// 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/Controller.h" #ifdef ENGINE_Controller_generated_h #error "Controller.generated.h already included, missing '#pragma once' in Controller.h" #endif #define ENGINE_Controller_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class APawn; class UDamageType; // ********** Begin Delegate FInstigatedAnyDamageSignature ***************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_18_DELEGATE \ ENGINE_API void FInstigatedAnyDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& InstigatedAnyDamageSignature, float Damage, const UDamageType* DamageType, AActor* DamagedActor, AActor* DamageCauser); // ********** End Delegate FInstigatedAnyDamageSignature ******************************************* // ********** Begin Delegate FOnPossessedPawnChanged *********************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_20_DELEGATE \ ENGINE_API void FOnPossessedPawnChanged_DelegateWrapper(const FMulticastScriptDelegate& OnPossessedPawnChanged, APawn* OldPawn, APawn* NewPawn); // ********** End Delegate FOnPossessedPawnChanged ************************************************* // ********** Begin Class AController ************************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_RPC_WRAPPERS_NO_PURE_DECLS \ ENGINE_API virtual bool ClientSetRotation_Validate(FRotator , bool ); \ ENGINE_API virtual void ClientSetRotation_Implementation(FRotator NewRotation, bool bResetCamera); \ ENGINE_API virtual bool ClientSetLocation_Validate(FVector , FRotator ); \ ENGINE_API virtual void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation); \ DECLARE_FUNCTION(execResetIgnoreInputFlags); \ DECLARE_FUNCTION(execIsLookInputIgnored); \ DECLARE_FUNCTION(execResetIgnoreLookInput); \ DECLARE_FUNCTION(execSetIgnoreLookInput); \ DECLARE_FUNCTION(execIsMoveInputIgnored); \ DECLARE_FUNCTION(execResetIgnoreMoveInput); \ DECLARE_FUNCTION(execSetIgnoreMoveInput); \ DECLARE_FUNCTION(execStopMovement); \ DECLARE_FUNCTION(execGetPlayerViewPoint); \ DECLARE_FUNCTION(execUnPossess); \ DECLARE_FUNCTION(execPossess); \ DECLARE_FUNCTION(execIsLocalController); \ DECLARE_FUNCTION(execIsLocalPlayerController); \ DECLARE_FUNCTION(execIsPlayerController); \ DECLARE_FUNCTION(execGetDesiredRotation); \ DECLARE_FUNCTION(execGetViewTarget); \ DECLARE_FUNCTION(execK2_GetPawn); \ DECLARE_FUNCTION(execClientSetRotation); \ DECLARE_FUNCTION(execClientSetLocation); \ DECLARE_FUNCTION(execOnRep_PlayerState); \ DECLARE_FUNCTION(execOnRep_Pawn); \ DECLARE_FUNCTION(execLineOfSightTo); \ DECLARE_FUNCTION(execSetInitialLocationAndRotation); \ DECLARE_FUNCTION(execSetControlRotation); \ DECLARE_FUNCTION(execGetControlRotation); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_CALLBACK_WRAPPERS struct Z_Construct_UClass_AController_Statics; ENGINE_API UClass* Z_Construct_UClass_AController_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesAController(); \ friend struct ::Z_Construct_UClass_AController_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_AController_NoRegister(); \ public: \ DECLARE_CLASS2(AController, AActor, COMPILED_IN_FLAGS(CLASS_Abstract | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AController_NoRegister) \ DECLARE_SERIALIZER(AController) \ virtual UObject* _getUObject() const override { return const_cast(this); } \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ PlayerState=NETFIELD_REP_START, \ Pawn, \ NETFIELD_REP_END=Pawn }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ AController(AController&&) = delete; \ AController(const AController&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AController); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AController); \ DEFINE_ABSTRACT_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AController) \ ENGINE_API virtual ~AController(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_39_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AController; // ********** End Class AController **************************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h PRAGMA_ENABLE_DEPRECATION_WARNINGS