Files
DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/Engine/UHT/AsyncActionHandleSaveGame.gen.cpp

380 lines
31 KiB
C++
Raw Normal View History

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!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#include "GameFramework/AsyncActionHandleSaveGame.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
void EmptyLinkFunctionForGeneratedCodeAsyncActionHandleSaveGame() {}
// ********** Begin Cross Module References ********************************************************
COREUOBJECT_API UClass* Z_Construct_UClass_UObject_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame();
ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_UBlueprintAsyncActionBase();
ENGINE_API UClass* Z_Construct_UClass_USaveGame_NoRegister();
ENGINE_API UFunction* Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature();
UPackage* Z_Construct_UPackage__Script_Engine();
// ********** End Cross Module References **********************************************************
// ********** Begin Delegate FOnAsyncHandleSaveGame ************************************************
struct Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics
{
struct _Script_Engine_eventOnAsyncHandleSaveGame_Parms
{
USaveGame* SaveGame;
bool bSuccess;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
};
#endif // WITH_METADATA
// ********** Begin Delegate FOnAsyncHandleSaveGame constinit property declarations ****************
static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGame;
static void NewProp_bSuccess_SetBit(void* Obj);
static const UECodeGen_Private::FBoolPropertyParams NewProp_bSuccess;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Delegate FOnAsyncHandleSaveGame constinit property declarations ******************
static const UECodeGen_Private::FDelegateFunctionParams FuncParams;
};
// ********** Begin Delegate FOnAsyncHandleSaveGame Property Definitions ***************************
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) };
void Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess_SetBit(void* Obj)
{
((_Script_Engine_eventOnAsyncHandleSaveGame_Parms*)Obj)->bSuccess = 1;
}
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) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_SaveGame,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers) < 2048);
// ********** End Delegate FOnAsyncHandleSaveGame Property Definitions *****************************
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,
UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers),
sizeof(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::_Script_Engine_eventOnAsyncHandleSaveGame_Parms),
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)}, };
static_assert(sizeof(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::_Script_Engine_eventOnAsyncHandleSaveGame_Parms) < MAX_uint16);
UFunction* Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUDelegateFunction(&ReturnFunction, Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::FuncParams);
}
return ReturnFunction;
}
void FOnAsyncHandleSaveGame_DelegateWrapper(const FMulticastScriptDelegate& OnAsyncHandleSaveGame, USaveGame* SaveGame, bool bSuccess)
{
struct _Script_Engine_eventOnAsyncHandleSaveGame_Parms
{
USaveGame* SaveGame;
bool bSuccess;
};
_Script_Engine_eventOnAsyncHandleSaveGame_Parms Parms;
Parms.SaveGame=SaveGame;
Parms.bSuccess=bSuccess ? true : false;
OnAsyncHandleSaveGame.ProcessMulticastDelegate<UObject>(&Parms);
}
// ********** End Delegate FOnAsyncHandleSaveGame **************************************************
// ********** Begin Class UAsyncActionHandleSaveGame Function AsyncLoadGameFromSlot ****************
struct Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics
{
struct AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms
{
UObject* WorldContextObject;
FString SlotName;
int32 UserIndex;
UAsyncActionHandleSaveGame* ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "BlueprintInternalUseOnly", "true" },
{ "Category", "SaveGame" },
{ "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 */" },
{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
{ "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." },
{ "WorldContext", "WorldContextObject" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SlotName_MetaData[] = {
{ "NativeConst", "" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_UserIndex_MetaData[] = {
{ "NativeConst", "" },
};
#endif // WITH_METADATA
// ********** Begin Function AsyncLoadGameFromSlot constinit property declarations *****************
static const UECodeGen_Private::FObjectPropertyParams NewProp_WorldContextObject;
static const UECodeGen_Private::FStrPropertyParams NewProp_SlotName;
static const UECodeGen_Private::FIntPropertyParams NewProp_UserIndex;
static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function AsyncLoadGameFromSlot constinit property declarations *******************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function AsyncLoadGameFromSlot Property Definitions ****************************
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) };
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) };
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) };
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) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_WorldContextObject,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_SlotName,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_UserIndex,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers) < 2048);
// ********** End Function AsyncLoadGameFromSlot Property Definitions ******************************
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,
UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers),
sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms),
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)}, };
static_assert(sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(UAsyncActionHandleSaveGame::execAsyncLoadGameFromSlot)
{
P_GET_OBJECT(UObject,Z_Param_WorldContextObject);
P_GET_PROPERTY(FStrProperty,Z_Param_SlotName);
P_GET_PROPERTY(FIntProperty,Z_Param_UserIndex);
P_FINISH;
P_NATIVE_BEGIN;
*(UAsyncActionHandleSaveGame**)Z_Param__Result=UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot(Z_Param_WorldContextObject,Z_Param_SlotName,Z_Param_UserIndex);
P_NATIVE_END;
}
// ********** End Class UAsyncActionHandleSaveGame Function AsyncLoadGameFromSlot ******************
// ********** Begin Class UAsyncActionHandleSaveGame Function AsyncSaveGameToSlot ******************
struct Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics
{
struct AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms
{
UObject* WorldContextObject;
USaveGame* SaveGameObject;
FString SlotName;
int32 UserIndex;
UAsyncActionHandleSaveGame* ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "BlueprintInternalUseOnly", "true" },
{ "Category", "SaveGame" },
{ "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 */" },
{ "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" },
{ "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." },
{ "WorldContext", "WorldContextObject" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SlotName_MetaData[] = {
{ "NativeConst", "" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_UserIndex_MetaData[] = {
{ "NativeConst", "" },
};
#endif // WITH_METADATA
// ********** Begin Function AsyncSaveGameToSlot constinit property declarations *******************
static const UECodeGen_Private::FObjectPropertyParams NewProp_WorldContextObject;
static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGameObject;
static const UECodeGen_Private::FStrPropertyParams NewProp_SlotName;
static const UECodeGen_Private::FIntPropertyParams NewProp_UserIndex;
static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function AsyncSaveGameToSlot constinit property declarations *********************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function AsyncSaveGameToSlot Property Definitions ******************************
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) };
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) };
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) };
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) };
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