text: // Fortnite (1.8) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  #include "../SDK.hpp"
  
  namespace SDK
  {
  //---------------------------------------------------------------------------
  //Functions
  //---------------------------------------------------------------------------
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.ApplyImpulseToBall
  // (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
  // Parameters:
  // struct FVector                 HitLocation                    (Parm, IsPlainOldData)
  // float                          HitMagnitude                   (Parm, ZeroConstructor, IsPlainOldData)
  
  void APhysicsBall_Master_C::ApplyImpulseToBall(const struct FVector& HitLocation, float HitMagnitude)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.ApplyImpulseToBall");
  
  	APhysicsBall_Master_C_ApplyImpulseToBall_Params params;
  	params.HitLocation = HitLocation;
  	params.HitMagnitude = HitMagnitude;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.UpdateDirectionAndRotationRate
  // (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
  
  void APhysicsBall_Master_C::UpdateDirectionAndRotationRate()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.UpdateDirectionAndRotationRate");
  
  	APhysicsBall_Master_C_UpdateDirectionAndRotationRate_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.UserConstructionScript
  // (Event, Public, BlueprintCallable, BlueprintEvent)
  
  void APhysicsBall_Master_C::UserConstructionScript()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.UserConstructionScript");
  
  	APhysicsBall_Master_C_UserConstructionScript_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.ReceiveTick
  // (Event, Public, BlueprintEvent)
  // Parameters:
  // float*                         DeltaSeconds                   (Parm, ZeroConstructor, IsPlainOldData)
  
  void APhysicsBall_Master_C::ReceiveTick(float* DeltaSeconds)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.ReceiveTick");
  
  	APhysicsBall_Master_C_ReceiveTick_Params params;
  	params.DeltaSeconds = DeltaSeconds;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.ReceiveBeginPlay
  // (Event, Protected, BlueprintEvent)
  
  void APhysicsBall_Master_C::ReceiveBeginPlay()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.ReceiveBeginPlay");
  
  	APhysicsBall_Master_C_ReceiveBeginPlay_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.BndEvt__Sphere_K2Node_ComponentBoundEvent_429_ComponentBeginOverlapSignature__DelegateSignature
  // (HasOutParms, BlueprintEvent)
  // Parameters:
  // class UPrimitiveComponent*     OverlappedComponent            (Parm, ZeroConstructor, IsPlainOldData)
  // class AActor*                  OtherActor                     (Parm, ZeroConstructor, IsPlainOldData)
  // class UPrimitiveComponent*     OtherComp                      (Parm, ZeroConstructor, IsPlainOldData)
  // int                            OtherBodyIndex                 (Parm, ZeroConstructor, IsPlainOldData)
  // bool                           bFromSweep                     (Parm, ZeroConstructor, IsPlainOldData)
  // struct FHitResult              SweepResult                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData)
  
  void APhysicsBall_Master_C::BndEvt__Sphere_K2Node_ComponentBoundEvent_429_ComponentBeginOverlapSignature__DelegateSignature(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.BndEvt__Sphere_K2Node_ComponentBoundEvent_429_ComponentBeginOverlapSignature__DelegateSignature");
  
  	APhysicsBall_Master_C_BndEvt__Sphere_K2Node_ComponentBoundEvent_429_ComponentBeginOverlapSignature__DelegateSignature_Params params;
  	params.OverlappedComponent = OverlappedComponent;
  	params.OtherActor = OtherActor;
  	params.OtherComp = OtherComp;
  	params.OtherBodyIndex = OtherBodyIndex;
  	params.bFromSweep = bFromSweep;
  	params.SweepResult = SweepResult;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function PhysicsBall_Master.PhysicsBall_Master_C.ExecuteUbergraph_PhysicsBall_Master
  // (HasDefaults)
  // Parameters:
  // int                            EntryPoint                     (Parm, ZeroConstructor, IsPlainOldData)
  
  void APhysicsBall_Master_C::ExecuteUbergraph_PhysicsBall_Master(int EntryPoint)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function PhysicsBall_Master.PhysicsBall_Master_C.ExecuteUbergraph_PhysicsBall_Master");
  
  	APhysicsBall_Master_C_ExecuteUbergraph_PhysicsBall_Master_Params params;
  	params.EntryPoint = EntryPoint;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  