text: // PUBG FULL SDK - Generated By Respecter (5.3.4.11 [06/03/2019]) SDK
  
  #ifdef _MSC_VER
  	#pragma pack(push, 0x8)
  #endif
  
  #include "PUBG_WeaponEquipmentWidget_Gamepad_parameters.hpp"
  
  namespace SDK
  {
  //---------------------------------------------------------------------------
  //Functions
  //---------------------------------------------------------------------------
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.IsFocusable
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::IsFocusable()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.IsFocusable");
  
  	UWeaponEquipmentWidget_Gamepad_C_IsFocusable_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Down
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::Down()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Down");
  
  	UWeaponEquipmentWidget_Gamepad_C_Down_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetDownWidget
  // (Event)
  // Parameters:
  // class UUserWidget*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  class UUserWidget* UWeaponEquipmentWidget_Gamepad_C::GetDownWidget()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetDownWidget");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetDownWidget_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusingChildWidget
  // (Event)
  // Parameters:
  // class UUserWidget*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  class UUserWidget* UWeaponEquipmentWidget_Gamepad_C::GetFocusingChildWidget()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusingChildWidget");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetFocusingChildWidget_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetLeftWidget
  // (Event)
  // Parameters:
  // class UUserWidget*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  class UUserWidget* UWeaponEquipmentWidget_Gamepad_C::GetLeftWidget()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetLeftWidget");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetLeftWidget_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetRightWidget
  // (Event)
  // Parameters:
  // class UUserWidget*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  class UUserWidget* UWeaponEquipmentWidget_Gamepad_C::GetRightWidget()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetRightWidget");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetRightWidget_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetUpWidget
  // (Event)
  // Parameters:
  // class UUserWidget*             ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  class UUserWidget* UWeaponEquipmentWidget_Gamepad_C::GetUpWidget()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetUpWidget");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetUpWidget_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputA
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputA()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputA");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputA_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputB
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputB()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputB");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputB_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputLB
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputLB()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputLB");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputLB_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputLT
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputLT()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputLT");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputLT_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputRB
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputRB()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputRB");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputRB_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputRT
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputRT()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputRT");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputRT_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputX
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputX()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputX");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputX_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputY
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::InputY()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InputY");
  
  	UWeaponEquipmentWidget_Gamepad_C_InputY_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.IsFocus
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::IsFocus()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.IsFocus");
  
  	UWeaponEquipmentWidget_Gamepad_C_IsFocus_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Left
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::Left()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Left");
  
  	UWeaponEquipmentWidget_Gamepad_C_Left_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Right
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::Right()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Right");
  
  	UWeaponEquipmentWidget_Gamepad_C_Right_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.SetFocus
  // (Event)
  // Parameters:
  // bool*                          NewFocus                       (Parm, ZeroConstructor, IsPlainOldData)
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::SetFocus(bool* NewFocus)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.SetFocus");
  
  	UWeaponEquipmentWidget_Gamepad_C_SetFocus_Params params;
  	params.NewFocus = NewFocus;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Up
  // (Event)
  // Parameters:
  // bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
  
  bool UWeaponEquipmentWidget_Gamepad_C::Up()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Up");
  
  	UWeaponEquipmentWidget_Gamepad_C_Up_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	return params.ReturnValue;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnPrepass_1
  // ()
  // Parameters:
  // class UWidget**                BoundWidget                    (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::OnPrepass_1(class UWidget** BoundWidget)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnPrepass_1");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnPrepass_1_Params params;
  	params.BoundWidget = BoundWidget;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetInventoryGamePad
  // ()
  // Parameters:
  // class UInventoryWidget_Gamepad_C* Gamepad                        (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetInventoryGamePad(class UInventoryWidget_Gamepad_C** Gamepad)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetInventoryGamePad");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetInventoryGamePad_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Gamepad != nullptr)
  		*Gamepad = params.Gamepad;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.IsSelfPutMode
  // ()
  // Parameters:
  // bool                           IsSelfPutMode                  (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::IsSelfPutMode(bool* IsSelfPutMode)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.IsSelfPutMode");
  
  	UWeaponEquipmentWidget_Gamepad_C_IsSelfPutMode_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (IsSelfPutMode != nullptr)
  		*IsSelfPutMode = params.IsSelfPutMode;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnMoveDownPressed
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::OnMoveDownPressed()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnMoveDownPressed");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnMoveDownPressed_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnMoveUpPressed
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::OnMoveUpPressed()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnMoveUpPressed");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnMoveUpPressed_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnChildSlotRefreshFocus
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::OnChildSlotRefreshFocus()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnChildSlotRefreshFocus");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnChildSlotRefreshFocus_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.FindFirtFocusableWidgetIndex
  // ()
  // Parameters:
  // int                            Index                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::FindFirtFocusableWidgetIndex(int* Index)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.FindFirtFocusableWidgetIndex");
  
  	UWeaponEquipmentWidget_Gamepad_C_FindFirtFocusableWidgetIndex_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Index != nullptr)
  		*Index = params.Index;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableDownChildIndex
  // ()
  // Parameters:
  // int                            Index                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetFocusableDownChildIndex(int* Index)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableDownChildIndex");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetFocusableDownChildIndex_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Index != nullptr)
  		*Index = params.Index;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableUpChildIndex
  // ()
  // Parameters:
  // int                            Index                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetFocusableUpChildIndex(int* Index)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableUpChildIndex");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetFocusableUpChildIndex_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Index != nullptr)
  		*Index = params.Index;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableRightChildIndex
  // ()
  // Parameters:
  // int                            Index                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetFocusableRightChildIndex(int* Index)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableRightChildIndex");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetFocusableRightChildIndex_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Index != nullptr)
  		*Index = params.Index;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableLeftChildIdnex
  // ()
  // Parameters:
  // int                            Index                          (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetFocusableLeftChildIdnex(int* Index)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetFocusableLeftChildIdnex");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetFocusableLeftChildIdnex_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Index != nullptr)
  		*Index = params.Index;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetEquipment
  // ()
  // Parameters:
  // class AEquipment*              Equipment                      (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetEquipment(class AEquipment** Equipment)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetEquipment");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetEquipment_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (Equipment != nullptr)
  		*Equipment = params.Equipment;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InitializeWeaponEquipment
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::InitializeWeaponEquipment()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.InitializeWeaponEquipment");
  
  	UWeaponEquipmentWidget_Gamepad_C_InitializeWeaponEquipment_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetWeaponItemByTabIndex
  // ()
  // Parameters:
  // int*                           Index                          (Parm, ZeroConstructor, IsPlainOldData)
  // class UWeaponItem*             WeaponItem                     (Parm, OutParm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::GetWeaponItemByTabIndex(int* Index, class UWeaponItem** WeaponItem)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.GetWeaponItemByTabIndex");
  
  	UWeaponEquipmentWidget_Gamepad_C_GetWeaponItemByTabIndex_Params params;
  	params.Index = Index;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  
  	if (WeaponItem != nullptr)
  		*WeaponItem = params.WeaponItem;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Construct
  // (BlueprintCosmetic, Event)
  
  void UWeaponEquipmentWidget_Gamepad_C::Construct()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.Construct");
  
  	UWeaponEquipmentWidget_Gamepad_C_Construct_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.SetInventoryWidget
  // ()
  // Parameters:
  // class UInventoryWidget_C**     Inventory                      (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::SetInventoryWidget(class UInventoryWidget_C** Inventory)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.SetInventoryWidget");
  
  	UWeaponEquipmentWidget_Gamepad_C_SetInventoryWidget_Params params;
  	params.Inventory = Inventory;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_0_RefreshFocus__DelegateSignature
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_001_K2Node_ComponentBoundEvent_0_RefreshFocus__DelegateSignature()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_0_RefreshFocus__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_001_K2Node_ComponentBoundEvent_0_RefreshFocus__DelegateSignature_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_1_RefreshFocus__DelegateSignature
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_002_K2Node_ComponentBoundEvent_1_RefreshFocus__DelegateSignature()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_1_RefreshFocus__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_002_K2Node_ComponentBoundEvent_1_RefreshFocus__DelegateSignature_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_2_RefreshFocus__DelegateSignature
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_003_K2Node_ComponentBoundEvent_2_RefreshFocus__DelegateSignature()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_2_RefreshFocus__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_003_K2Node_ComponentBoundEvent_2_RefreshFocus__DelegateSignature_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_3_RefreshFocus__DelegateSignature
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_004_K2Node_ComponentBoundEvent_3_RefreshFocus__DelegateSignature()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_3_RefreshFocus__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_004_K2Node_ComponentBoundEvent_3_RefreshFocus__DelegateSignature_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_4_RefreshFocus__DelegateSignature
  // ()
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_005_K2Node_ComponentBoundEvent_4_RefreshFocus__DelegateSignature()
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_4_RefreshFocus__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_005_K2Node_ComponentBoundEvent_4_RefreshFocus__DelegateSignature_Params params;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_5_OnWeaponEquipmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EEquipSlotID*                  EquipSlotID                    (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_001_K2Node_ComponentBoundEvent_5_OnWeaponEquipmentFocused__DelegateSignature(EEquipSlotID* EquipSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_5_OnWeaponEquipmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_001_K2Node_ComponentBoundEvent_5_OnWeaponEquipmentFocused__DelegateSignature_Params params;
  	params.EquipSlotID = EquipSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_6_OnWeaponEquipmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EEquipSlotID*                  EquipSlotID                    (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_002_K2Node_ComponentBoundEvent_6_OnWeaponEquipmentFocused__DelegateSignature(EEquipSlotID* EquipSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_6_OnWeaponEquipmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_002_K2Node_ComponentBoundEvent_6_OnWeaponEquipmentFocused__DelegateSignature_Params params;
  	params.EquipSlotID = EquipSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_7_OnWeaponEquipmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EEquipSlotID*                  EquipSlotID                    (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_003_K2Node_ComponentBoundEvent_7_OnWeaponEquipmentFocused__DelegateSignature(EEquipSlotID* EquipSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_7_OnWeaponEquipmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_003_K2Node_ComponentBoundEvent_7_OnWeaponEquipmentFocused__DelegateSignature_Params params;
  	params.EquipSlotID = EquipSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_8_OnWeaponEquipmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EEquipSlotID*                  EquipSlotID                    (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_004_K2Node_ComponentBoundEvent_8_OnWeaponEquipmentFocused__DelegateSignature(EEquipSlotID* EquipSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_8_OnWeaponEquipmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_004_K2Node_ComponentBoundEvent_8_OnWeaponEquipmentFocused__DelegateSignature_Params params;
  	params.EquipSlotID = EquipSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_9_OnWeaponEquipmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EEquipSlotID*                  EquipSlotID                    (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_005_K2Node_ComponentBoundEvent_9_OnWeaponEquipmentFocused__DelegateSignature(EEquipSlotID* EquipSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_9_OnWeaponEquipmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_005_K2Node_ComponentBoundEvent_9_OnWeaponEquipmentFocused__DelegateSignature_Params params;
  	params.EquipSlotID = EquipSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_10_OnAttachmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_001_K2Node_ComponentBoundEvent_10_OnAttachmentFocused__DelegateSignature(EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_10_OnAttachmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_001_K2Node_ComponentBoundEvent_10_OnAttachmentFocused__DelegateSignature_Params params;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_11_OnAttachmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_002_K2Node_ComponentBoundEvent_11_OnAttachmentFocused__DelegateSignature(EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_11_OnAttachmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_002_K2Node_ComponentBoundEvent_11_OnAttachmentFocused__DelegateSignature_Params params;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_12_OnAttachmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_003_K2Node_ComponentBoundEvent_12_OnAttachmentFocused__DelegateSignature(EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_12_OnAttachmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_003_K2Node_ComponentBoundEvent_12_OnAttachmentFocused__DelegateSignature_Params params;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_13_OnAttachmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_004_K2Node_ComponentBoundEvent_13_OnAttachmentFocused__DelegateSignature(EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_13_OnAttachmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_004_K2Node_ComponentBoundEvent_13_OnAttachmentFocused__DelegateSignature_Params params;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_14_OnAttachmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_005_K2Node_ComponentBoundEvent_14_OnAttachmentFocused__DelegateSignature(EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_14_OnAttachmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_005_K2Node_ComponentBoundEvent_14_OnAttachmentFocused__DelegateSignature_Params params;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_388_OnAttachmentChanged__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttchmentSlotId                (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_001_K2Node_ComponentBoundEvent_388_OnAttachmentChanged__DelegateSignature(EWeaponAttachmentSlotID* AttchmentSlotId, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_001_K2Node_ComponentBoundEvent_388_OnAttachmentChanged__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_001_K2Node_ComponentBoundEvent_388_OnAttachmentChanged__DelegateSignature_Params params;
  	params.AttchmentSlotId = AttchmentSlotId;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_417_OnAttachmentChanged__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttchmentSlotId                (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_002_K2Node_ComponentBoundEvent_417_OnAttachmentChanged__DelegateSignature(EWeaponAttachmentSlotID* AttchmentSlotId, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_002_K2Node_ComponentBoundEvent_417_OnAttachmentChanged__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_002_K2Node_ComponentBoundEvent_417_OnAttachmentChanged__DelegateSignature_Params params;
  	params.AttchmentSlotId = AttchmentSlotId;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_467_OnAttachmentChanged__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttchmentSlotId                (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_003_K2Node_ComponentBoundEvent_467_OnAttachmentChanged__DelegateSignature(EWeaponAttachmentSlotID* AttchmentSlotId, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_003_K2Node_ComponentBoundEvent_467_OnAttachmentChanged__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_003_K2Node_ComponentBoundEvent_467_OnAttachmentChanged__DelegateSignature_Params params;
  	params.AttchmentSlotId = AttchmentSlotId;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_518_OnAttachmentChanged__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttchmentSlotId                (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_004_K2Node_ComponentBoundEvent_518_OnAttachmentChanged__DelegateSignature(EWeaponAttachmentSlotID* AttchmentSlotId, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_004_K2Node_ComponentBoundEvent_518_OnAttachmentChanged__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_004_K2Node_ComponentBoundEvent_518_OnAttachmentChanged__DelegateSignature_Params params;
  	params.AttchmentSlotId = AttchmentSlotId;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_570_OnAttachmentChanged__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttchmentSlotId                (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::BndEvt__Weapon_005_K2Node_ComponentBoundEvent_570_OnAttachmentChanged__DelegateSignature(EWeaponAttachmentSlotID* AttchmentSlotId, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.BndEvt__Weapon_005_K2Node_ComponentBoundEvent_570_OnAttachmentChanged__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_BndEvt__Weapon_005_K2Node_ComponentBoundEvent_570_OnAttachmentChanged__DelegateSignature_Params params;
  	params.AttchmentSlotId = AttchmentSlotId;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.ExecuteUbergraph_WeaponEquipmentWidget_Gamepad
  // ()
  // Parameters:
  // int*                           EntryPoint                     (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::ExecuteUbergraph_WeaponEquipmentWidget_Gamepad(int* EntryPoint)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.ExecuteUbergraph_WeaponEquipmentWidget_Gamepad");
  
  	UWeaponEquipmentWidget_Gamepad_C_ExecuteUbergraph_WeaponEquipmentWidget_Gamepad_Params params;
  	params.EntryPoint = EntryPoint;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnAttachmentChanged__DelegateSignature
  // ()
  // Parameters:
  // int*                           WeaponSlotId                   (Parm, ZeroConstructor, IsPlainOldData)
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::OnAttachmentChanged__DelegateSignature(int* WeaponSlotId, EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnAttachmentChanged__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnAttachmentChanged__DelegateSignature_Params params;
  	params.WeaponSlotId = WeaponSlotId;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnWeaponEquipmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EEquipSlotID*                  EquipSlotID                    (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::OnWeaponEquipmentFocused__DelegateSignature(EEquipSlotID* EquipSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnWeaponEquipmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnWeaponEquipmentFocused__DelegateSignature_Params params;
  	params.EquipSlotID = EquipSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  // Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnAttachmentFocused__DelegateSignature
  // ()
  // Parameters:
  // EWeaponAttachmentSlotID*       AttachmentSlotID               (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotInterface>* SlotInterface                  (Parm, ZeroConstructor, IsPlainOldData)
  // TScriptInterface<class USlotContainerInterface>* SlotContainerInterface         (Parm, ZeroConstructor, IsPlainOldData)
  
  void UWeaponEquipmentWidget_Gamepad_C::OnAttachmentFocused__DelegateSignature(EWeaponAttachmentSlotID* AttachmentSlotID, TScriptInterface<class USlotInterface>* SlotInterface, TScriptInterface<class USlotContainerInterface>* SlotContainerInterface)
  {
  	static auto fn = UObject::FindObject<UFunction>("Function WeaponEquipmentWidget_Gamepad.WeaponEquipmentWidget_Gamepad_C.OnAttachmentFocused__DelegateSignature");
  
  	UWeaponEquipmentWidget_Gamepad_C_OnAttachmentFocused__DelegateSignature_Params params;
  	params.AttachmentSlotID = AttachmentSlotID;
  	params.SlotInterface = SlotInterface;
  	params.SlotContainerInterface = SlotContainerInterface;
  
  	auto flags = fn->FunctionFlags;
  
  	UObject::ProcessEvent(fn, &params);
  
  	fn->FunctionFlags = flags;
  }
  
  
  }
  
  #ifdef _MSC_VER
  	#pragma pack(pop)
  #endif
  