380 lines
31 KiB
C++
380 lines
31 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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#include "UObject/GeneratedCppIncludes.h"
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#include "GameFramework/AsyncActionHandleSaveGame.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
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void EmptyLinkFunctionForGeneratedCodeAsyncActionHandleSaveGame() {}
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// ********** Begin Cross Module References ********************************************************
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COREUOBJECT_API UClass* Z_Construct_UClass_UObject_NoRegister();
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ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame();
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ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister();
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ENGINE_API UClass* Z_Construct_UClass_UBlueprintAsyncActionBase();
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ENGINE_API UClass* Z_Construct_UClass_USaveGame_NoRegister();
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ENGINE_API UFunction* Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature();
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UPackage* Z_Construct_UPackage__Script_Engine();
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// ********** End Cross Module References **********************************************************
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// ********** Begin Delegate FOnAsyncHandleSaveGame ************************************************
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struct Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics
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{
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struct _Script_Engine_eventOnAsyncHandleSaveGame_Parms
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{
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USaveGame* SaveGame;
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bool bSuccess;
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};
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
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{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
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};
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#endif // WITH_METADATA
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// ********** Begin Delegate FOnAsyncHandleSaveGame constinit property declarations ****************
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static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGame;
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static void NewProp_bSuccess_SetBit(void* Obj);
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static const UECodeGen_Private::FBoolPropertyParams NewProp_bSuccess;
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static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
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// ********** End Delegate FOnAsyncHandleSaveGame constinit property declarations ******************
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static const UECodeGen_Private::FDelegateFunctionParams FuncParams;
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};
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// ********** Begin Delegate FOnAsyncHandleSaveGame Property Definitions ***************************
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const UECodeGen_Private::FObjectPropertyParams Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_SaveGame = { "SaveGame", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(_Script_Engine_eventOnAsyncHandleSaveGame_Parms, SaveGame), Z_Construct_UClass_USaveGame_NoRegister, METADATA_PARAMS(0, nullptr) };
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void Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess_SetBit(void* Obj)
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{
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((_Script_Engine_eventOnAsyncHandleSaveGame_Parms*)Obj)->bSuccess = 1;
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}
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const UECodeGen_Private::FBoolPropertyParams Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess = { "bSuccess", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(_Script_Engine_eventOnAsyncHandleSaveGame_Parms), &Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess_SetBit, METADATA_PARAMS(0, nullptr) };
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const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers[] = {
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_SaveGame,
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers) < 2048);
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// ********** End Delegate FOnAsyncHandleSaveGame Property Definitions *****************************
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const UECodeGen_Private::FDelegateFunctionParams Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UPackage__Script_Engine, nullptr, "OnAsyncHandleSaveGame__DelegateSignature", Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers,
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UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers),
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sizeof(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::_Script_Engine_eventOnAsyncHandleSaveGame_Parms),
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RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00130000, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::Function_MetaDataParams), Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::Function_MetaDataParams)}, };
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static_assert(sizeof(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::_Script_Engine_eventOnAsyncHandleSaveGame_Parms) < MAX_uint16);
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UFunction* Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature()
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{
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static UFunction* ReturnFunction = nullptr;
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if (!ReturnFunction)
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{
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UECodeGen_Private::ConstructUDelegateFunction(&ReturnFunction, Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::FuncParams);
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}
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return ReturnFunction;
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}
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void FOnAsyncHandleSaveGame_DelegateWrapper(const FMulticastScriptDelegate& OnAsyncHandleSaveGame, USaveGame* SaveGame, bool bSuccess)
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{
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struct _Script_Engine_eventOnAsyncHandleSaveGame_Parms
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{
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USaveGame* SaveGame;
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bool bSuccess;
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};
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_Script_Engine_eventOnAsyncHandleSaveGame_Parms Parms;
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Parms.SaveGame=SaveGame;
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Parms.bSuccess=bSuccess ? true : false;
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OnAsyncHandleSaveGame.ProcessMulticastDelegate<UObject>(&Parms);
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}
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// ********** End Delegate FOnAsyncHandleSaveGame **************************************************
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// ********** Begin Class UAsyncActionHandleSaveGame Function AsyncLoadGameFromSlot ****************
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struct Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics
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{
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struct AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms
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{
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UObject* WorldContextObject;
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FString SlotName;
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int32 UserIndex;
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UAsyncActionHandleSaveGame* ReturnValue;
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};
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
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{ "BlueprintInternalUseOnly", "true" },
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{ "Category", "SaveGame" },
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{ "Comment", "/**\n\x09 * Schedule an async load of a specific slot. UGameplayStatics::AsyncLoadGameFromSlot is the native version of this.\n\x09 * When the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid.\n\x09 * Keep in mind that some platforms may not support trying to load and save at the same time.\n\x09 *\n\x09 * @param SlotName\x09\x09\x09Name of the save game slot to load from.\n\x09 * @param UserIndex\x09\x09\x09The platform user index that identifies the user doing the saving, ignored on some platforms.\n\x09 */" },
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{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
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{ "ToolTip", "Schedule an async load of a specific slot. UGameplayStatics::AsyncLoadGameFromSlot is the native version of this.\nWhen the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid.\nKeep in mind that some platforms may not support trying to load and save at the same time.\n\n@param SlotName Name of the save game slot to load from.\n@param UserIndex The platform user index that identifies the user doing the saving, ignored on some platforms." },
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{ "WorldContext", "WorldContextObject" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SlotName_MetaData[] = {
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{ "NativeConst", "" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_UserIndex_MetaData[] = {
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{ "NativeConst", "" },
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};
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#endif // WITH_METADATA
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// ********** Begin Function AsyncLoadGameFromSlot constinit property declarations *****************
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static const UECodeGen_Private::FObjectPropertyParams NewProp_WorldContextObject;
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static const UECodeGen_Private::FStrPropertyParams NewProp_SlotName;
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static const UECodeGen_Private::FIntPropertyParams NewProp_UserIndex;
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static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue;
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static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
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// ********** End Function AsyncLoadGameFromSlot constinit property declarations *******************
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static const UECodeGen_Private::FFunctionParams FuncParams;
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};
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// ********** Begin Function AsyncLoadGameFromSlot Property Definitions ****************************
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const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_WorldContextObject = { "WorldContextObject", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, WorldContextObject), Z_Construct_UClass_UObject_NoRegister, METADATA_PARAMS(0, nullptr) };
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const UECodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_SlotName = { "SlotName", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, SlotName), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SlotName_MetaData), NewProp_SlotName_MetaData) };
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const UECodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_UserIndex = { "UserIndex", nullptr, (EPropertyFlags)0x0010000000000082, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, UserIndex), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_UserIndex_MetaData), NewProp_UserIndex_MetaData) };
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const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, ReturnValue), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister, METADATA_PARAMS(0, nullptr) };
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const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers[] = {
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_WorldContextObject,
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_SlotName,
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_UserIndex,
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_ReturnValue,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers) < 2048);
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// ********** End Function AsyncLoadGameFromSlot Property Definitions ******************************
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const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_UAsyncActionHandleSaveGame, nullptr, "AsyncLoadGameFromSlot", Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers,
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UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers),
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sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms),
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RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::Function_MetaDataParams), Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::Function_MetaDataParams)}, };
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static_assert(sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms) < MAX_uint16);
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UFunction* Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot()
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{
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static UFunction* ReturnFunction = nullptr;
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if (!ReturnFunction)
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{
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UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::FuncParams);
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}
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return ReturnFunction;
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}
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DEFINE_FUNCTION(UAsyncActionHandleSaveGame::execAsyncLoadGameFromSlot)
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{
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P_GET_OBJECT(UObject,Z_Param_WorldContextObject);
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P_GET_PROPERTY(FStrProperty,Z_Param_SlotName);
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P_GET_PROPERTY(FIntProperty,Z_Param_UserIndex);
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P_FINISH;
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P_NATIVE_BEGIN;
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*(UAsyncActionHandleSaveGame**)Z_Param__Result=UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot(Z_Param_WorldContextObject,Z_Param_SlotName,Z_Param_UserIndex);
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P_NATIVE_END;
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}
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// ********** End Class UAsyncActionHandleSaveGame Function AsyncLoadGameFromSlot ******************
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// ********** Begin Class UAsyncActionHandleSaveGame Function AsyncSaveGameToSlot ******************
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struct Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics
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{
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struct AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms
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{
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UObject* WorldContextObject;
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USaveGame* SaveGameObject;
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FString SlotName;
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int32 UserIndex;
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UAsyncActionHandleSaveGame* ReturnValue;
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};
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
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{ "BlueprintInternalUseOnly", "true" },
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{ "Category", "SaveGame" },
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{ "Comment", "/**\n\x09 * Schedule an async save to a specific slot. UGameplayStatics::AsyncSaveGameToSlot is the native version of this.\n\x09 * When the save has succeeded or failed, the completed pin is activated with success/failure and the save game object.\n\x09 * Keep in mind that some platforms may not support trying to load and save at the same time.\n\x09 *\n\x09 * @param SaveGameObject\x09Object that contains data about the save game that we want to write out.\n\x09 * @param SlotName\x09\x09\x09Name of the save game slot to load from.\n\x09 * @param UserIndex\x09\x09\x09The platform user index that identifies the user doing the saving, ignored on some platforms.\n\x09 */" },
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{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
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{ "ToolTip", "Schedule an async save to a specific slot. UGameplayStatics::AsyncSaveGameToSlot is the native version of this.\nWhen the save has succeeded or failed, the completed pin is activated with success/failure and the save game object.\nKeep in mind that some platforms may not support trying to load and save at the same time.\n\n@param SaveGameObject Object that contains data about the save game that we want to write out.\n@param SlotName Name of the save game slot to load from.\n@param UserIndex The platform user index that identifies the user doing the saving, ignored on some platforms." },
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{ "WorldContext", "WorldContextObject" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SlotName_MetaData[] = {
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{ "NativeConst", "" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_UserIndex_MetaData[] = {
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{ "NativeConst", "" },
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};
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#endif // WITH_METADATA
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// ********** Begin Function AsyncSaveGameToSlot constinit property declarations *******************
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static const UECodeGen_Private::FObjectPropertyParams NewProp_WorldContextObject;
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static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGameObject;
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static const UECodeGen_Private::FStrPropertyParams NewProp_SlotName;
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static const UECodeGen_Private::FIntPropertyParams NewProp_UserIndex;
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static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue;
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static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
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// ********** End Function AsyncSaveGameToSlot constinit property declarations *********************
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static const UECodeGen_Private::FFunctionParams FuncParams;
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};
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// ********** Begin Function AsyncSaveGameToSlot Property Definitions ******************************
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const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_WorldContextObject = { "WorldContextObject", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, WorldContextObject), Z_Construct_UClass_UObject_NoRegister, METADATA_PARAMS(0, nullptr) };
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const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SaveGameObject = { "SaveGameObject", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, SaveGameObject), Z_Construct_UClass_USaveGame_NoRegister, METADATA_PARAMS(0, nullptr) };
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const UECodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SlotName = { "SlotName", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, SlotName), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SlotName_MetaData), NewProp_SlotName_MetaData) };
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const UECodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_UserIndex = { "UserIndex", nullptr, (EPropertyFlags)0x0010000000000082, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, UserIndex), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_UserIndex_MetaData), NewProp_UserIndex_MetaData) };
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const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, ReturnValue), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister, METADATA_PARAMS(0, nullptr) };
|
||
|
|
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers[] = {
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_WorldContextObject,
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SaveGameObject,
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SlotName,
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_UserIndex,
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_ReturnValue,
|
||
|
|
};
|
||
|
|
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers) < 2048);
|
||
|
|
// ********** End Function AsyncSaveGameToSlot Property Definitions ********************************
|
||
|
|
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_UAsyncActionHandleSaveGame, nullptr, "AsyncSaveGameToSlot", Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers,
|
||
|
|
UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers),
|
||
|
|
sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms),
|
||
|
|
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::Function_MetaDataParams), Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::Function_MetaDataParams)}, };
|
||
|
|
static_assert(sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms) < MAX_uint16);
|
||
|
|
UFunction* Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot()
|
||
|
|
{
|
||
|
|
static UFunction* ReturnFunction = nullptr;
|
||
|
|
if (!ReturnFunction)
|
||
|
|
{
|
||
|
|
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::FuncParams);
|
||
|
|
}
|
||
|
|
return ReturnFunction;
|
||
|
|
}
|
||
|
|
DEFINE_FUNCTION(UAsyncActionHandleSaveGame::execAsyncSaveGameToSlot)
|
||
|
|
{
|
||
|
|
P_GET_OBJECT(UObject,Z_Param_WorldContextObject);
|
||
|
|
P_GET_OBJECT(USaveGame,Z_Param_SaveGameObject);
|
||
|
|
P_GET_PROPERTY(FStrProperty,Z_Param_SlotName);
|
||
|
|
P_GET_PROPERTY(FIntProperty,Z_Param_UserIndex);
|
||
|
|
P_FINISH;
|
||
|
|
P_NATIVE_BEGIN;
|
||
|
|
*(UAsyncActionHandleSaveGame**)Z_Param__Result=UAsyncActionHandleSaveGame::AsyncSaveGameToSlot(Z_Param_WorldContextObject,Z_Param_SaveGameObject,Z_Param_SlotName,Z_Param_UserIndex);
|
||
|
|
P_NATIVE_END;
|
||
|
|
}
|
||
|
|
// ********** End Class UAsyncActionHandleSaveGame Function AsyncSaveGameToSlot ********************
|
||
|
|
|
||
|
|
// ********** Begin Class UAsyncActionHandleSaveGame ***********************************************
|
||
|
|
FClassRegistrationInfo Z_Registration_Info_UClass_UAsyncActionHandleSaveGame;
|
||
|
|
UClass* UAsyncActionHandleSaveGame::GetPrivateStaticClass()
|
||
|
|
{
|
||
|
|
using TClass = UAsyncActionHandleSaveGame;
|
||
|
|
if (!Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.InnerSingleton)
|
||
|
|
{
|
||
|
|
GetPrivateStaticClassBody(
|
||
|
|
TClass::StaticPackage(),
|
||
|
|
TEXT("AsyncActionHandleSaveGame"),
|
||
|
|
Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.InnerSingleton,
|
||
|
|
StaticRegisterNativesUAsyncActionHandleSaveGame,
|
||
|
|
sizeof(TClass),
|
||
|
|
alignof(TClass),
|
||
|
|
TClass::StaticClassFlags,
|
||
|
|
TClass::StaticClassCastFlags(),
|
||
|
|
TClass::StaticConfigName(),
|
||
|
|
(UClass::ClassConstructorType)InternalConstructor<TClass>,
|
||
|
|
(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
|
||
|
|
UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
|
||
|
|
&TClass::Super::StaticClass,
|
||
|
|
&TClass::WithinClass::StaticClass
|
||
|
|
);
|
||
|
|
}
|
||
|
|
return Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.InnerSingleton;
|
||
|
|
}
|
||
|
|
UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister()
|
||
|
|
{
|
||
|
|
return UAsyncActionHandleSaveGame::GetPrivateStaticClass();
|
||
|
|
}
|
||
|
|
struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics
|
||
|
|
{
|
||
|
|
#if WITH_METADATA
|
||
|
|
static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
|
||
|
|
{ "Comment", "/** Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game */" },
|
||
|
|
{ "IncludePath", "GameFramework/AsyncActionHandleSaveGame.h" },
|
||
|
|
{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
|
||
|
|
{ "ToolTip", "Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game" },
|
||
|
|
};
|
||
|
|
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_Completed_MetaData[] = {
|
||
|
|
{ "Comment", "/** Delegate called when the save/load completes */" },
|
||
|
|
{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
|
||
|
|
{ "ToolTip", "Delegate called when the save/load completes" },
|
||
|
|
};
|
||
|
|
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SaveGameObject_MetaData[] = {
|
||
|
|
{ "Comment", "/** The object that was either saved or loaded */" },
|
||
|
|
{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
|
||
|
|
{ "ToolTip", "The object that was either saved or loaded" },
|
||
|
|
};
|
||
|
|
#endif // WITH_METADATA
|
||
|
|
|
||
|
|
// ********** Begin Class UAsyncActionHandleSaveGame constinit property declarations ***************
|
||
|
|
static const UECodeGen_Private::FMulticastDelegatePropertyParams NewProp_Completed;
|
||
|
|
static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGameObject;
|
||
|
|
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
|
||
|
|
// ********** End Class UAsyncActionHandleSaveGame constinit property declarations *****************
|
||
|
|
static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = {
|
||
|
|
{ .NameUTF8 = UTF8TEXT("AsyncLoadGameFromSlot"), .Pointer = &UAsyncActionHandleSaveGame::execAsyncLoadGameFromSlot },
|
||
|
|
{ .NameUTF8 = UTF8TEXT("AsyncSaveGameToSlot"), .Pointer = &UAsyncActionHandleSaveGame::execAsyncSaveGameToSlot },
|
||
|
|
};
|
||
|
|
static UObject* (*const DependentSingletons[])();
|
||
|
|
static constexpr FClassFunctionLinkInfo FuncInfo[] = {
|
||
|
|
{ &Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot, "AsyncLoadGameFromSlot" }, // 410881907
|
||
|
|
{ &Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot, "AsyncSaveGameToSlot" }, // 4142717313
|
||
|
|
};
|
||
|
|
static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048);
|
||
|
|
static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
|
||
|
|
TCppClassTypeTraits<UAsyncActionHandleSaveGame>::IsAbstract,
|
||
|
|
};
|
||
|
|
static const UECodeGen_Private::FClassParams ClassParams;
|
||
|
|
}; // struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics
|
||
|
|
|
||
|
|
// ********** Begin Class UAsyncActionHandleSaveGame Property Definitions **************************
|
||
|
|
const UECodeGen_Private::FMulticastDelegatePropertyParams Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_Completed = { "Completed", nullptr, (EPropertyFlags)0x0010000010080000, UECodeGen_Private::EPropertyGenFlags::InlineMulticastDelegate, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UAsyncActionHandleSaveGame, Completed), Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_Completed_MetaData), NewProp_Completed_MetaData) }; // 1915166900
|
||
|
|
const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_SaveGameObject = { "SaveGameObject", nullptr, (EPropertyFlags)0x0124080000000000, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UAsyncActionHandleSaveGame, SaveGameObject), Z_Construct_UClass_USaveGame_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SaveGameObject_MetaData), NewProp_SaveGameObject_MetaData) };
|
||
|
|
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers[] = {
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_Completed,
|
||
|
|
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_SaveGameObject,
|
||
|
|
};
|
||
|
|
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers) < 2048);
|
||
|
|
// ********** End Class UAsyncActionHandleSaveGame Property Definitions ****************************
|
||
|
|
UObject* (*const Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::DependentSingletons[])() = {
|
||
|
|
(UObject* (*)())Z_Construct_UClass_UBlueprintAsyncActionBase,
|
||
|
|
(UObject* (*)())Z_Construct_UPackage__Script_Engine,
|
||
|
|
};
|
||
|
|
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::DependentSingletons) < 16);
|
||
|
|
const UECodeGen_Private::FClassParams Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::ClassParams = {
|
||
|
|
&UAsyncActionHandleSaveGame::StaticClass,
|
||
|
|
nullptr,
|
||
|
|
&StaticCppClassTypeInfo,
|
||
|
|
DependentSingletons,
|
||
|
|
FuncInfo,
|
||
|
|
Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers,
|
||
|
|
nullptr,
|
||
|
|
UE_ARRAY_COUNT(DependentSingletons),
|
||
|
|
UE_ARRAY_COUNT(FuncInfo),
|
||
|
|
UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers),
|
||
|
|
0,
|
||
|
|
0x008800A0u,
|
||
|
|
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::Class_MetaDataParams), Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::Class_MetaDataParams)
|
||
|
|
};
|
||
|
|
void UAsyncActionHandleSaveGame::StaticRegisterNativesUAsyncActionHandleSaveGame()
|
||
|
|
{
|
||
|
|
UClass* Class = UAsyncActionHandleSaveGame::StaticClass();
|
||
|
|
FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::Funcs));
|
||
|
|
}
|
||
|
|
UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame()
|
||
|
|
{
|
||
|
|
if (!Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.OuterSingleton)
|
||
|
|
{
|
||
|
|
UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.OuterSingleton, Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::ClassParams);
|
||
|
|
}
|
||
|
|
return Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.OuterSingleton;
|
||
|
|
}
|
||
|
|
UAsyncActionHandleSaveGame::UAsyncActionHandleSaveGame(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {}
|
||
|
|
DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UAsyncActionHandleSaveGame);
|
||
|
|
UAsyncActionHandleSaveGame::~UAsyncActionHandleSaveGame() {}
|
||
|
|
// ********** End Class UAsyncActionHandleSaveGame *************************************************
|
||
|
|
|
||
|
|
// ********** Begin Registration *******************************************************************
|
||
|
|
struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics
|
||
|
|
{
|
||
|
|
static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
|
||
|
|
{ Z_Construct_UClass_UAsyncActionHandleSaveGame, UAsyncActionHandleSaveGame::StaticClass, TEXT("UAsyncActionHandleSaveGame"), &Z_Registration_Info_UClass_UAsyncActionHandleSaveGame, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UAsyncActionHandleSaveGame), 2495838571U) },
|
||
|
|
};
|
||
|
|
}; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics
|
||
|
|
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_2950221876{
|
||
|
|
TEXT("/Script/Engine"),
|
||
|
|
Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics::ClassInfo),
|
||
|
|
nullptr, 0,
|
||
|
|
nullptr, 0,
|
||
|
|
};
|
||
|
|
// ********** End Registration *********************************************************************
|
||
|
|
|
||
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|