80 lines
4.1 KiB
C
80 lines
4.1 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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// IWYU pragma: private, include "GameFramework/AsyncActionHandleSaveGame.h"
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#ifdef ENGINE_AsyncActionHandleSaveGame_generated_h
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#error "AsyncActionHandleSaveGame.generated.h already included, missing '#pragma once' in AsyncActionHandleSaveGame.h"
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#endif
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#define ENGINE_AsyncActionHandleSaveGame_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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class UAsyncActionHandleSaveGame;
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class UObject;
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class USaveGame;
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// ********** Begin Delegate FOnAsyncHandleSaveGame ************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_13_DELEGATE \
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ENGINE_API void FOnAsyncHandleSaveGame_DelegateWrapper(const FMulticastScriptDelegate& OnAsyncHandleSaveGame, USaveGame* SaveGame, bool bSuccess);
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// ********** End Delegate FOnAsyncHandleSaveGame **************************************************
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// ********** Begin Class UAsyncActionHandleSaveGame ***********************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_RPC_WRAPPERS_NO_PURE_DECLS \
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DECLARE_FUNCTION(execAsyncLoadGameFromSlot); \
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DECLARE_FUNCTION(execAsyncSaveGameToSlot);
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struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics;
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ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_INCLASS_NO_PURE_DECLS \
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private: \
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static void StaticRegisterNativesUAsyncActionHandleSaveGame(); \
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friend struct ::Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister(); \
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public: \
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DECLARE_CLASS2(UAsyncActionHandleSaveGame, UBlueprintAsyncActionBase, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister) \
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DECLARE_SERIALIZER(UAsyncActionHandleSaveGame)
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_ENHANCED_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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ENGINE_API UAsyncActionHandleSaveGame(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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/** Deleted move- and copy-constructors, should never be used */ \
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UAsyncActionHandleSaveGame(UAsyncActionHandleSaveGame&&) = delete; \
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UAsyncActionHandleSaveGame(const UAsyncActionHandleSaveGame&) = delete; \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UAsyncActionHandleSaveGame); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAsyncActionHandleSaveGame); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAsyncActionHandleSaveGame) \
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ENGINE_API virtual ~UAsyncActionHandleSaveGame();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_16_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_RPC_WRAPPERS_NO_PURE_DECLS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_INCLASS_NO_PURE_DECLS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_ENHANCED_CONSTRUCTORS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class UAsyncActionHandleSaveGame;
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// ********** End Class UAsyncActionHandleSaveGame *************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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