// 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/Character.h" #ifdef ENGINE_Character_generated_h #error "Character.generated.h already included, missing '#pragma once' in Character.h" #endif #define ENGINE_Character_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class ACharacter; class UAnimMontage; class UPrimitiveComponent; struct FCharacterMoveResponsePackedBits; struct FCharacterServerMovePackedBits; struct FHitResult; struct FRootMotionSourceGroup; struct FVector_NetQuantize10; struct FVector_NetQuantize100; struct FVector_NetQuantizeNormal; // ********** Begin Delegate FMovementModeChangedSignature ***************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_34_DELEGATE \ ENGINE_API void FMovementModeChangedSignature_DelegateWrapper(const FMulticastScriptDelegate& MovementModeChangedSignature, ACharacter* Character, EMovementMode PrevMovementMode, uint8 PreviousCustomMode); // ********** End Delegate FMovementModeChangedSignature ******************************************* // ********** Begin Delegate FCharacterMovementUpdatedSignature ************************************ #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_35_DELEGATE \ ENGINE_API void FCharacterMovementUpdatedSignature_DelegateWrapper(const FMulticastScriptDelegate& CharacterMovementUpdatedSignature, float DeltaSeconds, FVector OldLocation, FVector OldVelocity); // ********** End Delegate FCharacterMovementUpdatedSignature ************************************** // ********** Begin Delegate FCharacterReachedApexSignature **************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_36_DELEGATE \ ENGINE_API void FCharacterReachedApexSignature_DelegateWrapper(const FMulticastScriptDelegate& CharacterReachedApexSignature); // ********** End Delegate FCharacterReachedApexSignature ****************************************** // ********** Begin Delegate FLandedSignature ****************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_37_DELEGATE \ ENGINE_API void FLandedSignature_DelegateWrapper(const FMulticastScriptDelegate& LandedSignature, FHitResult const& Hit); // ********** End Delegate FLandedSignature ******************************************************** // ********** Begin ScriptStruct FRepRootMotionMontage ********************************************* struct Z_Construct_UScriptStruct_FRepRootMotionMontage_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_49_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRepRootMotionMontage_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FRepRootMotionMontage; // ********** End ScriptStruct FRepRootMotionMontage *********************************************** // ********** Begin ScriptStruct FSimulatedRootMotionReplicatedMove ******************************** struct Z_Construct_UScriptStruct_FSimulatedRootMotionReplicatedMove_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_119_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FSimulatedRootMotionReplicatedMove_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FSimulatedRootMotionReplicatedMove; // ********** End ScriptStruct FSimulatedRootMotionReplicatedMove ********************************** // ********** Begin ScriptStruct FBasedMovementInfo ************************************************ struct Z_Construct_UScriptStruct_FBasedMovementInfo_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_178_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FBasedMovementInfo_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FBasedMovementInfo; // ********** End ScriptStruct FBasedMovementInfo ************************************************** // ********** Begin Class ACharacter *************************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_RPC_WRAPPERS_NO_PURE_DECLS \ DECLARE_FUNCTION(execGetAnimRootMotionTranslationScale); \ DECLARE_FUNCTION(execIsPlayingNetworkedRootMotionMontage); \ DECLARE_FUNCTION(execHasAnyRootMotion); \ DECLARE_FUNCTION(execIsPlayingRootMotion); \ DECLARE_FUNCTION(execOnRep_RootMotion); \ DECLARE_FUNCTION(execRootMotionDebugClientPrintOnScreen); \ DECLARE_FUNCTION(execClientCheatGhost); \ DECLARE_FUNCTION(execClientCheatFly); \ DECLARE_FUNCTION(execClientCheatWalk); \ DECLARE_FUNCTION(execCanCrouch); \ DECLARE_FUNCTION(execUnCrouch); \ DECLARE_FUNCTION(execCrouch); \ DECLARE_FUNCTION(execOnWalkingOffLedge); \ DECLARE_FUNCTION(execOnJumped); \ DECLARE_FUNCTION(execLaunchCharacter); \ DECLARE_FUNCTION(execGetCurrentMontage); \ DECLARE_FUNCTION(execStopAnimMontage); \ DECLARE_FUNCTION(execPlayAnimMontage); \ DECLARE_FUNCTION(execIsJumpProvidingForce); \ DECLARE_FUNCTION(execCanJumpInternal); \ DECLARE_FUNCTION(execCanJump); \ DECLARE_FUNCTION(execStopJumping); \ DECLARE_FUNCTION(execJump); \ DECLARE_FUNCTION(execOnRep_IsCrouched); \ DECLARE_FUNCTION(execGetBaseRotationOffsetRotator); \ DECLARE_FUNCTION(execGetBaseTranslationOffset); \ DECLARE_FUNCTION(execOnRep_ReplayLastTransformUpdateTimeStamp); \ DECLARE_FUNCTION(execOnRep_ReplicatedBasedMovement); \ DECLARE_FUNCTION(execCacheInitialMeshOffset); \ DECLARE_FUNCTION(execClientAdjustRootMotionSourcePosition); \ DECLARE_FUNCTION(execClientAdjustRootMotionPosition); \ DECLARE_FUNCTION(execClientVeryShortAdjustPosition); \ DECLARE_FUNCTION(execClientAdjustPosition); \ DECLARE_FUNCTION(execClientAckGoodMove); \ DECLARE_FUNCTION(execServerMoveOld); \ DECLARE_FUNCTION(execServerMoveDualHybridRootMotion); \ DECLARE_FUNCTION(execServerMoveDualNoBase); \ DECLARE_FUNCTION(execServerMoveDual); \ DECLARE_FUNCTION(execServerMoveNoBase); \ DECLARE_FUNCTION(execServerMove); \ DECLARE_FUNCTION(execClientMoveResponsePacked); \ DECLARE_FUNCTION(execServerMovePacked); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_CALLBACK_WRAPPERS struct Z_Construct_UClass_ACharacter_Statics; ENGINE_API UClass* Z_Construct_UClass_ACharacter_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesACharacter(); \ friend struct ::Z_Construct_UClass_ACharacter_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_ACharacter_NoRegister(); \ public: \ DECLARE_CLASS2(ACharacter, APawn, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_ACharacter_NoRegister) \ DECLARE_SERIALIZER(ACharacter) \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ ReplicatedBasedMovement=NETFIELD_REP_START, \ ReplicatedServerLastTransformUpdateTimeStamp, \ ReplayLastTransformUpdateTimeStamp, \ ReplicatedGravityDirection, \ AnimRootMotionTranslationScale, \ bIsCrouched, \ bProxyIsJumpForceApplied, \ ReplicatedMovementMode, \ JumpMaxHoldTime, \ JumpMaxCount, \ RepRootMotion, \ NETFIELD_REP_END=RepRootMotion }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ ACharacter(ACharacter&&) = delete; \ ACharacter(const ACharacter&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, ACharacter); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ACharacter); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(ACharacter) \ ENGINE_API virtual ~ACharacter(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_240_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class ACharacter; // ********** End Class ACharacter ***************************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h PRAGMA_ENABLE_DEPRECATION_WARNINGS