierComponent_SetAreaClass_Params params;
	params.NewAreaClass = NewAreaClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.NavModifierVolume.SetAreaClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  NewAreaClass                   (Parm, ZeroConstructor, IsPlainOldData)

void ANavModifierVolume::SetAreaClass(class UClass* NewAreaClass)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.NavModifierVolume.SetAreaClass");

	ANavModifierVolume_SetAreaClass_Params params;
	params.NewAreaClass = NewAreaClass;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ObjectPoolInterface.OnRespawned
// (Native, Public)

void UObjectPoolInterface::OnRespawned()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ObjectPoolInterface.OnRespawned");

	UObjectPoolInterface_OnRespawned_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ObjectPoolInterface.OnRecycled
// (Native, Public)

void UObjectPoolInterface::OnRecycled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ObjectPoolInterface.OnRecycled");

	UObjectPoolInterface_OnRecycled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ObjectPoolInterface.GetEnabled
// (Native, Public, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UObjectPoolInterface::GetEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ObjectPoolInterface.GetEnabled");

	UObjectPoolInterface_GetEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.ObjectPoolInterface.GetDefaultPoolSize
// (Native, Public, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UObjectPoolInterface::GetDefaultPoolSize()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ObjectPoolInterface.GetDefaultPoolSize");

	UObjectPoolInterface_GetDefaultPoolSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.OnlineBlueprintCallProxyBase.Activate
// (Native, Public, BlueprintCallable)

void UOnlineBlueprintCallProxyBase::Activate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.OnlineBlueprintCallProxyBase.Activate");

	UOnlineBlueprintCallProxyBase_Activate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.ParticleSystem.ContainsEmitterType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                  TypeData                       (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UParticleSystem::ContainsEmitterType(class UClass* TypeData)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.ParticleSystem.ContainsEmitterType");

	UParticleSystem_ContainsEmitterType_Params params;
	params.TypeData = TypeData;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PawnNoiseEmitterComponent.MakeNoise
// (BlueprintAuthorityOnly, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                  NoiseMaker                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Loudness                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 NoiseLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPawnNoiseEmitterComponent::MakeNoise(class AActor* NoiseMaker, float Loudness, const struct FVector& NoiseLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PawnNoiseEmitterComponent.MakeNoise");

	UPawnNoiseEmitterComponent_MakeNoise_Params params;
	params.NoiseMaker = NoiseMaker;
	params.Loudness = Loudness;
	params.NoiseLocation = NoiseLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicalAnimationComponent.SetStrengthMultiplyer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InStrengthMultiplyer           (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicalAnimationComponent::SetStrengthMultiplyer(float InStrengthMultiplyer)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicalAnimationComponent.SetStrengthMultiplyer");

	UPhysicalAnimationComponent_SetStrengthMultiplyer_Params params;
	params.InStrengthMultiplyer = InStrengthMultiplyer;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicalAnimationComponent.SetSkeletalMeshComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent*  InSkeletalMeshComponent        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void UPhysicalAnimationComponent::SetSkeletalMeshComponent(class USkeletalMeshComponent* InSkeletalMeshComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicalAnimationComponent.SetSkeletalMeshComponent");

	UPhysicalAnimationComponent_SetSkeletalMeshComponent_Params params;
	params.InSkeletalMeshComponent = InSkeletalMeshComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicalAnimationComponent.GetBodyTargetTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   BodyName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UPhysicalAnimationComponent::GetBodyTargetTransform(const struct FName& BodyName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicalAnimationComponent.GetBodyTargetTransform");

	UPhysicalAnimationComponent_GetBodyTargetTransform_Params params;
	params.BodyName = BodyName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicalAnimationComponent.ApplyPhysicalAnimationSettingsBelow
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   BodyName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FPhysicalAnimationData  PhysicalAnimationData          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicalAnimationComponent::ApplyPhysicalAnimationSettingsBelow(const struct FName& BodyName, const struct FPhysicalAnimationData& PhysicalAnimationData, bool bIncludeSelf)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicalAnimationComponent.ApplyPhysicalAnimationSettingsBelow");

	UPhysicalAnimationComponent_ApplyPhysicalAnimationSettingsBelow_Params params;
	params.BodyName = BodyName;
	params.PhysicalAnimationData = PhysicalAnimationData;
	params.bIncludeSelf = bIncludeSelf;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicalAnimationComponent.ApplyPhysicalAnimationSettings
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FName                   BodyName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FPhysicalAnimationData  PhysicalAnimationData          (ConstParm, Parm, OutParm, ReferenceParm)

void UPhysicalAnimationComponent::ApplyPhysicalAnimationSettings(const struct FName& BodyName, const struct FPhysicalAnimationData& PhysicalAnimationData)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicalAnimationComponent.ApplyPhysicalAnimationSettings");

	UPhysicalAnimationComponent_ApplyPhysicalAnimationSettings_Params params;
	params.BodyName = BodyName;
	params.PhysicalAnimationData = PhysicalAnimationData;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicalAnimationComponent.ApplyPhysicalAnimationProfileBelow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BodyName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   ProfileName                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bIncludeSelf                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bClearNotFound                 (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicalAnimationComponent::ApplyPhysicalAnimationProfileBelow(const struct FName& BodyName, const struct FName& ProfileName, bool bIncludeSelf, bool bClearNotFound)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicalAnimationComponent.ApplyPhysicalAnimationProfileBelow");

	UPhysicalAnimationComponent_ApplyPhysicalAnimationProfileBelow_Params params;
	params.BodyName = BodyName;
	params.ProfileName = ProfileName;
	params.bIncludeSelf = bIncludeSelf;
	params.bClearNotFound = bClearNotFound;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetOrientationDriveTwistAndSwing
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableTwistDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableSwingDrive              (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetOrientationDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetOrientationDriveTwistAndSwing");

	UPhysicsConstraintComponent_SetOrientationDriveTwistAndSwing_Params params;
	params.bEnableTwistDrive = bEnableTwistDrive;
	params.bEnableSwingDrive = bEnableSwingDrive;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetOrientationDriveSLERP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableSLERP                   (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetOrientationDriveSLERP(bool bEnableSLERP)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetOrientationDriveSLERP");

	UPhysicsConstraintComponent_SetOrientationDriveSLERP_Params params;
	params.bEnableSLERP = bEnableSLERP;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearZLimit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ELinearConstraintMotion> ConstraintType                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          LimitSize                      (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearZLimit(TEnumAsByte<ELinearConstraintMotion> ConstraintType, float LimitSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearZLimit");

	UPhysicsConstraintComponent_SetLinearZLimit_Params params;
	params.ConstraintType = ConstraintType;
	params.LimitSize = LimitSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearYLimit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ELinearConstraintMotion> ConstraintType                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          LimitSize                      (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearYLimit(TEnumAsByte<ELinearConstraintMotion> ConstraintType, float LimitSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearYLimit");

	UPhysicsConstraintComponent_SetLinearYLimit_Params params;
	params.ConstraintType = ConstraintType;
	params.LimitSize = LimitSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearXLimit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ELinearConstraintMotion> ConstraintType                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          LimitSize                      (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearXLimit(TEnumAsByte<ELinearConstraintMotion> ConstraintType, float LimitSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearXLimit");

	UPhysicsConstraintComponent_SetLinearXLimit_Params params;
	params.ConstraintType = ConstraintType;
	params.LimitSize = LimitSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearVelocityTarget
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 InVelTarget                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearVelocityTarget(const struct FVector& InVelTarget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearVelocityTarget");

	UPhysicsConstraintComponent_SetLinearVelocityTarget_Params params;
	params.InVelTarget = InVelTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearVelocityDrive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableDriveX                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableDriveY                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableDriveZ                  (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearVelocityDrive");

	UPhysicsConstraintComponent_SetLinearVelocityDrive_Params params;
	params.bEnableDriveX = bEnableDriveX;
	params.bEnableDriveY = bEnableDriveY;
	params.bEnableDriveZ = bEnableDriveZ;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearPositionTarget
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 InPosTarget                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearPositionTarget(const struct FVector& InPosTarget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearPositionTarget");

	UPhysicsConstraintComponent_SetLinearPositionTarget_Params params;
	params.InPosTarget = InPosTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearPositionDrive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableDriveX                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableDriveY                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableDriveZ                  (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearPositionDrive");

	UPhysicsConstraintComponent_SetLinearPositionDrive_Params params;
	params.bEnableDriveX = bEnableDriveX;
	params.bEnableDriveY = bEnableDriveY;
	params.bEnableDriveZ = bEnableDriveZ;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearDriveParams
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          PositionStrength               (Parm, ZeroConstructor, IsPlainOldData)
// float                          VelocityStrength               (Parm, ZeroConstructor, IsPlainOldData)
// float                          InForceLimit                   (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearDriveParams");

	UPhysicsConstraintComponent_SetLinearDriveParams_Params params;
	params.PositionStrength = PositionStrength;
	params.VelocityStrength = VelocityStrength;
	params.InForceLimit = InForceLimit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetLinearBreakable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bLinearBreakable               (Parm, ZeroConstructor, IsPlainOldData)
// float                          LinearBreakThreshold           (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetLinearBreakable");

	UPhysicsConstraintComponent_SetLinearBreakable_Params params;
	params.bLinearBreakable = bLinearBreakable;
	params.LinearBreakThreshold = LinearBreakThreshold;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetDisableCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bDisableCollision              (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetDisableCollision(bool bDisableCollision)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetDisableCollision");

	UPhysicsConstraintComponent_SetDisableCollision_Params params;
	params.bDisableCollision = bDisableCollision;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetConstraintReferencePosition
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// TEnumAsByte<EConstraintFrame>  Frame                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 RefPosition                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetConstraintReferencePosition(TEnumAsByte<EConstraintFrame> Frame, const struct FVector& RefPosition)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetConstraintReferencePosition");

	UPhysicsConstraintComponent_SetConstraintReferencePosition_Params params;
	params.Frame = Frame;
	params.RefPosition = RefPosition;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetConstraintReferenceOrientation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// TEnumAsByte<EConstraintFrame>  Frame                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 PriAxis                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 SecAxis                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetConstraintReferenceOrientation(TEnumAsByte<EConstraintFrame> Frame, const struct FVector& PriAxis, const struct FVector& SecAxis)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetConstraintReferenceOrientation");

	UPhysicsConstraintComponent_SetConstraintReferenceOrientation_Params params;
	params.Frame = Frame;
	params.PriAxis = PriAxis;
	params.SecAxis = SecAxis;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetConstraintReferenceFrame
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// TEnumAsByte<EConstraintFrame>  Frame                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              RefFrame                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetConstraintReferenceFrame(TEnumAsByte<EConstraintFrame> Frame, const struct FTransform& RefFrame)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetConstraintReferenceFrame");

	UPhysicsConstraintComponent_SetConstraintReferenceFrame_Params params;
	params.Frame = Frame;
	params.RefFrame = RefFrame;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetConstrainedComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component1                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   BoneName1                      (Parm, ZeroConstructor, IsPlainOldData)
// class UPrimitiveComponent*     Component2                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   BoneName2                      (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetConstrainedComponents(class UPrimitiveComponent* Component1, const struct FName& BoneName1, class UPrimitiveComponent* Component2, const struct FName& BoneName2)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetConstrainedComponents");

	UPhysicsConstraintComponent_SetConstrainedComponents_Params params;
	params.Component1 = Component1;
	params.BoneName1 = BoneName1;
	params.Component2 = Component2;
	params.BoneName2 = BoneName2;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularVelocityTarget
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 InVelTarget                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularVelocityTarget(const struct FVector& InVelTarget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularVelocityTarget");

	UPhysicsConstraintComponent_SetAngularVelocityTarget_Params params;
	params.InVelTarget = InVelTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularVelocityDriveTwistAndSwing
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableTwistDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableSwingDrive              (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularVelocityDriveTwistAndSwing");

	UPhysicsConstraintComponent_SetAngularVelocityDriveTwistAndSwing_Params params;
	params.bEnableTwistDrive = bEnableTwistDrive;
	params.bEnableSwingDrive = bEnableSwingDrive;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularVelocityDriveSLERP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableSLERP                   (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularVelocityDriveSLERP(bool bEnableSLERP)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularVelocityDriveSLERP");

	UPhysicsConstraintComponent_SetAngularVelocityDriveSLERP_Params params;
	params.bEnableSLERP = bEnableSLERP;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularVelocityDrive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableSwingDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableTwistDrive              (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularVelocityDrive");

	UPhysicsConstraintComponent_SetAngularVelocityDrive_Params params;
	params.bEnableSwingDrive = bEnableSwingDrive;
	params.bEnableTwistDrive = bEnableTwistDrive;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularTwistLimit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EAngularConstraintMotion> ConstraintType                 (Parm, ZeroConstructor, IsPlainOldData)
// float                          TwistLimitAngle                (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularTwistLimit(TEnumAsByte<EAngularConstraintMotion> ConstraintType, float TwistLimitAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularTwistLimit");

	UPhysicsConstraintComponent_SetAngularTwistLimit_Params params;
	params.ConstraintType = ConstraintType;
	params.TwistLimitAngle = TwistLimitAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularSwing2Limit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EAngularConstraintMotion> MotionType                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Swing2LimitAngle               (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularSwing2Limit(TEnumAsByte<EAngularConstraintMotion> MotionType, float Swing2LimitAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularSwing2Limit");

	UPhysicsConstraintComponent_SetAngularSwing2Limit_Params params;
	params.MotionType = MotionType;
	params.Swing2LimitAngle = Swing2LimitAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularSwing1Limit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EAngularConstraintMotion> MotionType                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          Swing1LimitAngle               (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularSwing1Limit(TEnumAsByte<EAngularConstraintMotion> MotionType, float Swing1LimitAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularSwing1Limit");

	UPhysicsConstraintComponent_SetAngularSwing1Limit_Params params;
	params.MotionType = MotionType;
	params.Swing1LimitAngle = Swing1LimitAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularOrientationTarget
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                InPosTarget                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularOrientationTarget(const struct FRotator& InPosTarget)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularOrientationTarget");

	UPhysicsConstraintComponent_SetAngularOrientationTarget_Params params;
	params.InPosTarget = InPosTarget;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularOrientationDrive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnableSwingDrive              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bEnableTwistDrive              (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularOrientationDrive(bool bEnableSwingDrive, bool bEnableTwistDrive)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularOrientationDrive");

	UPhysicsConstraintComponent_SetAngularOrientationDrive_Params params;
	params.bEnableSwingDrive = bEnableSwingDrive;
	params.bEnableTwistDrive = bEnableTwistDrive;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularDriveParams
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          PositionStrength               (Parm, ZeroConstructor, IsPlainOldData)
// float                          VelocityStrength               (Parm, ZeroConstructor, IsPlainOldData)
// float                          InForceLimit                   (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularDriveParams");

	UPhysicsConstraintComponent_SetAngularDriveParams_Params params;
	params.PositionStrength = PositionStrength;
	params.VelocityStrength = VelocityStrength;
	params.InForceLimit = InForceLimit;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularDriveMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EAngularDriveMode> DriveMode                      (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularDriveMode(TEnumAsByte<EAngularDriveMode> DriveMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularDriveMode");

	UPhysicsConstraintComponent_SetAngularDriveMode_Params params;
	params.DriveMode = DriveMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.SetAngularBreakable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bAngularBreakable              (Parm, ZeroConstructor, IsPlainOldData)
// float                          AngularBreakThreshold          (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsConstraintComponent::SetAngularBreakable(bool bAngularBreakable, float AngularBreakThreshold)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.SetAngularBreakable");

	UPhysicsConstraintComponent_SetAngularBreakable_Params params;
	params.bAngularBreakable = bAngularBreakable;
	params.AngularBreakThreshold = AngularBreakThreshold;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsConstraintComponent.IsBroken
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPhysicsConstraintComponent::IsBroken()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.IsBroken");

	UPhysicsConstraintComponent_IsBroken_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsConstraintComponent.GetCurrentTwist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPhysicsConstraintComponent::GetCurrentTwist()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.GetCurrentTwist");

	UPhysicsConstraintComponent_GetCurrentTwist_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsConstraintComponent.GetCurrentSwing2
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPhysicsConstraintComponent::GetCurrentSwing2()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.GetCurrentSwing2");

	UPhysicsConstraintComponent_GetCurrentSwing2_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsConstraintComponent.GetCurrentSwing1
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPhysicsConstraintComponent::GetCurrentSwing1()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.GetCurrentSwing1");

	UPhysicsConstraintComponent_GetCurrentSwing1_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsConstraintComponent.GetConstraintForce
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 OutLinearForce                 (Parm, OutParm, IsPlainOldData)
// struct FVector                 OutAngularForce                (Parm, OutParm, IsPlainOldData)

void UPhysicsConstraintComponent::GetConstraintForce(struct FVector* OutLinearForce, struct FVector* OutAngularForce)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.GetConstraintForce");

	UPhysicsConstraintComponent_GetConstraintForce_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutLinearForce != nullptr)
		*OutLinearForce = params.OutLinearForce;
	if (OutAngularForce != nullptr)
		*OutAngularForce = params.OutAngularForce;
}


// Function Engine.PhysicsConstraintComponent.BreakConstraint
// (Final, Native, Public, BlueprintCallable)

void UPhysicsConstraintComponent::BreakConstraint()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsConstraintComponent.BreakConstraint");

	UPhysicsConstraintComponent_BreakConstraint_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetTargetRotation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)

void UPhysicsHandleComponent::SetTargetRotation(const struct FRotator& NewRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetTargetRotation");

	UPhysicsHandleComponent_SetTargetRotation_Params params;
	params.NewRotation = NewRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetTargetLocationAndRotation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)
// struct FRotator                NewRotation                    (Parm, IsPlainOldData)

void UPhysicsHandleComponent::SetTargetLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetTargetLocationAndRotation");

	UPhysicsHandleComponent_SetTargetLocationAndRotation_Params params;
	params.NewLocation = NewLocation;
	params.NewRotation = NewRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetTargetLocation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 NewLocation                    (Parm, IsPlainOldData)

void UPhysicsHandleComponent::SetTargetLocation(const struct FVector& NewLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetTargetLocation");

	UPhysicsHandleComponent_SetTargetLocation_Params params;
	params.NewLocation = NewLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetLinearStiffness
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLinearStiffness             (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsHandleComponent::SetLinearStiffness(float NewLinearStiffness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetLinearStiffness");

	UPhysicsHandleComponent_SetLinearStiffness_Params params;
	params.NewLinearStiffness = NewLinearStiffness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetLinearDamping
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLinearDamping               (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsHandleComponent::SetLinearDamping(float NewLinearDamping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetLinearDamping");

	UPhysicsHandleComponent_SetLinearDamping_Params params;
	params.NewLinearDamping = NewLinearDamping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetInterpolationSpeed
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewInterpolationSpeed          (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsHandleComponent::SetInterpolationSpeed(float NewInterpolationSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetInterpolationSpeed");

	UPhysicsHandleComponent_SetInterpolationSpeed_Params params;
	params.NewInterpolationSpeed = NewInterpolationSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetAngularStiffness
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewAngularStiffness            (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsHandleComponent::SetAngularStiffness(float NewAngularStiffness)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetAngularStiffness");

	UPhysicsHandleComponent_SetAngularStiffness_Params params;
	params.NewAngularStiffness = NewAngularStiffness;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.SetAngularDamping
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewAngularDamping              (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsHandleComponent::SetAngularDamping(float NewAngularDamping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.SetAngularDamping");

	UPhysicsHandleComponent_SetAngularDamping_Params params;
	params.NewAngularDamping = NewAngularDamping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.ReleaseComponent
// (RequiredAPI, Native, Public, BlueprintCallable)

void UPhysicsHandleComponent::ReleaseComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.ReleaseComponent");

	UPhysicsHandleComponent_ReleaseComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.GrabComponentAtLocationWithRotation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   InBoneName                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Rotation                       (Parm, IsPlainOldData)

void UPhysicsHandleComponent::GrabComponentAtLocationWithRotation(class UPrimitiveComponent* Component, const struct FName& InBoneName, const struct FVector& Location, const struct FRotator& Rotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.GrabComponentAtLocationWithRotation");

	UPhysicsHandleComponent_GrabComponentAtLocationWithRotation_Params params;
	params.Component = Component;
	params.InBoneName = InBoneName;
	params.Location = Location;
	params.Rotation = Rotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.GrabComponentAtLocation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   InBoneName                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 GrabLocation                   (Parm, IsPlainOldData)

void UPhysicsHandleComponent::GrabComponentAtLocation(class UPrimitiveComponent* Component, const struct FName& InBoneName, const struct FVector& GrabLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.GrabComponentAtLocation");

	UPhysicsHandleComponent_GrabComponentAtLocation_Params params;
	params.Component = Component;
	params.InBoneName = InBoneName;
	params.GrabLocation = GrabLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.GrabComponent
// (RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     Component                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   InBoneName                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 GrabLocation                   (Parm, IsPlainOldData)
// bool                           bConstrainRotation             (Parm, ZeroConstructor, IsPlainOldData)

void UPhysicsHandleComponent::GrabComponent(class UPrimitiveComponent* Component, const struct FName& InBoneName, const struct FVector& GrabLocation, bool bConstrainRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.GrabComponent");

	UPhysicsHandleComponent_GrabComponent_Params params;
	params.Component = Component;
	params.InBoneName = InBoneName;
	params.GrabLocation = GrabLocation;
	params.bConstrainRotation = bConstrainRotation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PhysicsHandleComponent.GetTargetLocationAndRotation
// (Final, RequiredAPI, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 TargetLocation                 (Parm, OutParm, IsPlainOldData)
// struct FRotator                TargetRotation                 (Parm, OutParm, IsPlainOldData)

void UPhysicsHandleComponent::GetTargetLocationAndRotation(struct FVector* TargetLocation, struct FRotator* TargetRotation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.GetTargetLocationAndRotation");

	UPhysicsHandleComponent_GetTargetLocationAndRotation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (TargetLocation != nullptr)
		*TargetLocation = params.TargetLocation;
	if (TargetRotation != nullptr)
		*TargetRotation = params.TargetRotation;
}


// Function Engine.PhysicsHandleComponent.GetGrabbedComponent
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPrimitiveComponent*     ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UPrimitiveComponent* UPhysicsHandleComponent::GetGrabbedComponent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsHandleComponent.GetGrabbedComponent");

	UPhysicsHandleComponent_GetGrabbedComponent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsSpringComponent.GetSpringRestingPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPhysicsSpringComponent::GetSpringRestingPoint()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsSpringComponent.GetSpringRestingPoint");

	UPhysicsSpringComponent_GetSpringRestingPoint_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsSpringComponent.GetSpringDirection
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPhysicsSpringComponent::GetSpringDirection()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsSpringComponent.GetSpringDirection");

	UPhysicsSpringComponent_GetSpringDirection_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsSpringComponent.GetSpringCurrentEndPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPhysicsSpringComponent::GetSpringCurrentEndPoint()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsSpringComponent.GetSpringCurrentEndPoint");

	UPhysicsSpringComponent_GetSpringCurrentEndPoint_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PhysicsSpringComponent.GetNormalizedCompressionScalar
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UPhysicsSpringComponent::GetNormalizedCompressionScalar()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PhysicsSpringComponent.GetNormalizedCompressionScalar");

	UPhysicsSpringComponent_GetNormalizedCompressionScalar_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlanarReflection.OnInterpToggle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void APlanarReflection::OnInterpToggle(bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlanarReflection.OnInterpToggle");

	APlanarReflection_OnInterpToggle_Params params;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.ShowOnlyComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     InComponent                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void USceneCaptureComponent::ShowOnlyComponent(class UPrimitiveComponent* InComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.ShowOnlyComponent");

	USceneCaptureComponent_ShowOnlyComponent_Params params;
	params.InComponent = InComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.ShowOnlyActorComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  InActor                        (Parm, ZeroConstructor, IsPlainOldData)

void USceneCaptureComponent::ShowOnlyActorComponents(class AActor* InActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.ShowOnlyActorComponents");

	USceneCaptureComponent_ShowOnlyActorComponents_Params params;
	params.InActor = InActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.SetCaptureSortPriority
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            NewCaptureSortPriority         (Parm, ZeroConstructor, IsPlainOldData)

void USceneCaptureComponent::SetCaptureSortPriority(int NewCaptureSortPriority)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.SetCaptureSortPriority");

	USceneCaptureComponent_SetCaptureSortPriority_Params params;
	params.NewCaptureSortPriority = NewCaptureSortPriority;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.RemoveShowOnlyComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     InComponent                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void USceneCaptureComponent::RemoveShowOnlyComponent(class UPrimitiveComponent* InComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.RemoveShowOnlyComponent");

	USceneCaptureComponent_RemoveShowOnlyComponent_Params params;
	params.InComponent = InComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.RemoveShowOnlyActorComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  InActor                        (Parm, ZeroConstructor, IsPlainOldData)

void USceneCaptureComponent::RemoveShowOnlyActorComponents(class AActor* InActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.RemoveShowOnlyActorComponents");

	USceneCaptureComponent_RemoveShowOnlyActorComponents_Params params;
	params.InActor = InActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.HideComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     InComponent                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void USceneCaptureComponent::HideComponent(class UPrimitiveComponent* InComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.HideComponent");

	USceneCaptureComponent_HideComponent_Params params;
	params.InComponent = InComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.HideActorComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                  InActor                        (Parm, ZeroConstructor, IsPlainOldData)

void USceneCaptureComponent::HideActorComponents(class AActor* InActor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.HideActorComponents");

	USceneCaptureComponent_HideActorComponents_Params params;
	params.InActor = InActor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.ClearShowOnlyComponents
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*     InComponent                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void USceneCaptureComponent::ClearShowOnlyComponents(class UPrimitiveComponent* InComponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.ClearShowOnlyComponents");

	USceneCaptureComponent_ClearShowOnlyComponents_Params params;
	params.InComponent = InComponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent.ClearHiddenComponents
// (Final, Native, Public, BlueprintCallable)

void USceneCaptureComponent::ClearHiddenComponents()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent.ClearHiddenComponents");

	USceneCaptureComponent_ClearHiddenComponents_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlatformEventsComponent.SupportsConvertibleLaptops
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPlatformEventsComponent::SupportsConvertibleLaptops()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlatformEventsComponent.SupportsConvertibleLaptops");

	UPlatformEventsComponent_SupportsConvertibleLaptops_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// DelegateFunction Engine.PlatformEventsComponent.PlatformEventDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UPlatformEventsComponent::PlatformEventDelegate__DelegateSignature()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("DelegateFunction Engine.PlatformEventsComponent.PlatformEventDelegate__DelegateSignature");

	UPlatformEventsComponent_PlatformEventDelegate__DelegateSignature_Params params;

	auto flags = pFunc->FunctionFlags;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlatformEventsComponent.IsInTabletMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPlatformEventsComponent::IsInTabletMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlatformEventsComponent.IsInTabletMode");

	UPlatformEventsComponent_IsInTabletMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlatformEventsComponent.IsInLaptopMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UPlatformEventsComponent::IsInLaptopMode()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlatformEventsComponent.IsInLaptopMode");

	UPlatformEventsComponent_IsInLaptopMode_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlatformInterfaceWebResponse.GetNumHeaders
// (Native, Public)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UPlatformInterfaceWebResponse::GetNumHeaders()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlatformInterfaceWebResponse.GetNumHeaders");

	UPlatformInterfaceWebResponse_GetNumHeaders_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlatformInterfaceWebResponse.GetHeaderValue
// (Native, Public)
// Parameters:
// struct FString                 HeaderName                     (Parm, ZeroConstructor)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UPlatformInterfaceWebResponse::GetHeaderValue(const struct FString& HeaderName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlatformInterfaceWebResponse.GetHeaderValue");

	UPlatformInterfaceWebResponse_GetHeaderValue_Params params;
	params.HeaderName = HeaderName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PlatformInterfaceWebResponse.GetHeader
// (Native, Public, HasOutParms)
// Parameters:
// int                            HeaderIndex                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Header                         (Parm, OutParm, ZeroConstructor)
// struct FString                 Value                          (Parm, OutParm, ZeroConstructor)

void UPlatformInterfaceWebResponse::GetHeader(int HeaderIndex, struct FString* Header, struct FString* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlatformInterfaceWebResponse.GetHeader");

	UPlatformInterfaceWebResponse_GetHeader_Params params;
	params.HeaderIndex = HeaderIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Header != nullptr)
		*Header = params.Header;
	if (Value != nullptr)
		*Value = params.Value;
}


// Function Engine.PlayerInput.SetMouseSensitivity
// (Final, Exec, Native, Public)
// Parameters:
// float                          Sensitivity                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UPlayerInput::SetMouseSensitivity(float Sensitivity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerInput.SetMouseSensitivity");

	UPlayerInput_SetMouseSensitivity_Params params;
	params.Sensitivity = Sensitivity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerInput.SetBind
// (Final, Exec, Native, Public)
// Parameters:
// struct FName                   BindName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Command                        (Parm, ZeroConstructor)

void UPlayerInput::SetBind(const struct FName& BindName, const struct FString& Command)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerInput.SetBind");

	UPlayerInput_SetBind_Params params;
	params.BindName = BindName;
	params.Command = Command;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerInput.InvertAxisKey
// (Final, Exec, Native, Public)
// Parameters:
// struct FKey                    AxisKey                        (ConstParm, Parm)

void UPlayerInput::InvertAxisKey(const struct FKey& AxisKey)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerInput.InvertAxisKey");

	UPlayerInput_InvertAxisKey_Params params;
	params.AxisKey = AxisKey;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerInput.InvertAxis
// (Final, Exec, Native, Public)
// Parameters:
// struct FName                   AxisName                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData)

void UPlayerInput::InvertAxis(const struct FName& AxisName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerInput.InvertAxis");

	UPlayerInput_InvertAxis_Params params;
	params.AxisName = AxisName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PlayerInput.ClearSmoothing
// (Final, Exec, Native, Public)

void UPlayerInput::ClearSmoothing()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PlayerInput.ClearSmoothing");

	UPlayerInput_ClearSmoothing_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLight.SetRadius
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewRadius                      (Parm, ZeroConstructor, IsPlainOldData)

void APointLight::SetRadius(float NewRadius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLight.SetRadius");

	APointLight_SetRadius_Params params;
	params.NewRadius = NewRadius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLight.SetLightFalloffExponent
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLightFalloffExponent        (Parm, ZeroConstructor, IsPlainOldData)

void APointLight::SetLightFalloffExponent(float NewLightFalloffExponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLight.SetLightFalloffExponent");

	APointLight_SetLightFalloffExponent_Params params;
	params.NewLightFalloffExponent = NewLightFalloffExponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLightComponent.SetSourceRadius
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void UPointLightComponent::SetSourceRadius(float bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLightComponent.SetSourceRadius");

	UPointLightComponent_SetSourceRadius_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLightComponent.SetSourceLength
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewValue                       (Parm, ZeroConstructor, IsPlainOldData)

void UPointLightComponent::SetSourceLength(float NewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLightComponent.SetSourceLength");

	UPointLightComponent_SetSourceLength_Params params;
	params.NewValue = NewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLightComponent.SetSoftSourceRadius
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          bNewValue                      (Parm, ZeroConstructor, IsPlainOldData)

void UPointLightComponent::SetSoftSourceRadius(float bNewValue)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLightComponent.SetSoftSourceRadius");

	UPointLightComponent_SetSoftSourceRadius_Params params;
	params.bNewValue = bNewValue;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLightComponent.SetLightFalloffExponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLightFalloffExponent        (Parm, ZeroConstructor, IsPlainOldData)

void UPointLightComponent::SetLightFalloffExponent(float NewLightFalloffExponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLightComponent.SetLightFalloffExponent");

	UPointLightComponent_SetLightFalloffExponent_Params params;
	params.NewLightFalloffExponent = NewLightFalloffExponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PointLightComponent.SetAttenuationRadius
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewRadius                      (Parm, ZeroConstructor, IsPlainOldData)

void UPointLightComponent::SetAttenuationRadius(float NewRadius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PointLightComponent.SetAttenuationRadius");

	UPointLightComponent_SetAttenuationRadius_Params params;
	params.NewRadius = NewRadius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PoseableMeshComponent.SetBoneTransformByName
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              InTransform                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)

void UPoseableMeshComponent::SetBoneTransformByName(const struct FName& BoneName, const struct FTransform& InTransform, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.SetBoneTransformByName");

	UPoseableMeshComponent_SetBoneTransformByName_Params params;
	params.BoneName = BoneName;
	params.InTransform = InTransform;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PoseableMeshComponent.SetBoneScaleByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InScale3D                      (Parm, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)

void UPoseableMeshComponent::SetBoneScaleByName(const struct FName& BoneName, const struct FVector& InScale3D, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.SetBoneScaleByName");

	UPoseableMeshComponent_SetBoneScaleByName_Params params;
	params.BoneName = BoneName;
	params.InScale3D = InScale3D;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PoseableMeshComponent.SetBoneRotationByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                InRotation                     (Parm, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)

void UPoseableMeshComponent::SetBoneRotationByName(const struct FName& BoneName, const struct FRotator& InRotation, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.SetBoneRotationByName");

	UPoseableMeshComponent_SetBoneRotationByName_Params params;
	params.BoneName = BoneName;
	params.InRotation = InRotation;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PoseableMeshComponent.SetBoneLocationByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InLocation                     (Parm, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)

void UPoseableMeshComponent::SetBoneLocationByName(const struct FName& BoneName, const struct FVector& InLocation, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.SetBoneLocationByName");

	UPoseableMeshComponent_SetBoneLocationByName_Params params;
	params.BoneName = BoneName;
	params.InLocation = InLocation;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PoseableMeshComponent.ResetBoneTransformByName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)

void UPoseableMeshComponent::ResetBoneTransformByName(const struct FName& BoneName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.ResetBoneTransformByName");

	UPoseableMeshComponent_ResetBoneTransformByName_Params params;
	params.BoneName = BoneName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PoseableMeshComponent.GetBoneTransformByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform UPoseableMeshComponent::GetBoneTransformByName(const struct FName& BoneName, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.GetBoneTransformByName");

	UPoseableMeshComponent_GetBoneTransformByName_Params params;
	params.BoneName = BoneName;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PoseableMeshComponent.GetBoneScaleByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPoseableMeshComponent::GetBoneScaleByName(const struct FName& BoneName, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.GetBoneScaleByName");

	UPoseableMeshComponent_GetBoneScaleByName_Params params;
	params.BoneName = BoneName;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PoseableMeshComponent.GetBoneRotationByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator UPoseableMeshComponent::GetBoneRotationByName(const struct FName& BoneName, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.GetBoneRotationByName");

	UPoseableMeshComponent_GetBoneRotationByName_Params params;
	params.BoneName = BoneName;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PoseableMeshComponent.GetBoneLocationByName
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FName                   BoneName                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<EBoneSpaces>       BoneSpace                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UPoseableMeshComponent::GetBoneLocationByName(const struct FName& BoneName, TEnumAsByte<EBoneSpaces> BoneSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.GetBoneLocationByName");

	UPoseableMeshComponent_GetBoneLocationByName_Params params;
	params.BoneName = BoneName;
	params.BoneSpace = BoneSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.PoseableMeshComponent.CopyPoseFromSkeletalComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent*  InComponentToCopy              (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)

void UPoseableMeshComponent::CopyPoseFromSkeletalComponent(class USkeletalMeshComponent* InComponentToCopy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PoseableMeshComponent.CopyPoseFromSkeletalComponent");

	UPoseableMeshComponent_CopyPoseFromSkeletalComponent_Params params;
	params.InComponentToCopy = InComponentToCopy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PostProcessComponent.AddOrUpdateBlendable
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UBlendableInterface> InBlendableObject              (Parm, ZeroConstructor, IsPlainOldData)
// float                          InWeight                       (Parm, ZeroConstructor, IsPlainOldData)

void UPostProcessComponent::AddOrUpdateBlendable(const TScriptInterface<class UBlendableInterface>& InBlendableObject, float InWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PostProcessComponent.AddOrUpdateBlendable");

	UPostProcessComponent_AddOrUpdateBlendable_Params params;
	params.InBlendableObject = InBlendableObject;
	params.InWeight = InWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.PostProcessVolume.AddOrUpdateBlendable
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UBlendableInterface> InBlendableObject              (Parm, ZeroConstructor, IsPlainOldData)
// float                          InWeight                       (Parm, ZeroConstructor, IsPlainOldData)

void APostProcessVolume::AddOrUpdateBlendable(const TScriptInterface<class UBlendableInterface>& InBlendableObject, float InWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.PostProcessVolume.AddOrUpdateBlendable");

	APostProcessVolume_AddOrUpdateBlendable_Params params;
	params.InBlendableObject = InBlendableObject;
	params.InWeight = InWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceActor.ToggleForce
// (Native, Public, BlueprintCallable)

void ARadialForceActor::ToggleForce()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceActor.ToggleForce");

	ARadialForceActor_ToggleForce_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceActor.FireImpulse
// (Native, Public, BlueprintCallable)

void ARadialForceActor::FireImpulse()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceActor.FireImpulse");

	ARadialForceActor_FireImpulse_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceActor.EnableForce
// (Native, Public, BlueprintCallable)

void ARadialForceActor::EnableForce()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceActor.EnableForce");

	ARadialForceActor_EnableForce_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceActor.DisableForce
// (Native, Public, BlueprintCallable)

void ARadialForceActor::DisableForce()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceActor.DisableForce");

	ARadialForceActor_DisableForce_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceComponent.RemoveObjectTypeToAffect
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EObjectTypeQuery>  ObjectType                     (Parm, ZeroConstructor, IsPlainOldData)

void URadialForceComponent::RemoveObjectTypeToAffect(TEnumAsByte<EObjectTypeQuery> ObjectType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceComponent.RemoveObjectTypeToAffect");

	URadialForceComponent_RemoveObjectTypeToAffect_Params params;
	params.ObjectType = ObjectType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceComponent.FireImpulse
// (Native, Public, BlueprintCallable)

void URadialForceComponent::FireImpulse()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceComponent.FireImpulse");

	URadialForceComponent_FireImpulse_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.RadialForceComponent.AddObjectTypeToAffect
// (Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EObjectTypeQuery>  ObjectType                     (Parm, ZeroConstructor, IsPlainOldData)

void URadialForceComponent::AddObjectTypeToAffect(TEnumAsByte<EObjectTypeQuery> ObjectType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.RadialForceComponent.AddObjectTypeToAffect");

	URadialForceComponent_AddObjectTypeToAffect_Params params;
	params.ObjectType = ObjectType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCapture2D.OnInterpToggle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void ASceneCapture2D::OnInterpToggle(bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCapture2D.OnInterpToggle");

	ASceneCapture2D_OnInterpToggle_Params params;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent2D.CaptureScene
// (Final, Native, Public, BlueprintCallable)

void USceneCaptureComponent2D::CaptureScene()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent2D.CaptureScene");

	USceneCaptureComponent2D_CaptureScene_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponent2D.AddOrUpdateBlendable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UBlendableInterface> InBlendableObject              (Parm, ZeroConstructor, IsPlainOldData)
// float                          InWeight                       (Parm, ZeroConstructor, IsPlainOldData)

void USceneCaptureComponent2D::AddOrUpdateBlendable(const TScriptInterface<class UBlendableInterface>& InBlendableObject, float InWeight)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponent2D.AddOrUpdateBlendable");

	USceneCaptureComponent2D_AddOrUpdateBlendable_Params params;
	params.InBlendableObject = InBlendableObject;
	params.InWeight = InWeight;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureComponentCube.CaptureScene
// (Final, Native, Public, BlueprintCallable)

void USceneCaptureComponentCube::CaptureScene()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureComponentCube.CaptureScene");

	USceneCaptureComponentCube_CaptureScene_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SceneCaptureCube.OnInterpToggle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bEnable                        (Parm, ZeroConstructor, IsPlainOldData)

void ASceneCaptureCube::OnInterpToggle(bool bEnable)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SceneCaptureCube.OnInterpToggle");

	ASceneCaptureCube_OnInterpToggle_Params params;
	params.bEnable = bEnable;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMesh.NumSockets
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int USkeletalMesh::NumSockets()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.NumSockets");

	USkeletalMesh_NumSockets_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.IsSectionUsingCloth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            InSectionIndex                 (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bCheckCorrespondingSections    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USkeletalMesh::IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.IsSectionUsingCloth");

	USkeletalMesh_IsSectionUsingCloth_Params params;
	params.InSectionIndex = InSectionIndex;
	params.bCheckCorrespondingSections = bCheckCorrespondingSections;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.GetSocketByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// class USkeletalMeshSocket*     ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USkeletalMeshSocket* USkeletalMesh::GetSocketByIndex(int Index)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.GetSocketByIndex");

	USkeletalMesh_GetSocketByIndex_Params params;
	params.Index = Index;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.GetNodeMappingContainer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UBlueprint*              SourceAsset                    (Parm, ZeroConstructor, IsPlainOldData)
// class UNodeMappingContainer*   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UNodeMappingContainer* USkeletalMesh::GetNodeMappingContainer(class UBlueprint* SourceAsset)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.GetNodeMappingContainer");

	USkeletalMesh_GetNodeMappingContainer_Params params;
	params.SourceAsset = SourceAsset;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.GetImportedBounds
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FBoxSphereBounds        ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FBoxSphereBounds USkeletalMesh::GetImportedBounds()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.GetImportedBounds");

	USkeletalMesh_GetImportedBounds_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.GetBounds
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FBoxSphereBounds        ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FBoxSphereBounds USkeletalMesh::GetBounds()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.GetBounds");

	USkeletalMesh_GetBounds_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.FindSocketAndIndex
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// int                            OutIndex                       (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// class USkeletalMeshSocket*     ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USkeletalMeshSocket* USkeletalMesh::FindSocketAndIndex(const struct FName& InSocketName, int* OutIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.FindSocketAndIndex");

	USkeletalMesh_FindSocketAndIndex_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (OutIndex != nullptr)
		*OutIndex = params.OutIndex;

	return params.ReturnValue;
}


// Function Engine.SkeletalMesh.FindSocket
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   InSocketName                   (Parm, ZeroConstructor, IsPlainOldData)
// class USkeletalMeshSocket*     ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class USkeletalMeshSocket* USkeletalMesh::FindSocket(const struct FName& InSocketName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMesh.FindSocket");

	USkeletalMesh_FindSocket_Params params;
	params.InSocketName = InSocketName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkeletalMeshActor.OnRep_ReplicatedPhysAsset
// (Native, Public)

void ASkeletalMeshActor::OnRep_ReplicatedPhysAsset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshActor.OnRep_ReplicatedPhysAsset");

	ASkeletalMeshActor_OnRep_ReplicatedPhysAsset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshActor.OnRep_ReplicatedMesh
// (Native, Public)

void ASkeletalMeshActor::OnRep_ReplicatedMesh()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshActor.OnRep_ReplicatedMesh");

	ASkeletalMeshActor_OnRep_ReplicatedMesh_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshActor.OnRep_ReplicatedMaterial1
// (Native, Public)

void ASkeletalMeshActor::OnRep_ReplicatedMaterial1()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshActor.OnRep_ReplicatedMaterial1");

	ASkeletalMeshActor_OnRep_ReplicatedMaterial1_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshActor.OnRep_ReplicatedMaterial0
// (Native, Public)

void ASkeletalMeshActor::OnRep_ReplicatedMaterial0()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshActor.OnRep_ReplicatedMaterial0");

	ASkeletalMeshActor_OnRep_ReplicatedMaterial0_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshSocket.InitializeSocketFromLocation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent*  SkelComp                       (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FVector                 WorldLocation                  (Parm, IsPlainOldData)
// struct FVector                 WorldNormal                    (Parm, IsPlainOldData)

void USkeletalMeshSocket::InitializeSocketFromLocation(class USkeletalMeshComponent* SkelComp, const struct FVector& WorldLocation, const struct FVector& WorldNormal)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshSocket.InitializeSocketFromLocation");

	USkeletalMeshSocket_InitializeSocketFromLocation_Params params;
	params.SkelComp = SkelComp;
	params.WorldLocation = WorldLocation;
	params.WorldNormal = WorldNormal;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkeletalMeshSocket.GetSocketLocation
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*  SkelComp                       (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USkeletalMeshSocket::GetSocketLocation(class USkeletalMeshComponent* SkelComp)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkeletalMeshSocket.GetSocketLocation");

	USkeletalMeshSocket_GetSocketLocation_Params params;
	params.SkelComp = SkelComp;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SkyLight.OnRep_bEnabled
// (Native, Public)

void ASkyLight::OnRep_bEnabled()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLight.OnRep_bEnabled");

	ASkyLight_OnRep_bEnabled_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetVolumetricScatteringIntensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetVolumetricScatteringIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetVolumetricScatteringIntensity");

	USkyLightComponent_SetVolumetricScatteringIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetOcclusionTint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor                  InTint                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void USkyLightComponent::SetOcclusionTint(const struct FColor& InTint)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetOcclusionTint");

	USkyLightComponent_SetOcclusionTint_Params params;
	params.InTint = InTint;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetOcclusionExponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InOcclusionExponent            (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetOcclusionExponent(float InOcclusionExponent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetOcclusionExponent");

	USkyLightComponent_SetOcclusionExponent_Params params;
	params.InOcclusionExponent = InOcclusionExponent;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetOcclusionContrast
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InOcclusionContrast            (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetOcclusionContrast(float InOcclusionContrast)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetOcclusionContrast");

	USkyLightComponent_SetOcclusionContrast_Params params;
	params.InOcclusionContrast = InOcclusionContrast;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetMinOcclusion
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InMinOcclusion                 (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetMinOcclusion(float InMinOcclusion)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetMinOcclusion");

	USkyLightComponent_SetMinOcclusion_Params params;
	params.InMinOcclusion = InMinOcclusion;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetLightColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            NewLightColor                  (Parm, IsPlainOldData)

void USkyLightComponent::SetLightColor(const struct FLinearColor& NewLightColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetLightColor");

	USkyLightComponent_SetLightColor_Params params;
	params.NewLightColor = NewLightColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetIntensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetIntensity");

	USkyLightComponent_SetIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetIndirectLightingIntensity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetIndirectLightingIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetIndirectLightingIntensity");

	USkyLightComponent_SetIndirectLightingIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetCubemapBlend
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTextureCube*            SourceCubemap                  (Parm, ZeroConstructor, IsPlainOldData)
// class UTextureCube*            DestinationCubemap             (Parm, ZeroConstructor, IsPlainOldData)
// float                          InBlendFraction                (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetCubemapBlend(class UTextureCube* SourceCubemap, class UTextureCube* DestinationCubemap, float InBlendFraction)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetCubemapBlend");

	USkyLightComponent_SetCubemapBlend_Params params;
	params.SourceCubemap = SourceCubemap;
	params.DestinationCubemap = DestinationCubemap;
	params.InBlendFraction = InBlendFraction;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.SetCubemap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTextureCube*            NewCubemap                     (Parm, ZeroConstructor, IsPlainOldData)

void USkyLightComponent::SetCubemap(class UTextureCube* NewCubemap)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.SetCubemap");

	USkyLightComponent_SetCubemap_Params params;
	params.NewCubemap = NewCubemap;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SkyLightComponent.RecaptureSky
// (Final, Native, Public, BlueprintCallable)

void USkyLightComponent::RecaptureSky()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SkyLightComponent.RecaptureSky");

	USkyLightComponent_RecaptureSky_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.UpdateSpline
// (Final, Native, Public, BlueprintCallable)

void USplineComponent::UpdateSpline()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.UpdateSpline");

	USplineComponent_UpdateSpline_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetWorldLocationAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InLocation                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void USplineComponent::SetWorldLocationAtSplinePoint(int PointIndex, const struct FVector& InLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetWorldLocationAtSplinePoint");

	USplineComponent_SetWorldLocationAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.InLocation = InLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetUpVectorAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InUpVector                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetUpVectorAtSplinePoint(int PointIndex, const struct FVector& InUpVector, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetUpVectorAtSplinePoint");

	USplineComponent_SetUpVectorAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.InUpVector = InUpVector;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetUnselectedSplineSegmentColor
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            SegmentColor                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void USplineComponent::SetUnselectedSplineSegmentColor(const struct FLinearColor& SegmentColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetUnselectedSplineSegmentColor");

	USplineComponent_SetUnselectedSplineSegmentColor_Params params;
	params.SegmentColor = SegmentColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetTangentsAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InArriveTangent                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 InLeaveTangent                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetTangentsAtSplinePoint(int PointIndex, const struct FVector& InArriveTangent, const struct FVector& InLeaveTangent, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetTangentsAtSplinePoint");

	USplineComponent_SetTangentsAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.InArriveTangent = InArriveTangent;
	params.InLeaveTangent = InLeaveTangent;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetTangentAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InTangent                      (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetTangentAtSplinePoint(int PointIndex, const struct FVector& InTangent, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetTangentAtSplinePoint");

	USplineComponent_SetTangentAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.InTangent = InTangent;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetSplineWorldPoints
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FVector>         Points                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void USplineComponent::SetSplineWorldPoints(TArray<struct FVector> Points)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetSplineWorldPoints");

	USplineComponent_SetSplineWorldPoints_Params params;
	params.Points = Points;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetSplinePointType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplinePointType>  Type                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetSplinePointType(int PointIndex, TEnumAsByte<ESplinePointType> Type, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetSplinePointType");

	USplineComponent_SetSplinePointType_Params params;
	params.PointIndex = PointIndex;
	params.Type = Type;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetSplinePoints
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FVector>         Points                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetSplinePoints(TArray<struct FVector> Points, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetSplinePoints");

	USplineComponent_SetSplinePoints_Params params;
	params.Points = Points;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetSplineLocalPoints
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FVector>         Points                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void USplineComponent::SetSplineLocalPoints(TArray<struct FVector> Points)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetSplineLocalPoints");

	USplineComponent_SetSplineLocalPoints_Params params;
	params.Points = Points;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetSelectedSplineSegmentColor
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor            SegmentColor                   (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void USplineComponent::SetSelectedSplineSegmentColor(const struct FLinearColor& SegmentColor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetSelectedSplineSegmentColor");

	USplineComponent_SetSelectedSplineSegmentColor_Params params;
	params.SegmentColor = SegmentColor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetLocationAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 InLocation                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetLocationAtSplinePoint(int PointIndex, const struct FVector& InLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetLocationAtSplinePoint");

	USplineComponent_SetLocationAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.InLocation = InLocation;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetDrawDebug
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bShow                          (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetDrawDebug(bool bShow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetDrawDebug");

	USplineComponent_SetDrawDebug_Params params;
	params.bShow = bShow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetDefaultUpVector
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 UpVector                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetDefaultUpVector(const struct FVector& UpVector, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetDefaultUpVector");

	USplineComponent_SetDefaultUpVector_Params params;
	params.UpVector = UpVector;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetClosedLoopAtPosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInClosedLoop                  (Parm, ZeroConstructor, IsPlainOldData)
// float                          Key                            (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetClosedLoopAtPosition");

	USplineComponent_SetClosedLoopAtPosition_Params params;
	params.bInClosedLoop = bInClosedLoop;
	params.Key = Key;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.SetClosedLoop
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bInClosedLoop                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.SetClosedLoop");

	USplineComponent_SetClosedLoop_Params params;
	params.bInClosedLoop = bInClosedLoop;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.RemoveSplinePoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::RemoveSplinePoint(int Index, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.RemoveSplinePoint");

	USplineComponent_RemoveSplinePoint_Params params;
	params.Index = Index;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.IsClosedLoop
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool USplineComponent::IsClosedLoop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.IsClosedLoop");

	USplineComponent_IsClosedLoop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldTangentAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetWorldTangentAtDistanceAlongSpline(float Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldTangentAtDistanceAlongSpline");

	USplineComponent_GetWorldTangentAtDistanceAlongSpline_Params params;
	params.Distance = Distance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldRotationAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USplineComponent::GetWorldRotationAtTime(float Time, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldRotationAtTime");

	USplineComponent_GetWorldRotationAtTime_Params params;
	params.Time = Time;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldRotationAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USplineComponent::GetWorldRotationAtDistanceAlongSpline(float Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldRotationAtDistanceAlongSpline");

	USplineComponent_GetWorldRotationAtDistanceAlongSpline_Params params;
	params.Distance = Distance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldLocationAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetWorldLocationAtTime(float Time, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldLocationAtTime");

	USplineComponent_GetWorldLocationAtTime_Params params;
	params.Time = Time;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldLocationAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetWorldLocationAtSplinePoint(int PointIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldLocationAtSplinePoint");

	USplineComponent_GetWorldLocationAtSplinePoint_Params params;
	params.PointIndex = PointIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldLocationAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetWorldLocationAtDistanceAlongSpline(float Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldLocationAtDistanceAlongSpline");

	USplineComponent_GetWorldLocationAtDistanceAlongSpline_Params params;
	params.Distance = Distance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldDirectionAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldDirectionAtTime");

	USplineComponent_GetWorldDirectionAtTime_Params params;
	params.Time = Time;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetWorldDirectionAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetWorldDirectionAtDistanceAlongSpline(float Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetWorldDirectionAtDistanceAlongSpline");

	USplineComponent_GetWorldDirectionAtDistanceAlongSpline_Params params;
	params.Distance = Distance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetUpVectorAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetUpVectorAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetUpVectorAtTime");

	USplineComponent_GetUpVectorAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetUpVectorAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetUpVectorAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetUpVectorAtSplinePoint");

	USplineComponent_GetUpVectorAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetUpVectorAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetUpVectorAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetUpVectorAtDistanceAlongSpline");

	USplineComponent_GetUpVectorAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetTransformAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseScale                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USplineComponent::GetTransformAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity, bool bUseScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetTransformAtTime");

	USplineComponent_GetTransformAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;
	params.bUseScale = bUseScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetTransformAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseScale                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USplineComponent::GetTransformAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetTransformAtSplinePoint");

	USplineComponent_GetTransformAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseScale = bUseScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetTransformAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseScale                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USplineComponent::GetTransformAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetTransformAtDistanceAlongSpline");

	USplineComponent_GetTransformAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseScale = bUseScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetTangentAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetTangentAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetTangentAtTime");

	USplineComponent_GetTangentAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetTangentAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetTangentAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetTangentAtSplinePoint");

	USplineComponent_GetTangentAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetTangentAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetTangentAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetTangentAtDistanceAlongSpline");

	USplineComponent_GetTangentAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetSplinePointType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplinePointType>  ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ESplinePointType> USplineComponent::GetSplinePointType(int PointIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetSplinePointType");

	USplineComponent_GetSplinePointType_Params params;
	params.PointIndex = PointIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetSplineLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::GetSplineLength()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetSplineLength");

	USplineComponent_GetSplineLength_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetScaleAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetScaleAtTime(float Time, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetScaleAtTime");

	USplineComponent_GetScaleAtTime_Params params;
	params.Time = Time;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetScaleAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetScaleAtSplinePoint(int PointIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetScaleAtSplinePoint");

	USplineComponent_GetScaleAtSplinePoint_Params params;
	params.PointIndex = PointIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetScaleAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetScaleAtDistanceAlongSpline(float Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetScaleAtDistanceAlongSpline");

	USplineComponent_GetScaleAtDistanceAlongSpline_Params params;
	params.Distance = Distance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRotationAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USplineComponent::GetRotationAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRotationAtTime");

	USplineComponent_GetRotationAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRotationAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USplineComponent::GetRotationAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRotationAtSplinePoint");

	USplineComponent_GetRotationAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRotationAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USplineComponent::GetRotationAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRotationAtDistanceAlongSpline");

	USplineComponent_GetRotationAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRollAtTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::GetRollAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRollAtTime");

	USplineComponent_GetRollAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRollAtSplinePoint
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::GetRollAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRollAtSplinePoint");

	USplineComponent_GetRollAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRollAtDistanceAlongSpline
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::GetRollAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRollAtDistanceAlongSpline");

	USplineComponent_GetRollAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRightVectorAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetRightVectorAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRightVectorAtTime");

	USplineComponent_GetRightVectorAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRightVectorAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetRightVectorAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRightVectorAtSplinePoint");

	USplineComponent_GetRightVectorAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetRightVectorAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetRightVectorAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetRightVectorAtDistanceAlongSpline");

	USplineComponent_GetRightVectorAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetNumberOfSplinePoints
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int USplineComponent::GetNumberOfSplinePoints()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetNumberOfSplinePoints");

	USplineComponent_GetNumberOfSplinePoints_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetLocationAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetLocationAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetLocationAtTime");

	USplineComponent_GetLocationAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetLocationAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetLocationAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetLocationAtSplinePoint");

	USplineComponent_GetLocationAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetLocationAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetLocationAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetLocationAtDistanceAlongSpline");

	USplineComponent_GetLocationAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetLocationAndTangentAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, OutParm, IsPlainOldData)
// struct FVector                 Tangent                        (Parm, OutParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::GetLocationAndTangentAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, struct FVector* Location, struct FVector* Tangent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetLocationAndTangentAtSplinePoint");

	USplineComponent_GetLocationAndTangentAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (Location != nullptr)
		*Location = params.Location;
	if (Tangent != nullptr)
		*Tangent = params.Tangent;
}


// Function Engine.SplineComponent.GetLocalLocationAndTangentAtSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 LocalLocation                  (Parm, OutParm, IsPlainOldData)
// struct FVector                 LocalTangent                   (Parm, OutParm, IsPlainOldData)

void USplineComponent::GetLocalLocationAndTangentAtSplinePoint(int PointIndex, struct FVector* LocalLocation, struct FVector* LocalTangent)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetLocalLocationAndTangentAtSplinePoint");

	USplineComponent_GetLocalLocationAndTangentAtSplinePoint_Params params;
	params.PointIndex = PointIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	if (LocalLocation != nullptr)
		*LocalLocation = params.LocalLocation;
	if (LocalTangent != nullptr)
		*LocalTangent = params.LocalTangent;
}


// Function Engine.SplineComponent.GetLeaveTangentAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetLeaveTangentAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetLeaveTangentAtSplinePoint");

	USplineComponent_GetLeaveTangentAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetInputKeyAtDistanceAlongSpline
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::GetInputKeyAtDistanceAlongSpline(float Distance)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetInputKeyAtDistanceAlongSpline");

	USplineComponent_GetInputKeyAtDistanceAlongSpline_Params params;
	params.Distance = Distance;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetDistanceAlongSplineAtSplinePoint
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::GetDistanceAlongSplineAtSplinePoint(int PointIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetDistanceAlongSplineAtSplinePoint");

	USplineComponent_GetDistanceAlongSplineAtSplinePoint_Params params;
	params.PointIndex = PointIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetDirectionAtTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Time                           (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseConstantVelocity           (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetDirectionAtTime(float Time, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseConstantVelocity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetDirectionAtTime");

	USplineComponent_GetDirectionAtTime_Params params;
	params.Time = Time;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseConstantVelocity = bUseConstantVelocity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetDirectionAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetDirectionAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetDirectionAtSplinePoint");

	USplineComponent_GetDirectionAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetDirectionAtDistanceAlongSpline
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          Distance                       (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetDirectionAtDistanceAlongSpline(float Distance, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetDirectionAtDistanceAlongSpline");

	USplineComponent_GetDirectionAtDistanceAlongSpline_Params params;
	params.Distance = Distance;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetDefaultUpVector
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetDefaultUpVector(TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetDefaultUpVector");

	USplineComponent_GetDefaultUpVector_Params params;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.GetArriveTangentAtSplinePoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            PointIndex                     (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::GetArriveTangentAtSplinePoint(int PointIndex, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.GetArriveTangentAtSplinePoint");

	USplineComponent_GetArriveTangentAtSplinePoint_Params params;
	params.PointIndex = PointIndex;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindUpVectorClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::FindUpVectorClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindUpVectorClosestToWorldLocation");

	USplineComponent_FindUpVectorClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindTransformClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUseScale                      (Parm, ZeroConstructor, IsPlainOldData)
// struct FTransform              ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FTransform USplineComponent::FindTransformClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUseScale)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindTransformClosestToWorldLocation");

	USplineComponent_FindTransformClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;
	params.bUseScale = bUseScale;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindTangentClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::FindTangentClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindTangentClosestToWorldLocation");

	USplineComponent_FindTangentClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindScaleClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::FindScaleClosestToWorldLocation(const struct FVector& WorldLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindScaleClosestToWorldLocation");

	USplineComponent_FindScaleClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindRotationClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FRotator                ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FRotator USplineComponent::FindRotationClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindRotationClosestToWorldLocation");

	USplineComponent_FindRotationClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindRollClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::FindRollClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindRollClosestToWorldLocation");

	USplineComponent_FindRollClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindRightVectorClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::FindRightVectorClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindRightVectorClosestToWorldLocation");

	USplineComponent_FindRightVectorClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindLocationClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::FindLocationClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindLocationClosestToWorldLocation");

	USplineComponent_FindLocationClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindInputKeyClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineComponent::FindInputKeyClosestToWorldLocation(const struct FVector& WorldLocation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindInputKeyClosestToWorldLocation");

	USplineComponent_FindInputKeyClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.FindDirectionClosestToWorldLocation
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 WorldLocation                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineComponent::FindDirectionClosestToWorldLocation(const struct FVector& WorldLocation, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.FindDirectionClosestToWorldLocation");

	USplineComponent_FindDirectionClosestToWorldLocation_Params params;
	params.WorldLocation = WorldLocation;
	params.CoordinateSpace = CoordinateSpace;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineComponent.ClearSplinePoints
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::ClearSplinePoints(bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.ClearSplinePoints");

	USplineComponent_ClearSplinePoints_Params params;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.AddSplineWorldPoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Position                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void USplineComponent::AddSplineWorldPoint(const struct FVector& Position)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.AddSplineWorldPoint");

	USplineComponent_AddSplineWorldPoint_Params params;
	params.Position = Position;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.AddSplinePointAtIndex
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Position                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// int                            Index                          (Parm, ZeroConstructor, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::AddSplinePointAtIndex(const struct FVector& Position, int Index, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.AddSplinePointAtIndex");

	USplineComponent_AddSplinePointAtIndex_Params params;
	params.Position = Position;
	params.Index = Index;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.AddSplinePoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Position                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::AddSplinePoint(const struct FVector& Position, TEnumAsByte<ESplineCoordinateSpace> CoordinateSpace, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.AddSplinePoint");

	USplineComponent_AddSplinePoint_Params params;
	params.Position = Position;
	params.CoordinateSpace = CoordinateSpace;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.AddSplineLocalPoint
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 Position                       (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)

void USplineComponent::AddSplineLocalPoint(const struct FVector& Position)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.AddSplineLocalPoint");

	USplineComponent_AddSplineLocalPoint_Params params;
	params.Position = Position;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.AddPoints
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<struct FSplinePoint>    Points                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::AddPoints(TArray<struct FSplinePoint> Points, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.AddPoints");

	USplineComponent_AddPoints_Params params;
	params.Points = Points;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineComponent.AddPoint
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FSplinePoint            Point                          (ConstParm, Parm, OutParm, ReferenceParm)
// bool                           bUpdateSpline                  (Parm, ZeroConstructor, IsPlainOldData)

void USplineComponent::AddPoint(const struct FSplinePoint& Point, bool bUpdateSpline)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineComponent.AddPoint");

	USplineComponent_AddPoint_Params params;
	params.Point = Point;
	params.bUpdateSpline = bUpdateSpline;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.UpdateMesh
// (Final, Native, Public, BlueprintCallable)

void USplineMeshComponent::UpdateMesh()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.UpdateMesh");

	USplineMeshComponent_UpdateMesh_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetStartTangent
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 StartTangent                   (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetStartTangent(const struct FVector& StartTangent, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetStartTangent");

	USplineMeshComponent_SetStartTangent_Params params;
	params.StartTangent = StartTangent;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetStartScale
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               StartScale                     (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetStartScale(const struct FVector2D& StartScale, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetStartScale");

	USplineMeshComponent_SetStartScale_Params params;
	params.StartScale = StartScale;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetStartRoll
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          StartRoll                      (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetStartRoll(float StartRoll, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetStartRoll");

	USplineMeshComponent_SetStartRoll_Params params;
	params.StartRoll = StartRoll;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetStartPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 startPos                       (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetStartPosition(const struct FVector& startPos, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetStartPosition");

	USplineMeshComponent_SetStartPosition_Params params;
	params.startPos = startPos;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetStartOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               StartOffset                    (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetStartOffset(const struct FVector2D& StartOffset, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetStartOffset");

	USplineMeshComponent_SetStartOffset_Params params;
	params.StartOffset = StartOffset;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetStartAndEnd
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 startPos                       (Parm, IsPlainOldData)
// struct FVector                 StartTangent                   (Parm, IsPlainOldData)
// struct FVector                 EndPos                         (Parm, IsPlainOldData)
// struct FVector                 EndTangent                     (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetStartAndEnd(const struct FVector& startPos, const struct FVector& StartTangent, const struct FVector& EndPos, const struct FVector& EndTangent, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetStartAndEnd");

	USplineMeshComponent_SetStartAndEnd_Params params;
	params.startPos = startPos;
	params.StartTangent = StartTangent;
	params.EndPos = EndPos;
	params.EndTangent = EndTangent;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetSplineUpDir
// (Final, Native, Public, HasOutParms, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 InSplineUpDir                  (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetSplineUpDir(const struct FVector& InSplineUpDir, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetSplineUpDir");

	USplineMeshComponent_SetSplineUpDir_Params params;
	params.InSplineUpDir = InSplineUpDir;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetForwardAxis
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ESplineMeshAxis>   InForwardAxis                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetForwardAxis(TEnumAsByte<ESplineMeshAxis> InForwardAxis, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetForwardAxis");

	USplineMeshComponent_SetForwardAxis_Params params;
	params.InForwardAxis = InForwardAxis;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetEndTangent
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 EndTangent                     (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetEndTangent(const struct FVector& EndTangent, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetEndTangent");

	USplineMeshComponent_SetEndTangent_Params params;
	params.EndTangent = EndTangent;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetEndScale
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               EndScale                       (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetEndScale(const struct FVector2D& EndScale, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetEndScale");

	USplineMeshComponent_SetEndScale_Params params;
	params.EndScale = EndScale;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetEndRoll
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          EndRoll                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetEndRoll(float EndRoll, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetEndRoll");

	USplineMeshComponent_SetEndRoll_Params params;
	params.EndRoll = EndRoll;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetEndPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                 EndPos                         (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetEndPosition(const struct FVector& EndPos, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetEndPosition");

	USplineMeshComponent_SetEndPosition_Params params;
	params.EndPos = EndPos;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetEndOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               EndOffset                      (Parm, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetEndOffset(const struct FVector2D& EndOffset, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetEndOffset");

	USplineMeshComponent_SetEndOffset_Params params;
	params.EndOffset = EndOffset;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetBoundaryMin
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InBoundaryMin                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetBoundaryMin");

	USplineMeshComponent_SetBoundaryMin_Params params;
	params.InBoundaryMin = InBoundaryMin;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.SetBoundaryMax
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InBoundaryMax                  (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bUpdateMesh                    (Parm, ZeroConstructor, IsPlainOldData)

void USplineMeshComponent::SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.SetBoundaryMax");

	USplineMeshComponent_SetBoundaryMax_Params params;
	params.InBoundaryMax = InBoundaryMax;
	params.bUpdateMesh = bUpdateMesh;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SplineMeshComponent.GetStartTangent
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineMeshComponent::GetStartTangent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetStartTangent");

	USplineMeshComponent_GetStartTangent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetStartScale
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D USplineMeshComponent::GetStartScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetStartScale");

	USplineMeshComponent_GetStartScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetStartRoll
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineMeshComponent::GetStartRoll()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetStartRoll");

	USplineMeshComponent_GetStartRoll_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetStartPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineMeshComponent::GetStartPosition()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetStartPosition");

	USplineMeshComponent_GetStartPosition_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetStartOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D USplineMeshComponent::GetStartOffset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetStartOffset");

	USplineMeshComponent_GetStartOffset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetSplineUpDir
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineMeshComponent::GetSplineUpDir()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetSplineUpDir");

	USplineMeshComponent_GetSplineUpDir_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetForwardAxis
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TEnumAsByte<ESplineMeshAxis>   ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

TEnumAsByte<ESplineMeshAxis> USplineMeshComponent::GetForwardAxis()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetForwardAxis");

	USplineMeshComponent_GetForwardAxis_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetEndTangent
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineMeshComponent::GetEndTangent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetEndTangent");

	USplineMeshComponent_GetEndTangent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetEndScale
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D USplineMeshComponent::GetEndScale()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetEndScale");

	USplineMeshComponent_GetEndScale_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetEndRoll
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineMeshComponent::GetEndRoll()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetEndRoll");

	USplineMeshComponent_GetEndRoll_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetEndPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector USplineMeshComponent::GetEndPosition()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetEndPosition");

	USplineMeshComponent_GetEndPosition_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetEndOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D USplineMeshComponent::GetEndOffset()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetEndOffset");

	USplineMeshComponent_GetEndOffset_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetBoundaryMin
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineMeshComponent::GetBoundaryMin()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetBoundaryMin");

	USplineMeshComponent_GetBoundaryMin_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SplineMeshComponent.GetBoundaryMax
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float USplineMeshComponent::GetBoundaryMax()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SplineMeshComponent.GetBoundaryMax");

	USplineMeshComponent_GetBoundaryMax_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.SpotLightComponent.SetOuterConeAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewOuterConeAngle              (Parm, ZeroConstructor, IsPlainOldData)

void USpotLightComponent::SetOuterConeAngle(float NewOuterConeAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SpotLightComponent.SetOuterConeAngle");

	USpotLightComponent_SetOuterConeAngle_Params params;
	params.NewOuterConeAngle = NewOuterConeAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.SpotLightComponent.SetInnerConeAngle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewInnerConeAngle              (Parm, ZeroConstructor, IsPlainOldData)

void USpotLightComponent::SetInnerConeAngle(float NewInnerConeAngle)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.SpotLightComponent.SetInnerConeAngle");

	USpotLightComponent_SetInnerConeAngle_Params params;
	params.NewInnerConeAngle = NewInnerConeAngle;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StaticMesh.GetNumSections
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            InLOD                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UStaticMesh::GetNumSections(int InLOD)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMesh.GetNumSections");

	UStaticMesh_GetNumSections_Params params;
	params.InLOD = InLOD;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMesh.GetNumLODs
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UStaticMesh::GetNumLODs()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMesh.GetNumLODs");

	UStaticMesh_GetNumLODs_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMesh.GetMaterialIndex
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FName                   MaterialSlotName               (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UStaticMesh::GetMaterialIndex(const struct FName& MaterialSlotName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMesh.GetMaterialIndex");

	UStaticMesh_GetMaterialIndex_Params params;
	params.MaterialSlotName = MaterialSlotName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMesh.GetMaterial
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            MaterialIndex                  (Parm, ZeroConstructor, IsPlainOldData)
// class UMaterialInterface*      ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UMaterialInterface* UStaticMesh::GetMaterial(int MaterialIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMesh.GetMaterial");

	UStaticMesh_GetMaterial_Params params;
	params.MaterialIndex = MaterialIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMesh.GetBounds
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBoxSphereBounds        ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FBoxSphereBounds UStaticMesh::GetBounds()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMesh.GetBounds");

	UStaticMesh_GetBounds_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StaticMesh.GetBoundingBox
// (Final, RequiredAPI, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox                    ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FBox UStaticMesh::GetBoundingBox()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StaticMesh.GetBoundingBox");

	UStaticMesh_GetBoundingBox_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StereoLayerComponent.SetUVRect
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FBox2D                  InUVRect                       (Parm)

void UStereoLayerComponent::SetUVRect(const struct FBox2D& InUVRect)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.SetUVRect");

	UStereoLayerComponent_SetUVRect_Params params;
	params.InUVRect = InUVRect;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerComponent.SetTexture
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture*                InTexture                      (Parm, ZeroConstructor, IsPlainOldData)

void UStereoLayerComponent::SetTexture(class UTexture* InTexture)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.SetTexture");

	UStereoLayerComponent_SetTexture_Params params;
	params.InTexture = InTexture;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerComponent.SetQuadSize
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D               InQuadSize                     (Parm, IsPlainOldData)

void UStereoLayerComponent::SetQuadSize(const struct FVector2D& InQuadSize)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.SetQuadSize");

	UStereoLayerComponent_SetQuadSize_Params params;
	params.InQuadSize = InQuadSize;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerComponent.SetPriority
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            InPriority                     (Parm, ZeroConstructor, IsPlainOldData)

void UStereoLayerComponent::SetPriority(int InPriority)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.SetPriority");

	UStereoLayerComponent_SetPriority_Params params;
	params.InPriority = InPriority;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerComponent.MarkTextureForUpdate
// (Final, Native, Public, BlueprintCallable)

void UStereoLayerComponent::MarkTextureForUpdate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.MarkTextureForUpdate");

	UStereoLayerComponent_MarkTextureForUpdate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerComponent.GetUVRect
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox2D                  ReturnValue                    (Parm, OutParm, ReturnParm)

struct FBox2D UStereoLayerComponent::GetUVRect()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.GetUVRect");

	UStereoLayerComponent_GetUVRect_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StereoLayerComponent.GetTexture
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture*                ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

class UTexture* UStereoLayerComponent::GetTexture()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.GetTexture");

	UStereoLayerComponent_GetTexture_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StereoLayerComponent.GetQuadSize
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D               ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector2D UStereoLayerComponent::GetQuadSize()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.GetQuadSize");

	UStereoLayerComponent_GetQuadSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StereoLayerComponent.GetPriority
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UStereoLayerComponent::GetPriority()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerComponent.GetPriority");

	UStereoLayerComponent_GetPriority_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.StereoLayerFunctionLibrary.ShowSplashScreen
// (Final, Native, Static, Public, BlueprintCallable)

void UStereoLayerFunctionLibrary::ShowSplashScreen()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerFunctionLibrary.ShowSplashScreen");

	UStereoLayerFunctionLibrary_ShowSplashScreen_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerFunctionLibrary.SetSplashScreen
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture*                Texture                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector2D               Scale                          (Parm, IsPlainOldData)
// struct FVector2D               Offset                         (Parm, IsPlainOldData)
// bool                           bShowLoadingMovie              (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bShowOnSet                     (Parm, ZeroConstructor, IsPlainOldData)

void UStereoLayerFunctionLibrary::SetSplashScreen(class UTexture* Texture, const struct FVector2D& Scale, const struct FVector2D& Offset, bool bShowLoadingMovie, bool bShowOnSet)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerFunctionLibrary.SetSplashScreen");

	UStereoLayerFunctionLibrary_SetSplashScreen_Params params;
	params.Texture = Texture;
	params.Scale = Scale;
	params.Offset = Offset;
	params.bShowLoadingMovie = bShowLoadingMovie;
	params.bShowOnSet = bShowOnSet;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerFunctionLibrary.HideSplashScreen
// (Final, Native, Static, Public, BlueprintCallable)

void UStereoLayerFunctionLibrary::HideSplashScreen()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerFunctionLibrary.HideSplashScreen");

	UStereoLayerFunctionLibrary_HideSplashScreen_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.StereoLayerFunctionLibrary.EnableAutoLoadingSplashScreen
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           InAutoShowEnabled              (Parm, ZeroConstructor, IsPlainOldData)

void UStereoLayerFunctionLibrary::EnableAutoLoadingSplashScreen(bool InAutoShowEnabled)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.StereoLayerFunctionLibrary.EnableAutoLoadingSplashScreen");

	UStereoLayerFunctionLibrary_EnableAutoLoadingSplashScreen_Params params;
	params.InAutoShowEnabled = InAutoShowEnabled;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetYScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetYScale(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetYScale");

	UTextRenderComponent_SetYScale_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetXScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetXScale(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetXScale");

	UTextRenderComponent_SetXScale_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetWorldSize
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetWorldSize(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetWorldSize");

	UTextRenderComponent_SetWorldSize_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetVertSpacingAdjust
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetVertSpacingAdjust(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetVertSpacingAdjust");

	UTextRenderComponent_SetVertSpacingAdjust_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetVerticalAlignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EVerticalTextAligment> Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetVerticalAlignment(TEnumAsByte<EVerticalTextAligment> Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetVerticalAlignment");

	UTextRenderComponent_SetVerticalAlignment_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetTextRenderColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor                  Value                          (Parm, IsPlainOldData)

void UTextRenderComponent::SetTextRenderColor(const struct FColor& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetTextRenderColor");

	UTextRenderComponent_SetTextRenderColor_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetTextMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*      Material                       (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetTextMaterial(class UMaterialInterface* Material)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetTextMaterial");

	UTextRenderComponent_SetTextMaterial_Params params;
	params.Material = Material;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 Value                          (Parm, ZeroConstructor)

void UTextRenderComponent::SetText(const struct FString& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetText");

	UTextRenderComponent_SetText_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetHorizSpacingAdjust
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetHorizSpacingAdjust(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetHorizSpacingAdjust");

	UTextRenderComponent_SetHorizSpacingAdjust_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetHorizontalAlignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<EHorizTextAligment> Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetHorizontalAlignment(TEnumAsByte<EHorizTextAligment> Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetHorizontalAlignment");

	UTextRenderComponent_SetHorizontalAlignment_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.SetFont
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFont*                   Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UTextRenderComponent::SetFont(class UFont* Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.SetFont");

	UTextRenderComponent_SetFont_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.K2_SetText
// (Final, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// struct FText                   Value                          (ConstParm, Parm, OutParm, ReferenceParm)

void UTextRenderComponent::K2_SetText(const struct FText& Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.K2_SetText");

	UTextRenderComponent_K2_SetText_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TextRenderComponent.GetTextWorldSize
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UTextRenderComponent::GetTextWorldSize()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.GetTextWorldSize");

	UTextRenderComponent_GetTextWorldSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TextRenderComponent.GetTextLocalSize
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                 ReturnValue                    (Parm, OutParm, ReturnParm, IsPlainOldData)

struct FVector UTextRenderComponent::GetTextLocalSize()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TextRenderComponent.GetTextLocalSize");

	UTextRenderComponent_GetTextLocalSize_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.Stop
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UTimelineComponent::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.Stop");

	UTimelineComponent_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetVectorCurve
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UCurveVector*            NewVectorCurve                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   VectorTrackName                (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetVectorCurve(class UCurveVector* NewVectorCurve, const struct FName& VectorTrackName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetVectorCurve");

	UTimelineComponent_SetVectorCurve_Params params;
	params.NewVectorCurve = NewVectorCurve;
	params.VectorTrackName = VectorTrackName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetTimelineLengthMode
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// TEnumAsByte<ETimelineLengthMode> NewLengthMode                  (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetTimelineLengthMode(TEnumAsByte<ETimelineLengthMode> NewLengthMode)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetTimelineLengthMode");

	UTimelineComponent_SetTimelineLengthMode_Params params;
	params.NewLengthMode = NewLengthMode;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetTimelineLength
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewLength                      (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetTimelineLength(float NewLength)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetTimelineLength");

	UTimelineComponent_SetTimelineLength_Params params;
	params.NewLength = NewLength;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetPlayRate
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewRate                        (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetPlayRate(float NewRate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetPlayRate");

	UTimelineComponent_SetPlayRate_Params params;
	params.NewRate = NewRate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetPlaybackPosition
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewPosition                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFireEvents                    (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bFireUpdate                    (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetPlaybackPosition(float NewPosition, bool bFireEvents, bool bFireUpdate)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetPlaybackPosition");

	UTimelineComponent_SetPlaybackPosition_Params params;
	params.NewPosition = NewPosition;
	params.bFireEvents = bFireEvents;
	params.bFireUpdate = bFireUpdate;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetNewTime
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                          NewTime                        (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetNewTime(float NewTime)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetNewTime");

	UTimelineComponent_SetNewTime_Params params;
	params.NewTime = NewTime;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetLooping
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewLooping                    (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetLooping(bool bNewLooping)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetLooping");

	UTimelineComponent_SetLooping_Params params;
	params.bNewLooping = bNewLooping;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetLinearColorCurve
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UCurveLinearColor*       NewLinearColorCurve            (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   LinearColorTrackName           (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetLinearColorCurve(class UCurveLinearColor* NewLinearColorCurve, const struct FName& LinearColorTrackName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetLinearColorCurve");

	UTimelineComponent_SetLinearColorCurve_Params params;
	params.NewLinearColorCurve = NewLinearColorCurve;
	params.LinearColorTrackName = LinearColorTrackName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetIgnoreTimeDilation
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bNewIgnoreTimeDilation         (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetIgnoreTimeDilation");

	UTimelineComponent_SetIgnoreTimeDilation_Params params;
	params.bNewIgnoreTimeDilation = bNewIgnoreTimeDilation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.SetFloatCurve
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// class UCurveFloat*             NewFloatCurve                  (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   FloatTrackName                 (Parm, ZeroConstructor, IsPlainOldData)

void UTimelineComponent::SetFloatCurve(class UCurveFloat* NewFloatCurve, const struct FName& FloatTrackName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.SetFloatCurve");

	UTimelineComponent_SetFloatCurve_Params params;
	params.NewFloatCurve = NewFloatCurve;
	params.FloatTrackName = FloatTrackName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.ReverseFromEnd
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UTimelineComponent::ReverseFromEnd()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.ReverseFromEnd");

	UTimelineComponent_ReverseFromEnd_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.Reverse
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UTimelineComponent::Reverse()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.Reverse");

	UTimelineComponent_Reverse_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.PlayFromStart
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UTimelineComponent::PlayFromStart()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.PlayFromStart");

	UTimelineComponent_PlayFromStart_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.Play
// (Final, RequiredAPI, Native, Public, BlueprintCallable)

void UTimelineComponent::Play()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.Play");

	UTimelineComponent_Play_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.OnRep_Timeline
// (Final, Native, Public)

void UTimelineComponent::OnRep_Timeline()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.OnRep_Timeline");

	UTimelineComponent_OnRep_Timeline_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TimelineComponent.IsReversing
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTimelineComponent::IsReversing()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.IsReversing");

	UTimelineComponent_IsReversing_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.IsPlaying
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTimelineComponent::IsPlaying()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.IsPlaying");

	UTimelineComponent_IsPlaying_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.IsLooping
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTimelineComponent::IsLooping()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.IsLooping");

	UTimelineComponent_IsLooping_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.GetTimelineLength
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UTimelineComponent::GetTimelineLength()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.GetTimelineLength");

	UTimelineComponent_GetTimelineLength_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.GetPlayRate
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UTimelineComponent::GetPlayRate()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.GetPlayRate");

	UTimelineComponent_GetPlayRate_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.GetPlaybackPosition
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UTimelineComponent::GetPlaybackPosition()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.GetPlaybackPosition");

	UTimelineComponent_GetPlaybackPosition_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TimelineComponent.GetIgnoreTimeDilation
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTimelineComponent::GetIgnoreTimeDilation()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TimelineComponent.GetIgnoreTimeDilation");

	UTimelineComponent_GetIgnoreTimeDilation_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TwitterIntegrationBase.TwitterRequest
// (Native, Public, HasOutParms)
// Parameters:
// struct FString                 URL                            (Parm, ZeroConstructor)
// TArray<struct FString>         ParamKeysAndValues             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// TEnumAsByte<ETwitterRequestMethod> RequestMethod                  (Parm, ZeroConstructor, IsPlainOldData)
// int                            AccountIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTwitterIntegrationBase::TwitterRequest(const struct FString& URL, TArray<struct FString> ParamKeysAndValues, TEnumAsByte<ETwitterRequestMethod> RequestMethod, int AccountIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.TwitterRequest");

	UTwitterIntegrationBase_TwitterRequest_Params params;
	params.URL = URL;
	params.ParamKeysAndValues = ParamKeysAndValues;
	params.RequestMethod = RequestMethod;
	params.AccountIndex = AccountIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TwitterIntegrationBase.ShowTweetUI
// (Native, Public)
// Parameters:
// struct FString                 InitialMessage                 (Parm, ZeroConstructor)
// struct FString                 URL                            (Parm, ZeroConstructor)
// struct FString                 Picture                        (Parm, ZeroConstructor)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTwitterIntegrationBase::ShowTweetUI(const struct FString& InitialMessage, const struct FString& URL, const struct FString& Picture)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.ShowTweetUI");

	UTwitterIntegrationBase_ShowTweetUI_Params params;
	params.InitialMessage = InitialMessage;
	params.URL = URL;
	params.Picture = Picture;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TwitterIntegrationBase.Init
// (Native, Public)

void UTwitterIntegrationBase::Init()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.Init");

	UTwitterIntegrationBase_Init_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.TwitterIntegrationBase.GetNumAccounts
// (Native, Public)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UTwitterIntegrationBase::GetNumAccounts()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.GetNumAccounts");

	UTwitterIntegrationBase_GetNumAccounts_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TwitterIntegrationBase.GetAccountName
// (Native, Public)
// Parameters:
// int                            AccountIndex                   (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm)

struct FString UTwitterIntegrationBase::GetAccountName(int AccountIndex)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.GetAccountName");

	UTwitterIntegrationBase_GetAccountName_Params params;
	params.AccountIndex = AccountIndex;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TwitterIntegrationBase.CanShowTweetUI
// (Native, Public)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTwitterIntegrationBase::CanShowTweetUI()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.CanShowTweetUI");

	UTwitterIntegrationBase_CanShowTweetUI_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.TwitterIntegrationBase.AuthorizeAccounts
// (Native, Public)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UTwitterIntegrationBase::AuthorizeAccounts()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.TwitterIntegrationBase.AuthorizeAccounts");

	UTwitterIntegrationBase_AuthorizeAccounts_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function Engine.VectorFieldComponent.SetIntensity
// (Native, Public, BlueprintCallable)
// Parameters:
// float                          NewIntensity                   (Parm, ZeroConstructor, IsPlainOldData)

void UVectorFieldComponent::SetIntensity(float NewIntensity)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.VectorFieldComponent.SetIntensity");

	UVectorFieldComponent_SetIntensity_Params params;
	params.NewIntensity = NewIntensity;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.VisualLoggerKismetLibrary.LogText
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 Text                           (Parm, ZeroConstructor)
// struct FName                   LogCategory                    (Parm, ZeroConstructor, IsPlainOldData)

void UVisualLoggerKismetLibrary::LogText(class UObject* WorldContextObject, const struct FString& Text, const struct FName& LogCategory)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.VisualLoggerKismetLibrary.LogText");

	UVisualLoggerKismetLibrary_LogText_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Text = Text;
	params.LogCategory = LogCategory;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.VisualLoggerKismetLibrary.LogLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FString                 Text                           (Parm, ZeroConstructor)
// struct FLinearColor            ObjectColor                    (Parm, IsPlainOldData)
// float                          Radius                         (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   LogCategory                    (Parm, ZeroConstructor, IsPlainOldData)

void UVisualLoggerKismetLibrary::LogLocation(class UObject* WorldContextObject, const struct FVector& Location, const struct FString& Text, const struct FLinearColor& ObjectColor, float Radius, const struct FName& LogCategory)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.VisualLoggerKismetLibrary.LogLocation");

	UVisualLoggerKismetLibrary_LogLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.Location = Location;
	params.Text = Text;
	params.ObjectColor = ObjectColor;
	params.Radius = Radius;
	params.LogCategory = LogCategory;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.VisualLoggerKismetLibrary.LogBox
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// struct FBox                    BoxShape                       (Parm, IsPlainOldData)
// struct FString                 Text                           (Parm, ZeroConstructor)
// struct FLinearColor            ObjectColor                    (Parm, IsPlainOldData)
// struct FName                   LogCategory                    (Parm, ZeroConstructor, IsPlainOldData)

void UVisualLoggerKismetLibrary::LogBox(class UObject* WorldContextObject, const struct FBox& BoxShape, const struct FString& Text, const struct FLinearColor& ObjectColor, const struct FName& LogCategory)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.VisualLoggerKismetLibrary.LogBox");

	UVisualLoggerKismetLibrary_LogBox_Params params;
	params.WorldContextObject = WorldContextObject;
	params.BoxShape = BoxShape;
	params.Text = Text;
	params.ObjectColor = ObjectColor;
	params.LogCategory = LogCategory;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WindDirectionalSourceComponent.SetWindType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EWindSourceType                InNewType                      (Parm, ZeroConstructor, IsPlainOldData)

void UWindDirectionalSourceComponent::SetWindType(EWindSourceType InNewType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WindDirectionalSourceComponent.SetWindType");

	UWindDirectionalSourceComponent_SetWindType_Params params;
	params.InNewType = InNewType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WindDirectionalSourceComponent.SetStrength
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InNewStrength                  (Parm, ZeroConstructor, IsPlainOldData)

void UWindDirectionalSourceComponent::SetStrength(float InNewStrength)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WindDirectionalSourceComponent.SetStrength");

	UWindDirectionalSourceComponent_SetStrength_Params params;
	params.InNewStrength = InNewStrength;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WindDirectionalSourceComponent.SetSpeed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InNewSpeed                     (Parm, ZeroConstructor, IsPlainOldData)

void UWindDirectionalSourceComponent::SetSpeed(float InNewSpeed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WindDirectionalSourceComponent.SetSpeed");

	UWindDirectionalSourceComponent_SetSpeed_Params params;
	params.InNewSpeed = InNewSpeed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WindDirectionalSourceComponent.SetRadius
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InNewRadius                    (Parm, ZeroConstructor, IsPlainOldData)

void UWindDirectionalSourceComponent::SetRadius(float InNewRadius)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WindDirectionalSourceComponent.SetRadius");

	UWindDirectionalSourceComponent_SetRadius_Params params;
	params.InNewRadius = InNewRadius;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WindDirectionalSourceComponent.SetMinimumGustAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InNewMinGust                   (Parm, ZeroConstructor, IsPlainOldData)

void UWindDirectionalSourceComponent::SetMinimumGustAmount(float InNewMinGust)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WindDirectionalSourceComponent.SetMinimumGustAmount");

	UWindDirectionalSourceComponent_SetMinimumGustAmount_Params params;
	params.InNewMinGust = InNewMinGust;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WindDirectionalSourceComponent.SetMaximumGustAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                          InNewMaxGust                   (Parm, ZeroConstructor, IsPlainOldData)

void UWindDirectionalSourceComponent::SetMaximumGustAmount(float InNewMaxGust)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WindDirectionalSourceComponent.SetMaximumGustAmount");

	UWindDirectionalSourceComponent_SetMaximumGustAmount_Params params;
	params.InNewMaxGust = InNewMaxGust;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function Engine.WorldSettings.OnRep_WorldGravityZ
// (Native, Public)

void AWorldSettings::OnRep_WorldGravityZ()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function Engine.WorldSettings.OnRep_WorldGravityZ");

	AWorldSettings_OnRep_WorldGravityZ_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


}

