text: #pragma once
  // This file was created automatically, do not modify the contents of this file.
  
  PRAGMA_DISABLE_DEPRECATION_WARNINGS
  
  #include "CoreMinimal.h"
  #include "ManageEventSender.h"
  #include "Runtime/Engine/Classes/Components/ActorComponent.h"
  
  // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\ActorComponent.h:86
  
  class E_PROTECTED_WRAP_UActorComponent : protected UActorComponent
  {
  public:
  	void CreateRenderState_Concurrent_WRAP()
  	{
  		CreateRenderState_Concurrent();
  	}
  
  	void DestroyRenderState_Concurrent_WRAP()
  	{
  		DestroyRenderState_Concurrent();
  	}
  
  	void HandleCanEverAffectNavigationChange_WRAP(bool bForceUpdate)
  	{
  		HandleCanEverAffectNavigationChange(bForceUpdate);
  	}
  
  	bool HasValidPhysicsState_WRAP()
  	{
  		return HasValidPhysicsState();
  	}
  
  	void OnCreatePhysicsState_WRAP()
  	{
  		OnCreatePhysicsState();
  	}
  
  	void OnDestroyPhysicsState_WRAP()
  	{
  		OnDestroyPhysicsState();
  	}
  
  	void OnRegister_WRAP()
  	{
  		OnRegister();
  	}
  
  	void OnUnregister_WRAP()
  	{
  		OnUnregister();
  	}
  
  	void RegisterComponentTickFunctions_WRAP(bool bRegister)
  	{
  		RegisterComponentTickFunctions(bRegister);
  	}
  
  	void SendRenderDynamicData_Concurrent_WRAP()
  	{
  		SendRenderDynamicData_Concurrent();
  	}
  
  	void SendRenderTransform_Concurrent_WRAP()
  	{
  		SendRenderTransform_Concurrent();
  	}
  
  	bool ShouldActivate_WRAP()
  	{
  		return ShouldActivate();
  	}
  
  	bool ShouldCreatePhysicsState_WRAP()
  	{
  		return ShouldCreatePhysicsState();
  	}
  
  	bool ShouldCreateRenderState_WRAP()
  	{
  		return ShouldCreateRenderState();
  	}
  
  };
  
  
  extern "C"
  {
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bAllowAnyoneToDestroyMe_GET(UActorComponent* Ptr) { return Ptr->bAllowAnyoneToDestroyMe; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bAllowAnyoneToDestroyMe_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bAllowAnyoneToDestroyMe = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bAllowConcurrentTick_GET(UActorComponent* Ptr) { return Ptr->bAllowConcurrentTick; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bAllowConcurrentTick_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bAllowConcurrentTick = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bAutoActivate_GET(UActorComponent* Ptr) { return Ptr->bAutoActivate; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bAutoActivate_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bAutoActivate = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bAutoRegister_GET(UActorComponent* Ptr) { return Ptr->bAutoRegister; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bAutoRegister_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bAutoRegister = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bEditableWhenInherited_GET(UActorComponent* Ptr) { return Ptr->bEditableWhenInherited; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bEditableWhenInherited_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bEditableWhenInherited = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bIsActive_GET(UActorComponent* Ptr) { return Ptr->bIsActive; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bIsActive_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bIsActive = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bIsEditorOnly_GET(UActorComponent* Ptr) { return Ptr->bIsEditorOnly; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bIsEditorOnly_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bIsEditorOnly = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bNavigationRelevant_GET(UActorComponent* Ptr) { return Ptr->bNavigationRelevant; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bNavigationRelevant_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bNavigationRelevant = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bNeverNeedsRenderUpdate_GET(UActorComponent* Ptr) { return Ptr->bNeverNeedsRenderUpdate; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bNeverNeedsRenderUpdate_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bNeverNeedsRenderUpdate = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bTickInEditor_GET(UActorComponent* Ptr) { return Ptr->bTickInEditor; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bTickInEditor_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bTickInEditor = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bWantsBeginPlay_GET(UActorComponent* Ptr) { return Ptr->bWantsBeginPlay; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bWantsBeginPlay_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bWantsBeginPlay = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_bWantsInitializeComponent_GET(UActorComponent* Ptr) { return Ptr->bWantsInitializeComponent; }
  	DOTNET_EXPORT void E_PROP_UActorComponent_bWantsInitializeComponent_SET(UActorComponent* Ptr, uint8 Value) { Ptr->bWantsInitializeComponent = Value; }
  	
  	DOTNET_EXPORT auto E_PROP_UActorComponent_ComponentTemplateNameSuffix_GET() { return ConvertToManage_StringWrapper(UActorComponent::ComponentTemplateNameSuffix); }
  	
  	DOTNET_EXPORT void E_EVENT_ADD_UActorComponent_OnComponentActivated(UActorComponent* Obj)
  	{
  		auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance());
  		wrapper->ManageDelegateName = "InvokeEvent_OnComponentActivated";
  		wrapper->SourceObject = Obj;
  		Obj->OnComponentActivated.AddDynamic(wrapper, &UManageEventSender::Wrapper_FActorComponentActivatedSignature);
  	}
  
  	DOTNET_EXPORT void E_EVENT_DEL_UActorComponent_OnComponentActivated(UActorComponent* Obj)
  	{
  	}
  
  	DOTNET_EXPORT void E_EVENT_ADD_UActorComponent_OnComponentDeactivated(UActorComponent* Obj)
  	{
  		auto wrapper = NewObject<UManageEventSender>(UCoreShell::GetInstance());
  		wrapper->ManageDelegateName = "InvokeEvent_OnComponentDeactivated";
  		wrapper->SourceObject = Obj;
  		Obj->OnComponentDeactivated.AddDynamic(wrapper, &UManageEventSender::Wrapper_FActorComponentDeactivateSignature);
  	}
  
  	DOTNET_EXPORT void E_EVENT_DEL_UActorComponent_OnComponentDeactivated(UActorComponent* Obj)
  	{
  	}
  
  	DOTNET_EXPORT auto E_PROP_UActorComponent_PrimaryComponentTick_GET(UActorComponent* Ptr) { return (INT_PTR)&(Ptr->PrimaryComponentTick); }
  	
  	
  	DOTNET_EXPORT INT_PTR E_NewObject_UActorComponent(UObject* Parent, char* Name)
  	{
  		return (INT_PTR)NewObject<UActorComponent>(Parent, FName(UTF8_TO_TCHAR(Name)));
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_Activate(UActorComponent* Self, bool bReset)
  	{
  		auto _p0 = bReset;
  		Self->Activate(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_AdditionalStatObject(UActorComponent* Self)
  	{
  		return ConvertToManage_ObjectPointerDescription(Self->AdditionalStatObject());
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_AddTickPrerequisiteActor(UActorComponent* Self, AActor* PrerequisiteActor)
  	{
  		auto _p0 = PrerequisiteActor;
  		Self->AddTickPrerequisiteActor(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_AddTickPrerequisiteComponent(UActorComponent* Self, UActorComponent* PrerequisiteComponent)
  	{
  		auto _p0 = PrerequisiteComponent;
  		Self->AddTickPrerequisiteComponent(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_AllowReregistration(UActorComponent* Self)
  	{
  		return Self->AllowReregistration();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ApplyWorldOffset(UActorComponent* Self, INT_PTR InOffset, bool bWorldShift)
  	{
  		auto& _p0 = *(FVector*)InOffset;
  		auto _p1 = bWorldShift;
  		Self->ApplyWorldOffset(_p0, _p1);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_BeginPlay(UActorComponent* Self)
  	{
  		Self->BeginPlay();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_CanEverAffectNavigation(UActorComponent* Self)
  	{
  		return Self->CanEverAffectNavigation();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ClearNeedEndOfFrameUpdate(UActorComponent* Self)
  	{
  		Self->ClearNeedEndOfFrameUpdate();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ComponentHasTag(UActorComponent* Self, char* Tag)
  	{
  		auto _p0 = ConvertFromManage_FName(Tag);
  		return Self->ComponentHasTag(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ComponentIsInPersistentLevel(UActorComponent* Self, bool bIncludeLevelStreamingPersistent)
  	{
  		auto _p0 = bIncludeLevelStreamingPersistent;
  		return Self->ComponentIsInPersistentLevel(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_CreatePhysicsState(UActorComponent* Self)
  	{
  		Self->CreatePhysicsState();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_CreateRenderState_Concurrent(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->CreateRenderState_Concurrent_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_Deactivate(UActorComponent* Self)
  	{
  		Self->Deactivate();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_DestroyComponent(UActorComponent* Self, bool bPromoteChildren)
  	{
  		auto _p0 = bPromoteChildren;
  		Self->DestroyComponent(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_DestroyPhysicsState(UActorComponent* Self)
  	{
  		Self->DestroyPhysicsState();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_DestroyRenderState_Concurrent(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->DestroyRenderState_Concurrent_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_DetermineUCSModifiedProperties(UActorComponent* Self)
  	{
  		Self->DetermineUCSModifiedProperties();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_DoDeferredRenderUpdates_Concurrent(UActorComponent* Self)
  	{
  		Self->DoDeferredRenderUpdates_Concurrent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetComponentClassCanReplicate(UActorComponent* Self)
  	{
  		return Self->GetComponentClassCanReplicate();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetComponentTickInterval(UActorComponent* Self)
  	{
  		return Self->GetComponentTickInterval();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetIsReplicated(UActorComponent* Self)
  	{
  		return Self->GetIsReplicated();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetNetMode(UActorComponent* Self)
  	{
  		return Self->GetNetMode();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetOwner(UActorComponent* Self)
  	{
  		return ConvertToManage_ObjectPointerDescription(Self->GetOwner());
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetOwnerRole(UActorComponent* Self)
  	{
  		return Self->GetOwnerRole();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_GetReadableName(UActorComponent* Self)
  	{
  		return ConvertToManage_StringWrapper(Self->GetReadableName());
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_HandleCanEverAffectNavigationChange(UActorComponent* Self, bool bForceUpdate)
  	{
  		auto _p0 = bForceUpdate;
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->HandleCanEverAffectNavigationChange_WRAP(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_HasBeenCreated(UActorComponent* Self)
  	{
  		return Self->HasBeenCreated();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_HasBeenInitialized(UActorComponent* Self)
  	{
  		return Self->HasBeenInitialized();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_HasBegunPlay(UActorComponent* Self)
  	{
  		return Self->HasBegunPlay();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_HasValidPhysicsState(UActorComponent* Self)
  	{
  		return ((E_PROTECTED_WRAP_UActorComponent*)Self)->HasValidPhysicsState_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_InitializeComponent(UActorComponent* Self)
  	{
  		Self->InitializeComponent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_InvalidateLightingCache(UActorComponent* Self)
  	{
  		Self->InvalidateLightingCache();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_InvalidateLightingCacheDetailed(UActorComponent* Self, bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
  	{
  		auto _p0 = bInvalidateBuildEnqueuedLighting;
  		auto _p1 = bTranslationOnly;
  		Self->InvalidateLightingCacheDetailed(_p0, _p1);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsActive(UActorComponent* Self)
  	{
  		return Self->IsActive();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsBeingDestroyed(UActorComponent* Self)
  	{
  		return Self->IsBeingDestroyed();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsComponentTickEnabled(UActorComponent* Self)
  	{
  		return Self->IsComponentTickEnabled();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsCreatedByConstructionScript(UActorComponent* Self)
  	{
  		return Self->IsCreatedByConstructionScript();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsEditableWhenInherited(UActorComponent* Self)
  	{
  		return Self->IsEditableWhenInherited();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsNavigationRelevant(UActorComponent* Self)
  	{
  		return Self->IsNavigationRelevant();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsNetMode(UActorComponent* Self, ENetMode Mode)
  	{
  		auto _p0 = Mode;
  		return Self->IsNetMode(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsNetSimulating(UActorComponent* Self)
  	{
  		return Self->IsNetSimulating();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsNetStartupComponent(UActorComponent* Self)
  	{
  		return Self->IsNetStartupComponent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsOwnerRunningUserConstructionScript(UActorComponent* Self)
  	{
  		return Self->IsOwnerRunningUserConstructionScript();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsOwnerSelected(UActorComponent* Self)
  	{
  		return Self->IsOwnerSelected();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsPhysicsStateCreated(UActorComponent* Self)
  	{
  		return Self->IsPhysicsStateCreated();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsReadyForOwnerToAutoDestroy(UActorComponent* Self)
  	{
  		return Self->IsReadyForOwnerToAutoDestroy();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsRegistered(UActorComponent* Self)
  	{
  		return Self->IsRegistered();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsRenderStateCreated(UActorComponent* Self)
  	{
  		return Self->IsRenderStateCreated();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsRenderStateDirty(UActorComponent* Self)
  	{
  		return Self->IsRenderStateDirty();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_IsRenderTransformDirty(UActorComponent* Self)
  	{
  		return Self->IsRenderTransformDirty();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_K2_DestroyComponent(UActorComponent* Self, UObject* Object)
  	{
  		auto _p0 = Object;
  		Self->K2_DestroyComponent(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_MarkForNeededEndOfFrameRecreate(UActorComponent* Self)
  	{
  		Self->MarkForNeededEndOfFrameRecreate();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_MarkForNeededEndOfFrameUpdate(UActorComponent* Self)
  	{
  		Self->MarkForNeededEndOfFrameUpdate();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_MarkRenderDynamicDataDirty(UActorComponent* Self)
  	{
  		Self->MarkRenderDynamicDataDirty();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_MarkRenderStateDirty(UActorComponent* Self)
  	{
  		Self->MarkRenderStateDirty();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_MarkRenderTransformDirty(UActorComponent* Self)
  	{
  		Self->MarkRenderTransformDirty();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnActorEnableCollisionChanged(UActorComponent* Self)
  	{
  		Self->OnActorEnableCollisionChanged();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnComponentCreated(UActorComponent* Self)
  	{
  		Self->OnComponentCreated();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnComponentDestroyed(UActorComponent* Self, bool bDestroyingHierarchy)
  	{
  		auto _p0 = bDestroyingHierarchy;
  		Self->OnComponentDestroyed(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnCreatePhysicsState(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->OnCreatePhysicsState_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnDestroyPhysicsState(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->OnDestroyPhysicsState_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnRegister(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->OnRegister_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnRep_IsActive(UActorComponent* Self)
  	{
  		Self->OnRep_IsActive();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_OnUnregister(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->OnUnregister_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ReceiveBeginPlay(UActorComponent* Self)
  	{
  		Self->ReceiveBeginPlay();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ReceiveTick(UActorComponent* Self, float DeltaSeconds)
  	{
  		auto _p0 = DeltaSeconds;
  		Self->ReceiveTick(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RecreatePhysicsState(UActorComponent* Self)
  	{
  		Self->RecreatePhysicsState();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RecreateRenderState_Concurrent(UActorComponent* Self)
  	{
  		Self->RecreateRenderState_Concurrent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RegisterAllComponentTickFunctions(UActorComponent* Self, bool bRegister)
  	{
  		auto _p0 = bRegister;
  		Self->RegisterAllComponentTickFunctions(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RegisterComponent(UActorComponent* Self)
  	{
  		Self->RegisterComponent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RegisterComponentTickFunctions(UActorComponent* Self, bool bRegister)
  	{
  		auto _p0 = bRegister;
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->RegisterComponentTickFunctions_WRAP(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RegisterComponentWithWorld(UActorComponent* Self, UWorld* InWorld)
  	{
  		auto _p0 = InWorld;
  		Self->RegisterComponentWithWorld(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RemoveTickPrerequisiteActor(UActorComponent* Self, AActor* PrerequisiteActor)
  	{
  		auto _p0 = PrerequisiteActor;
  		Self->RemoveTickPrerequisiteActor(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RemoveTickPrerequisiteComponent(UActorComponent* Self, UActorComponent* PrerequisiteComponent)
  	{
  		auto _p0 = PrerequisiteComponent;
  		Self->RemoveTickPrerequisiteComponent(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RequiresGameThreadEndOfFrameRecreate(UActorComponent* Self)
  	{
  		return Self->RequiresGameThreadEndOfFrameRecreate();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_RequiresGameThreadEndOfFrameUpdates(UActorComponent* Self)
  	{
  		return Self->RequiresGameThreadEndOfFrameUpdates();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ReregisterComponent(UActorComponent* Self)
  	{
  		Self->ReregisterComponent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SendRenderDynamicData_Concurrent(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->SendRenderDynamicData_Concurrent_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SendRenderTransform_Concurrent(UActorComponent* Self)
  	{
  		((E_PROTECTED_WRAP_UActorComponent*)Self)->SendRenderTransform_Concurrent_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetActive(UActorComponent* Self, bool bNewActive, bool bReset)
  	{
  		auto _p0 = bNewActive;
  		auto _p1 = bReset;
  		Self->SetActive(_p0, _p1);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetAutoActivate(UActorComponent* Self, bool bNewAutoActivate)
  	{
  		auto _p0 = bNewAutoActivate;
  		Self->SetAutoActivate(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetCanEverAffectNavigation(UActorComponent* Self, bool bRelevant)
  	{
  		auto _p0 = bRelevant;
  		Self->SetCanEverAffectNavigation(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetComponentTickEnabled(UActorComponent* Self, bool bEnabled)
  	{
  		auto _p0 = bEnabled;
  		Self->SetComponentTickEnabled(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetComponentTickEnabledAsync(UActorComponent* Self, bool bEnabled)
  	{
  		auto _p0 = bEnabled;
  		Self->SetComponentTickEnabledAsync(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetComponentTickInterval(UActorComponent* Self, float TickInterval)
  	{
  		auto _p0 = TickInterval;
  		Self->SetComponentTickInterval(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetIsNetStartupComponent(UActorComponent* Self, bool bInIsNetStartupComponent)
  	{
  		auto _p0 = bInIsNetStartupComponent;
  		Self->SetIsNetStartupComponent(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetIsReplicated(UActorComponent* Self, bool ShouldReplicate)
  	{
  		auto _p0 = ShouldReplicate;
  		Self->SetIsReplicated(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetNetAddressable(UActorComponent* Self)
  	{
  		Self->SetNetAddressable();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetTickableWhenPaused(UActorComponent* Self, bool bTickableWhenPaused)
  	{
  		auto _p0 = bTickableWhenPaused;
  		Self->SetTickableWhenPaused(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_SetTickGroup(UActorComponent* Self, ETickingGroup NewTickGroup)
  	{
  		auto _p0 = NewTickGroup;
  		Self->SetTickGroup(_p0);
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ShouldActivate(UActorComponent* Self)
  	{
  		return ((E_PROTECTED_WRAP_UActorComponent*)Self)->ShouldActivate_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ShouldCreatePhysicsState(UActorComponent* Self)
  	{
  		return ((E_PROTECTED_WRAP_UActorComponent*)Self)->ShouldCreatePhysicsState_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ShouldCreateRenderState(UActorComponent* Self)
  	{
  		return ((E_PROTECTED_WRAP_UActorComponent*)Self)->ShouldCreateRenderState_WRAP();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_ToggleActive(UActorComponent* Self)
  	{
  		Self->ToggleActive();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_UninitializeComponent(UActorComponent* Self)
  	{
  		Self->UninitializeComponent();
  	}
  
  	DOTNET_EXPORT auto E_UActorComponent_UnregisterComponent(UActorComponent* Self)
  	{
  		Self->UnregisterComponent();
  	}
  
  }
  PRAGMA_ENABLE_DEPRECATION_WARNINGS
  