#pragma once

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

// Package: LS_FallDownPlayerSub1

#include "Basic.hpp"

#include "LS_FallDownPlayerSub1_classes.hpp"
#include "LS_FallDownPlayerSub1_parameters.hpp"


SDK_NAMESPACE_START

// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.BP_FirstPersonCharacter_DynamicBinding
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::BP_FirstPersonCharacter_DynamicBinding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "BP_FirstPersonCharacter_DynamicBinding");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_BP_FirstPersonCharacter_DynamicBinding Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.BP_FirstPersonCharacter_DynamicBinding_0
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32                                   PlayerControllerIndex                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::BP_FirstPersonCharacter_DynamicBinding_0(int32 PlayerControllerIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "BP_FirstPersonCharacter_DynamicBinding_0");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_BP_FirstPersonCharacter_DynamicBinding_0 Parms{};

	Parms.PlayerControllerIndex = PlayerControllerIndex;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.BP_FirstPersonCharacter_Event
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  BP_FirstPersonCharacter                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ULS_FallDownPlayerSub1_DirectorBP_C::BP_FirstPersonCharacter_Event(class ABP_FirstPersonCharacter_Main_C* BP_FirstPersonCharacter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "BP_FirstPersonCharacter_Event");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_BP_FirstPersonCharacter_Event Parms{};

	Parms.BP_FirstPersonCharacter = BP_FirstPersonCharacter;

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


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.CameraActor_DynamicBinding
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::CameraActor_DynamicBinding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "CameraActor_DynamicBinding");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_CameraActor_DynamicBinding Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.ExecuteUbergraph_LS_FallDownPlayerSub1_DirectorBP
// (Final, UbergraphFunction)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ULS_FallDownPlayerSub1_DirectorBP_C::ExecuteUbergraph_LS_FallDownPlayerSub1_DirectorBP(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "ExecuteUbergraph_LS_FallDownPlayerSub1_DirectorBP");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_ExecuteUbergraph_LS_FallDownPlayerSub1_DirectorBP Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.HeadPosition_DynamicBinding
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::HeadPosition_DynamicBinding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "HeadPosition_DynamicBinding");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_HeadPosition_DynamicBinding Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.LeftPos_DynamicBinding
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::LeftPos_DynamicBinding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "LeftPos_DynamicBinding");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_LeftPos_DynamicBinding Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.RightPos_DynamicBinding
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::RightPos_DynamicBinding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "RightPos_DynamicBinding");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_RightPos_DynamicBinding Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.RightPos_DynamicBinding_0
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::RightPos_DynamicBinding_0()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "RightPos_DynamicBinding_0");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_RightPos_DynamicBinding_0 Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_0
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_0()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_0");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_0 Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_1
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FMovieSceneDynamicBindingResolveResultReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor)

struct FMovieSceneDynamicBindingResolveResult ULS_FallDownPlayerSub1_DirectorBP_C::SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_1()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_1");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_1 Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function LS_FallDownPlayerSub1.LS_FallDownPlayerSub1_DirectorBP_C.SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_2
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class ABP_FirstPersonCharacter_Main_C*  BP_FirstPersonCharacter                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ULS_FallDownPlayerSub1_DirectorBP_C::SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_2(class ABP_FirstPersonCharacter_Main_C* BP_FirstPersonCharacter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LS_FallDownPlayerSub1_DirectorBP_C", "SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_2");

	Params::LS_FallDownPlayerSub1_DirectorBP_C_SequenceEvent__ENTRYPOINTLS_FallDownPlayerSub1_DirectorBP_2 Parms{};

	Parms.BP_FirstPersonCharacter = BP_FirstPersonCharacter;

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


SDK_NAMESPACE_END
