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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/Engine/UHT/PawnMovementComponent.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 "GameFramework/PawnMovementComponent.h"
#ifdef ENGINE_PawnMovementComponent_generated_h
#error "PawnMovementComponent.generated.h already included, missing '#pragma once' in PawnMovementComponent.h"
#endif
#define ENGINE_PawnMovementComponent_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class APawn;
class UPrimitiveComponent;
enum class EPhysicsStateAction : uint8;
struct FAsyncPhysicsTimestamp;
// ********** Begin Class UPawnMovementComponent ***************************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_RPC_WRAPPERS_NO_PURE_DECLS \
ENGINE_API virtual void MulticastAsyncPhysicsStateAction_Implementation(const UPrimitiveComponent* ActionComponent, const FName BoneName, const FAsyncPhysicsTimestamp Timestamp, const EPhysicsStateAction ActionType, const FVector ActionDatas, const FVector ActionPosition); \
ENGINE_API virtual void ServerAsyncPhysicsStateAction_Implementation(const UPrimitiveComponent* ActionComponent, const FName BoneName, const FAsyncPhysicsTimestamp Timestamp, const EPhysicsStateAction ActionType, const FVector ActionDatas, const FVector ActionPosition); \
DECLARE_FUNCTION(execMulticastAsyncPhysicsStateAction); \
DECLARE_FUNCTION(execServerAsyncPhysicsStateAction); \
DECLARE_FUNCTION(execGetPawnOwner); \
DECLARE_FUNCTION(execIsMoveInputIgnored); \
DECLARE_FUNCTION(execConsumeInputVector); \
DECLARE_FUNCTION(execGetLastInputVector); \
DECLARE_FUNCTION(execGetPendingInputVector); \
DECLARE_FUNCTION(execAddInputVector);
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_CALLBACK_WRAPPERS
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_ARCHIVESERIALIZER \
DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(UPawnMovementComponent, ENGINE_API)
struct Z_Construct_UClass_UPawnMovementComponent_Statics;
ENGINE_API UClass* Z_Construct_UClass_UPawnMovementComponent_NoRegister();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUPawnMovementComponent(); \
friend struct ::Z_Construct_UClass_UPawnMovementComponent_Statics; \
static UClass* GetPrivateStaticClass(); \
friend ENGINE_API UClass* ::Z_Construct_UClass_UPawnMovementComponent_NoRegister(); \
public: \
DECLARE_CLASS2(UPawnMovementComponent, UNavMovementComponent, COMPILED_IN_FLAGS(CLASS_Abstract | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UPawnMovementComponent_NoRegister) \
DECLARE_SERIALIZER(UPawnMovementComponent) \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_ARCHIVESERIALIZER
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
ENGINE_API UPawnMovementComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
/** Deleted move- and copy-constructors, should never be used */ \
UPawnMovementComponent(UPawnMovementComponent&&) = delete; \
UPawnMovementComponent(const UPawnMovementComponent&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UPawnMovementComponent); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UPawnMovementComponent); \
DEFINE_ABSTRACT_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UPawnMovementComponent) \
ENGINE_API virtual ~UPawnMovementComponent();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_41_PROLOG
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_RPC_WRAPPERS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_CALLBACK_WRAPPERS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_INCLASS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h_44_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UPawnMovementComponent;
// ********** End Class UPawnMovementComponent *****************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PawnMovementComponent_h
// ********** Begin Enum EPhysicsStateAction *******************************************************
#define FOREACH_ENUM_EPHYSICSSTATEACTION(op) \
op(EPhysicsStateAction::AddForce) \
op(EPhysicsStateAction::AddTorque) \
op(EPhysicsStateAction::AddForceAtPosition) \
op(EPhysicsStateAction::AddLinearVelocity) \
op(EPhysicsStateAction::AddAngularVelocity) \
op(EPhysicsStateAction::AddVelocityAtPosition) \
op(EPhysicsStateAction::AddLinearImpulse) \
op(EPhysicsStateAction::AddAngularImpulse) \
op(EPhysicsStateAction::AddImpulseAtPosition) \
op(EPhysicsStateAction::AddAcceleration) \
op(EPhysicsStateAction::NumActions)
enum class EPhysicsStateAction : uint8;
template<> struct TIsUEnumClass<EPhysicsStateAction> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EPhysicsStateAction>();
// ********** End Enum EPhysicsStateAction *********************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS