---@meta

---@class ABP_Interactable_FlareProjectile_C : ABP_Interactable_Actor_C
---@field UberGraphFrame FPointerToUberGraphFrame
---@field NS_Flare_01 UNiagaraComponent
---@field PointLight UPointLightComponent
---@field Flare UAudioComponent
---@field IsLit boolean
---@field ImpulseDirection FVector
---@field IsActive boolean
---@field SmokeParticleSystem UNiagaraComponent
---@field ['Damage Settings'] FST_Damage_Settings
local ABP_Interactable_FlareProjectile_C = {}

---@param Player ABP_FirstPersonCharacter_C
---@param BlockInteraction boolean
function ABP_Interactable_FlareProjectile_C:BlockInteraction(Player, BlockInteraction) end
function ABP_Interactable_FlareProjectile_C:OnRep_IsLit() end
---@param PlayerCharacter ABP_FirstPersonCharacter_C
---@param HitResult FHitResult
---@param HoldTime double
---@param NewParam boolean
---@param Success boolean
function ABP_Interactable_FlareProjectile_C:Interact(PlayerCharacter, HitResult, HoldTime, NewParam, Success) end
function ABP_Interactable_FlareProjectile_C:ReceiveBeginPlay() end
---@param OldSignificance FGameplayTag
---@param NewSignificance FGameplayTag
function ABP_Interactable_FlareProjectile_C:BndEvt__BP_Interactable_Flare_SignificanceComponent_K2Node_ComponentBoundEvent_0_OnSignificanceUpdated__DelegateSignature(OldSignificance, NewSignificance) end
function ABP_Interactable_FlareProjectile_C:PutOutFlare() end
---@param SleepingComponent UPrimitiveComponent
---@param BoneName FName
function ABP_Interactable_FlareProjectile_C:BndEvt__BP_Interactable_FlareProjectile_StaticMesh_K2Node_ComponentBoundEvent_1_ComponentSleepSignature__DelegateSignature(SleepingComponent, BoneName) end
function ABP_Interactable_FlareProjectile_C:destroy() end
---@param HitComponent UPrimitiveComponent
---@param OtherActor AActor
---@param OtherComp UPrimitiveComponent
---@param NormalImpulse FVector
---@param Hit FHitResult
function ABP_Interactable_FlareProjectile_C:BndEvt__BP_Interactable_FlareProjectile_StaticMesh_K2Node_ComponentBoundEvent_4_ComponentHitSignature__DelegateSignature(HitComponent, OtherActor, OtherComp, NormalImpulse, Hit) end
---@param NormalHit boolean
---@param AttachedParent AActor
---@param Location FVector
---@param Sound USoundBase
function ABP_Interactable_FlareProjectile_C:Multicast_Flare_Hit_Effects(NormalHit, AttachedParent, Location, Sound) end
---@param EntryPoint int32
function ABP_Interactable_FlareProjectile_C:ExecuteUbergraph_BP_Interactable_FlareProjectile(EntryPoint) end


