#pragma once

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

// Package: BPC_PhysicsNetDormancyControl

#include "Basic.hpp"

#include "BPC_PhysicsNetDormancyControl_classes.hpp"
#include "BPC_PhysicsNetDormancyControl_parameters.hpp"


SDK_NAMESPACE_START

// Function BPC_PhysicsNetDormancyControl.BPC_PhysicsNetDormancyControl_C.ExecuteUbergraph_BPC_PhysicsNetDormancyControl
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_PhysicsNetDormancyControl_C::ExecuteUbergraph_BPC_PhysicsNetDormancyControl(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_PhysicsNetDormancyControl_C", "ExecuteUbergraph_BPC_PhysicsNetDormancyControl");

	Params::BPC_PhysicsNetDormancyControl_C_ExecuteUbergraph_BPC_PhysicsNetDormancyControl Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function BPC_PhysicsNetDormancyControl.BPC_PhysicsNetDormancyControl_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_PhysicsNetDormancyControl.BPC_PhysicsNetDormancyControl_C.SimulatePhysicsCheck
// (BlueprintCallable, BlueprintEvent)

void UBPC_PhysicsNetDormancyControl_C::SimulatePhysicsCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_PhysicsNetDormancyControl_C", "SimulatePhysicsCheck");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_PhysicsNetDormancyControl.BPC_PhysicsNetDormancyControl_C.Sleep
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent*              SleepingComponent                                      (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class FName                             BoneName                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_PhysicsNetDormancyControl_C::Sleep(class UPrimitiveComponent* SleepingComponent, class FName BoneName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_PhysicsNetDormancyControl_C", "Sleep");

	Params::BPC_PhysicsNetDormancyControl_C_Sleep Parms{};

	Parms.SleepingComponent = SleepingComponent;
	Parms.BoneName = BoneName;

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


// Function BPC_PhysicsNetDormancyControl.BPC_PhysicsNetDormancyControl_C.SleepCall
// (BlueprintCallable, BlueprintEvent)

void UBPC_PhysicsNetDormancyControl_C::SleepCall()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_PhysicsNetDormancyControl_C", "SleepCall");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BPC_PhysicsNetDormancyControl.BPC_PhysicsNetDormancyControl_C.Wake
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent*              WakingComponent                                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class FName                             BoneName                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UBPC_PhysicsNetDormancyControl_C::Wake(class UPrimitiveComponent* WakingComponent, class FName BoneName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BPC_PhysicsNetDormancyControl_C", "Wake");

	Params::BPC_PhysicsNetDormancyControl_C_Wake Parms{};

	Parms.WakingComponent = WakingComponent;
	Parms.BoneName = BoneName;

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


SDK_NAMESPACE_END
