#pragma once

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

// Package: BPC_LINK_HandControl

#include "Basic.hpp"

#include "BPC_LINK_HandControl_classes.hpp"
#include "BPC_LINK_HandControl_parameters.hpp"


SDK_NAMESPACE_START

// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.GetGrabItem
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class AActor**                          BindActor_0                                            (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::GetGrabItem(class AActor** BindActor_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "GetGrabItem");

	Params::BPC_LINK_HandControl_C_GetGrabItem Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (BindActor_0 != nullptr)
		*BindActor_0 = Parms.BindActor_0;
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.GetHeightPosition
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FVector*                         Location                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::GetHeightPosition(struct FVector* Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "GetHeightPosition");

	Params::BPC_LINK_HandControl_C_GetHeightPosition Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (Location != nullptr)
		*Location = std::move(Parms.Location);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SearchLoop
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           SearchTarget                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SearchLoop(class AActor* SearchTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SearchLoop");

	Params::BPC_LINK_HandControl_C_SearchLoop Parms{};

	Parms.SearchTarget = SearchTarget;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.RidingLoopCheck
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool*                                   Rezult                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::RidingLoopCheck(bool* Rezult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "RidingLoopCheck");

	Params::BPC_LINK_HandControl_C_RidingLoopCheck Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (Rezult != nullptr)
		*Rezult = Parms.Rezult;
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.OnRep_CurrentTargetWeight
// (BlueprintCallable, BlueprintEvent)

void UBPC_LINK_HandControl_C::OnRep_CurrentTargetWeight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "OnRep_CurrentTargetWeight");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.IsGrab
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

bool UBPC_LINK_HandControl_C::IsGrab()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "IsGrab");

	Params::BPC_LINK_HandControl_C_IsGrab Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetDamping
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent*              Primitive                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool                                    State                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetDamping(class UPrimitiveComponent* Primitive, bool State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetDamping");

	Params::BPC_LINK_HandControl_C_SetDamping Parms{};

	Parms.Primitive = Primitive;
	Parms.State = State;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandle
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPhysicsHandleComponent*          Handle_Component_0                                     (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetHandle(class UPhysicsHandleComponent* Handle_Component_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandle");

	Params::BPC_LINK_HandControl_C_SetHandle Parms{};

	Parms.Handle_Component_0 = Handle_Component_0;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.GetWorldAttachPosition
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector*                         WorldPositon                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FRotator*                        worldRotation                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)

void UBPC_LINK_HandControl_C::GetWorldAttachPosition(struct FVector* WorldPositon, struct FRotator* worldRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "GetWorldAttachPosition");

	Params::BPC_LINK_HandControl_C_GetWorldAttachPosition Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (WorldPositon != nullptr)
		*WorldPositon = std::move(Parms.WorldPositon);

	if (worldRotation != nullptr)
		*worldRotation = std::move(Parms.worldRotation);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.TargetPositionUpdate
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPhysicsHandleComponent*          HandleComponent                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   position                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::TargetPositionUpdate(class UPhysicsHandleComponent* HandleComponent, const struct FVector& position)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "TargetPositionUpdate");

	Params::BPC_LINK_HandControl_C_TargetPositionUpdate Parms{};

	Parms.HandleComponent = HandleComponent;
	Parms.position = std::move(position);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandPositionValues
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FTransform&                      TrasnformVariable                                      (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double&                                 WeightVariable                                         (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetHandPositionValues(struct FTransform& TrasnformVariable, double& WeightVariable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandPositionValues");

	Params::BPC_LINK_HandControl_C_SetHandPositionValues Parms{};

	Parms.TrasnformVariable = std::move(TrasnformVariable);
	Parms.WeightVariable = WeightVariable;

	UObject::ProcessEvent(Func, &Parms);

	TrasnformVariable = std::move(Parms.TrasnformVariable);
	WeightVariable = Parms.WeightVariable;
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.CurrentWeightUpdate
// (Net, NetClient, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::CurrentWeightUpdate(double Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "CurrentWeightUpdate");

	Params::BPC_LINK_HandControl_C_CurrentWeightUpdate Parms{};

	Parms.Value = Value;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandle(Character)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AttachPoistion                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPrimitiveComponent*              BindPrimitive_0                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// double                                  AttachDistance_0                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  LocalAttachRotation_0                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FRotator&                  Rotation                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UCharacterMovementComponent*      CharacterComp_0                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetHandle_Character_(class AActor* TargetActor, const struct FVector& AttachPoistion, class UPrimitiveComponent* BindPrimitive_0, double AttachDistance_0, const struct FRotator& LocalAttachRotation_0, const struct FRotator& Rotation, class UCharacterMovementComponent* CharacterComp_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandle(Character)");

	Params::BPC_LINK_HandControl_C_SetHandle_Character_ Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AttachPoistion = std::move(AttachPoistion);
	Parms.BindPrimitive_0 = BindPrimitive_0;
	Parms.AttachDistance_0 = AttachDistance_0;
	Parms.LocalAttachRotation_0 = std::move(LocalAttachRotation_0);
	Parms.Rotation = std::move(Rotation);
	Parms.CharacterComp_0 = CharacterComp_0;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetMovement(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UCharacterMovementComponent*      CharacterMovementComp                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// EMovementMode                           MovementMode                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetMovement_Client_(class UCharacterMovementComponent* CharacterMovementComp, EMovementMode MovementMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetMovement(Client)");

	Params::BPC_LINK_HandControl_C_SetMovement_Client_ Parms{};

	Parms.CharacterMovementComp = CharacterMovementComp;
	Parms.MovementMode = MovementMode;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.AddRollAndPitch
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector2D&                 InputValue                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::AddRollAndPitch(const struct FVector2D& InputValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "AddRollAndPitch");

	Params::BPC_LINK_HandControl_C_AddRollAndPitch Parms{};

	Parms.InputValue = std::move(InputValue);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.AddRollAndPitch(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector2D&                 RollAndPitch_0                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::AddRollAndPitch_Server_(const struct FVector2D& RollAndPitch_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "AddRollAndPitch(Server)");

	Params::BPC_LINK_HandControl_C_AddRollAndPitch_Server_ Parms{};

	Parms.RollAndPitch_0 = std::move(RollAndPitch_0);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandleItem(Client)
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AttachPoistion                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPrimitiveComponent*              BindPrimitive_0                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// double                                  AttachDistance_0                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  LocalAttachRotation_0                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FRotator&                  Rotation                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// double                                  HorizontalDistance_0                                   (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetHandleItem_Client_(class AActor* TargetActor, const struct FVector& AttachPoistion, class UPrimitiveComponent* BindPrimitive_0, double AttachDistance_0, const struct FRotator& LocalAttachRotation_0, const struct FRotator& Rotation, double HorizontalDistance_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandleItem(Client)");

	Params::BPC_LINK_HandControl_C_SetHandleItem_Client_ Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AttachPoistion = std::move(AttachPoistion);
	Parms.BindPrimitive_0 = BindPrimitive_0;
	Parms.AttachDistance_0 = AttachDistance_0;
	Parms.LocalAttachRotation_0 = std::move(LocalAttachRotation_0);
	Parms.Rotation = std::move(Rotation);
	Parms.HorizontalDistance_0 = HorizontalDistance_0;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.ResetRotation
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)

void UBPC_LINK_HandControl_C::ResetRotation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "ResetRotation");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetGizmoVisibility
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    bNewVisibility                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::SetGizmoVisibility(bool bNewVisibility)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetGizmoVisibility");

	Params::BPC_LINK_HandControl_C_SetGizmoVisibility Parms{};

	Parms.bNewVisibility = bNewVisibility;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.ThrowSound
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)

void UBPC_LINK_HandControl_C::ThrowSound()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "ThrowSound");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.QuickRotation
// (BlueprintCallable, BlueprintEvent)

void UBPC_LINK_HandControl_C::QuickRotation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "QuickRotation");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandleItemServer
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AttachPoistion                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPrimitiveComponent*              BindPrimitive_0                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// double                                  AttachDistance_0                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  LocalAttachRotation_0                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FRotator&                  Rotation                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void UBPC_LINK_HandControl_C::SetHandleItemServer(class AActor* TargetActor, const struct FVector& AttachPoistion, class UPrimitiveComponent* BindPrimitive_0, double AttachDistance_0, const struct FRotator& LocalAttachRotation_0, const struct FRotator& Rotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandleItemServer");

	Params::BPC_LINK_HandControl_C_SetHandleItemServer Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AttachPoistion = std::move(AttachPoistion);
	Parms.BindPrimitive_0 = BindPrimitive_0;
	Parms.AttachDistance_0 = AttachDistance_0;
	Parms.LocalAttachRotation_0 = std::move(LocalAttachRotation_0);
	Parms.Rotation = std::move(Rotation);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.DetachHandleItem(Client)
// (Net, NetReliable, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   Vel                                                    (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AngVel                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::DetachHandleItem_Client_(const struct FVector& Vel, const struct FVector& AngVel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "DetachHandleItem(Client)");

	Params::BPC_LINK_HandControl_C_DetachHandleItem_Client_ Parms{};

	Parms.Vel = std::move(Vel);
	Parms.AngVel = std::move(AngVel);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandleItem(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AttachPoistion                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPrimitiveComponent*              BindPrimitive_0                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// double                                  AttachDistance_0                                       (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  LocalAttachRotation_0                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FRotator&                  Rotation                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FRotator&                  CameraRotation                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void UBPC_LINK_HandControl_C::SetHandleItem_Server_(class AActor* TargetActor, const struct FVector& AttachPoistion, class UPrimitiveComponent* BindPrimitive_0, double AttachDistance_0, const struct FRotator& LocalAttachRotation_0, const struct FRotator& Rotation, const struct FRotator& CameraRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandleItem(Server)");

	Params::BPC_LINK_HandControl_C_SetHandleItem_Server_ Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AttachPoistion = std::move(AttachPoistion);
	Parms.BindPrimitive_0 = BindPrimitive_0;
	Parms.AttachDistance_0 = AttachDistance_0;
	Parms.LocalAttachRotation_0 = std::move(LocalAttachRotation_0);
	Parms.Rotation = std::move(Rotation);
	Parms.CameraRotation = std::move(CameraRotation);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   DeltaSeconds                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::ReceiveTick(float DeltaSeconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "ReceiveTick");

	Params::BPC_LINK_HandControl_C_ReceiveTick Parms{};

	Parms.DeltaSeconds = DeltaSeconds;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.AddImpulse
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   ForceVelocity                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::AddImpulse(const struct FVector& ForceVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "AddImpulse");

	Params::BPC_LINK_HandControl_C_AddImpulse Parms{};

	Parms.ForceVelocity = std::move(ForceVelocity);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.SetHandleItem
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AttachPoistion                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  StartRotation                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent*              TargetComponent                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   StartPosition                                          (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  KeepDistance                                           (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FRotator&                  CameraRotation                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void UBPC_LINK_HandControl_C::SetHandleItem(class AActor* TargetActor, const struct FVector& AttachPoistion, const struct FRotator& StartRotation, class UPrimitiveComponent* TargetComponent, const struct FVector& StartPosition, double KeepDistance, const struct FRotator& CameraRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "SetHandleItem");

	Params::BPC_LINK_HandControl_C_SetHandleItem Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AttachPoistion = std::move(AttachPoistion);
	Parms.StartRotation = std::move(StartRotation);
	Parms.TargetComponent = TargetComponent;
	Parms.StartPosition = std::move(StartPosition);
	Parms.KeepDistance = KeepDistance;
	Parms.CameraRotation = std::move(CameraRotation);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.AddforceForServer
// (Net, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   Force                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   Location                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::AddforceForServer(const struct FVector& Force, const struct FVector& Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "AddforceForServer");

	Params::BPC_LINK_HandControl_C_AddforceForServer Parms{};

	Parms.Force = std::move(Force);
	Parms.Location = std::move(Location);

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.DetachHandleItem(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector&                   Vel                                                    (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   AngVel                                                 (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    IsThrow                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::DetachHandleItem_Server_(const struct FVector& Vel, const struct FVector& AngVel, bool IsThrow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "DetachHandleItem(Server)");

	Params::BPC_LINK_HandControl_C_DetachHandleItem_Server_ Parms{};

	Parms.Vel = std::move(Vel);
	Parms.AngVel = std::move(AngVel);
	Parms.IsThrow = IsThrow;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.DetachHandleItem
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    IsThrow                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::DetachHandleItem(bool IsThrow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "DetachHandleItem");

	Params::BPC_LINK_HandControl_C_DetachHandleItem Parms{};

	Parms.IsThrow = IsThrow;

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


// Function BPC_LINK_HandControl.BPC_LINK_HandControl_C.ExecuteUbergraph_BPC_LINK_HandControl
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_LINK_HandControl_C::ExecuteUbergraph_BPC_LINK_HandControl(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_LINK_HandControl_C", "ExecuteUbergraph_BPC_LINK_HandControl");

	Params::BPC_LINK_HandControl_C_ExecuteUbergraph_BPC_LINK_HandControl Parms{};

	Parms.EntryPoint = EntryPoint;

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


SDK_NAMESPACE_END
