140 lines
8.5 KiB
C++
140 lines
8.5 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 "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h"
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#include "BehaviorTree/ValueOrBBKey.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 EmptyLinkFunctionForGeneratedCodeBTTask_GameplayTaskBase() {}
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// ********** Begin Cross Module References ********************************************************
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AIMODULE_API UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase();
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AIMODULE_API UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase_NoRegister();
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AIMODULE_API UClass* Z_Construct_UClass_UBTTaskNode();
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AIMODULE_API UScriptStruct* Z_Construct_UScriptStruct_FValueOrBBKey_Bool();
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UPackage* Z_Construct_UPackage__Script_AIModule();
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// ********** End Cross Module References **********************************************************
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// ********** Begin Class UBTTask_GameplayTaskBase *************************************************
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FClassRegistrationInfo Z_Registration_Info_UClass_UBTTask_GameplayTaskBase;
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UClass* UBTTask_GameplayTaskBase::GetPrivateStaticClass()
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{
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using TClass = UBTTask_GameplayTaskBase;
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if (!Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.InnerSingleton)
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{
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GetPrivateStaticClassBody(
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TClass::StaticPackage(),
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TEXT("BTTask_GameplayTaskBase"),
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Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.InnerSingleton,
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StaticRegisterNativesUBTTask_GameplayTaskBase,
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sizeof(TClass),
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alignof(TClass),
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TClass::StaticClassFlags,
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TClass::StaticClassCastFlags(),
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TClass::StaticConfigName(),
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(UClass::ClassConstructorType)InternalConstructor<TClass>,
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(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
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UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
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&TClass::Super::StaticClass,
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&TClass::WithinClass::StaticClass
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);
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}
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return Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.InnerSingleton;
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}
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UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase_NoRegister()
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{
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return UBTTask_GameplayTaskBase::GetPrivateStaticClass();
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}
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struct Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics
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{
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
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{ "Comment", "/**\n * Base class for managing gameplay tasks\n * Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded\n *\n * In your ExecuteTask:\n * - use NewBTAITask() helper to create task\n * - initialize task with values if needed\n * - use StartGameplayTask() helper to execute and get node result\n */" },
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{ "IncludePath", "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" },
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{ "ModuleRelativePath", "Classes/BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" },
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{ "ToolTip", "Base class for managing gameplay tasks\nSince AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded\n\nIn your ExecuteTask:\n- use NewBTAITask() helper to create task\n- initialize task with values if needed\n- use StartGameplayTask() helper to execute and get node result" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_bWaitForGameplayTask_MetaData[] = {
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{ "Category", "Task" },
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{ "Comment", "/** if set, behavior tree task will wait until gameplay tasks finishes */" },
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{ "DisplayName", "WaitForGameplayTask" },
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{ "ModuleRelativePath", "Classes/BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" },
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{ "ToolTip", "if set, behavior tree task will wait until gameplay tasks finishes" },
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};
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#endif // WITH_METADATA
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// ********** Begin Class UBTTask_GameplayTaskBase constinit property declarations *****************
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static const UECodeGen_Private::FStructPropertyParams NewProp_bWaitForGameplayTask;
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static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
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// ********** End Class UBTTask_GameplayTaskBase constinit property declarations *******************
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static UObject* (*const DependentSingletons[])();
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static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
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TCppClassTypeTraits<UBTTask_GameplayTaskBase>::IsAbstract,
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};
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static const UECodeGen_Private::FClassParams ClassParams;
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}; // struct Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics
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// ********** Begin Class UBTTask_GameplayTaskBase Property Definitions ****************************
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const UECodeGen_Private::FStructPropertyParams Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::NewProp_bWaitForGameplayTask = { "bWaitForGameplayTask", nullptr, (EPropertyFlags)0x00200c0000000001, UECodeGen_Private::EPropertyGenFlags::Struct, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UBTTask_GameplayTaskBase, bWaitForGameplayTask), Z_Construct_UScriptStruct_FValueOrBBKey_Bool, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_bWaitForGameplayTask_MetaData), NewProp_bWaitForGameplayTask_MetaData) }; // 54755339
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const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers[] = {
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::NewProp_bWaitForGameplayTask,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers) < 2048);
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// ********** End Class UBTTask_GameplayTaskBase Property Definitions ******************************
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UObject* (*const Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::DependentSingletons[])() = {
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(UObject* (*)())Z_Construct_UClass_UBTTaskNode,
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(UObject* (*)())Z_Construct_UPackage__Script_AIModule,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::DependentSingletons) < 16);
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const UECodeGen_Private::FClassParams Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::ClassParams = {
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&UBTTask_GameplayTaskBase::StaticClass,
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nullptr,
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&StaticCppClassTypeInfo,
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DependentSingletons,
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nullptr,
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Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers,
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nullptr,
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UE_ARRAY_COUNT(DependentSingletons),
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0,
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UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers),
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0,
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0x000800A1u,
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METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::Class_MetaDataParams), Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::Class_MetaDataParams)
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};
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void UBTTask_GameplayTaskBase::StaticRegisterNativesUBTTask_GameplayTaskBase()
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{
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}
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UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase()
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{
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if (!Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.OuterSingleton)
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{
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UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.OuterSingleton, Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::ClassParams);
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}
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return Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.OuterSingleton;
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}
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DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UBTTask_GameplayTaskBase);
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UBTTask_GameplayTaskBase::~UBTTask_GameplayTaskBase() {}
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// ********** End Class UBTTask_GameplayTaskBase ***************************************************
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// ********** Begin Registration *******************************************************************
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struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics
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{
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static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
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{ Z_Construct_UClass_UBTTask_GameplayTaskBase, UBTTask_GameplayTaskBase::StaticClass, TEXT("UBTTask_GameplayTaskBase"), &Z_Registration_Info_UClass_UBTTask_GameplayTaskBase, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UBTTask_GameplayTaskBase), 3465455844U) },
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};
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}; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics
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static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_16535934{
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TEXT("/Script/AIModule"),
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Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics::ClassInfo),
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nullptr, 0,
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nullptr, 0,
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};
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// ********** End Registration *********************************************************************
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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