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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/AIModule/UHT/AIPerceptionComponent.generated.h

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2026-01-28 19:08:51 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "Perception/AIPerceptionComponent.h"
#ifdef AIMODULE_AIPerceptionComponent_generated_h
#error "AIPerceptionComponent.generated.h already included, missing '#pragma once' in AIPerceptionComponent.h"
#endif
#define AIMODULE_AIPerceptionComponent_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class AActor;
class UAISense;
class UClass;
struct FActorPerceptionBlueprintInfo;
struct FActorPerceptionUpdateInfo;
struct FAIStimulus;
// ********** Begin Delegate FPerceptionUpdatedDelegate ********************************************
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_22_DELEGATE \
AIMODULE_API void FPerceptionUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& PerceptionUpdatedDelegate, TArray<AActor*> const& UpdatedActors);
// ********** End Delegate FPerceptionUpdatedDelegate **********************************************
// ********** Begin Delegate FActorPerceptionUpdatedDelegate ***************************************
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_23_DELEGATE \
AIMODULE_API void FActorPerceptionUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ActorPerceptionUpdatedDelegate, AActor* Actor, FAIStimulus Stimulus);
// ********** End Delegate FActorPerceptionUpdatedDelegate *****************************************
// ********** Begin Delegate FActorPerceptionForgetUpdatedDelegate *********************************
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_24_DELEGATE \
AIMODULE_API void FActorPerceptionForgetUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ActorPerceptionForgetUpdatedDelegate, AActor* Actor);
// ********** End Delegate FActorPerceptionForgetUpdatedDelegate ***********************************
// ********** Begin ScriptStruct FActorPerceptionUpdateInfo ****************************************
struct Z_Construct_UScriptStruct_FActorPerceptionUpdateInfo_Statics;
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_29_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FActorPerceptionUpdateInfo_Statics; \
AIMODULE_API static class UScriptStruct* StaticStruct();
struct FActorPerceptionUpdateInfo;
// ********** End ScriptStruct FActorPerceptionUpdateInfo ******************************************
// ********** Begin Delegate FActorPerceptionInfoUpdatedDelegate ***********************************
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_47_DELEGATE \
AIMODULE_API void FActorPerceptionInfoUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ActorPerceptionInfoUpdatedDelegate, FActorPerceptionUpdateInfo const& UpdateInfo);
// ********** End Delegate FActorPerceptionInfoUpdatedDelegate *************************************
// ********** Begin ScriptStruct FActorPerceptionBlueprintInfo *************************************
struct Z_Construct_UScriptStruct_FActorPerceptionBlueprintInfo_Statics;
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_184_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FActorPerceptionBlueprintInfo_Statics; \
AIMODULE_API static class UScriptStruct* StaticStruct();
struct FActorPerceptionBlueprintInfo;
// ********** End ScriptStruct FActorPerceptionBlueprintInfo ***************************************
// ********** Begin Class UAIPerceptionComponent ***************************************************
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_RPC_WRAPPERS \
DECLARE_FUNCTION(execIsSenseEnabled); \
DECLARE_FUNCTION(execSetSenseEnabled); \
DECLARE_FUNCTION(execGetActorsPerception); \
DECLARE_FUNCTION(execGetKnownPerceivedActors); \
DECLARE_FUNCTION(execGetCurrentlyPerceivedActors); \
DECLARE_FUNCTION(execGetPerceivedHostileActorsBySense); \
DECLARE_FUNCTION(execGetPerceivedHostileActors); \
DECLARE_FUNCTION(execForgetAll); \
DECLARE_FUNCTION(execRequestStimuliListenerUpdate); \
DECLARE_FUNCTION(execOnOwnerEndPlay);
struct Z_Construct_UClass_UAIPerceptionComponent_Statics;
AIMODULE_API UClass* Z_Construct_UClass_UAIPerceptionComponent_NoRegister();
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_INCLASS \
private: \
static void StaticRegisterNativesUAIPerceptionComponent(); \
friend struct ::Z_Construct_UClass_UAIPerceptionComponent_Statics; \
static UClass* GetPrivateStaticClass(); \
friend AIMODULE_API UClass* ::Z_Construct_UClass_UAIPerceptionComponent_NoRegister(); \
public: \
DECLARE_CLASS2(UAIPerceptionComponent, UActorComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/AIModule"), Z_Construct_UClass_UAIPerceptionComponent_NoRegister) \
DECLARE_SERIALIZER(UAIPerceptionComponent) \
static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
AIMODULE_API UAIPerceptionComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAIPerceptionComponent) \
DECLARE_VTABLE_PTR_HELPER_CTOR(AIMODULE_API, UAIPerceptionComponent); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAIPerceptionComponent); \
/** Deleted move- and copy-constructors, should never be used */ \
UAIPerceptionComponent(UAIPerceptionComponent&&) = delete; \
UAIPerceptionComponent(const UAIPerceptionComponent&) = delete; \
AIMODULE_API virtual ~UAIPerceptionComponent();
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_207_PROLOG
#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_RPC_WRAPPERS \
FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_INCLASS \
FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UAIPerceptionComponent;
// ********** End Class UAIPerceptionComponent *****************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS