// 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/GameMode.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeGameMode() {} // ********** Begin Cross Module References ******************************************************** COREUOBJECT_API UClass* Z_Construct_UClass_UClass_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AGameMode(); ENGINE_API UClass* Z_Construct_UClass_AGameMode_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AGameModeBase(); ENGINE_API UClass* Z_Construct_UClass_APlayerState_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_ULocalMessage_NoRegister(); UPackage* Z_Construct_UPackage__Script_Engine(); // ********** End Cross Module References ********************************************************** // ********** Begin Class AGameMode Function AbortMatch ******************************************** struct Z_Construct_UFunction_AGameMode_AbortMatch_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Report that a match has failed due to unrecoverable error */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Report that a match has failed due to unrecoverable error" }, }; #endif // WITH_METADATA // ********** Begin Function AbortMatch constinit property declarations **************************** // ********** End Function AbortMatch constinit property declarations ****************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_AbortMatch_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "AbortMatch", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_AbortMatch_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_AbortMatch_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameMode_AbortMatch() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_AbortMatch_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execAbortMatch) { P_FINISH; P_NATIVE_BEGIN; P_THIS->AbortMatch(); P_NATIVE_END; } // ********** End Class AGameMode Function AbortMatch ********************************************** // ********** Begin Class AGameMode Function EndMatch ********************************************** struct Z_Construct_UFunction_AGameMode_EndMatch_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Transition from InProgress to WaitingPostMatch. You can call this manually, will also get called if ReadyToEndMatch returns true */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Transition from InProgress to WaitingPostMatch. You can call this manually, will also get called if ReadyToEndMatch returns true" }, }; #endif // WITH_METADATA // ********** Begin Function EndMatch constinit property declarations ****************************** // ********** End Function EndMatch constinit property declarations ******************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_EndMatch_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "EndMatch", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_EndMatch_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_EndMatch_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameMode_EndMatch() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_EndMatch_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execEndMatch) { P_FINISH; P_NATIVE_BEGIN; P_THIS->EndMatch(); P_NATIVE_END; } // ********** End Class AGameMode Function EndMatch ************************************************ // ********** Begin Class AGameMode Function GetMatchState ***************************************** struct Z_Construct_UFunction_AGameMode_GetMatchState_Statics { struct GameMode_eventGetMatchState_Parms { FName ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Returns the current match state, this is an accessor to protect the state machine flow */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Returns the current match state, this is an accessor to protect the state machine flow" }, }; #endif // WITH_METADATA // ********** Begin Function GetMatchState constinit property declarations ************************* static const UECodeGen_Private::FNamePropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function GetMatchState constinit property declarations *************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function GetMatchState Property Definitions ************************************ const UECodeGen_Private::FNamePropertyParams Z_Construct_UFunction_AGameMode_GetMatchState_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameMode_eventGetMatchState_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameMode_GetMatchState_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameMode_GetMatchState_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_GetMatchState_Statics::PropPointers) < 2048); // ********** End Function GetMatchState Property Definitions ************************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_GetMatchState_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "GetMatchState", Z_Construct_UFunction_AGameMode_GetMatchState_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_GetMatchState_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameMode_GetMatchState_Statics::GameMode_eventGetMatchState_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020401, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_GetMatchState_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_GetMatchState_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameMode_GetMatchState_Statics::GameMode_eventGetMatchState_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameMode_GetMatchState() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_GetMatchState_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execGetMatchState) { P_FINISH; P_NATIVE_BEGIN; *(FName*)Z_Param__Result=P_THIS->GetMatchState(); P_NATIVE_END; } // ********** End Class AGameMode Function GetMatchState ******************************************* // ********** Begin Class AGameMode Function IsMatchInProgress ************************************* struct Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics { struct GameMode_eventIsMatchInProgress_Parms { bool ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Returns true if the match state is InProgress or other gameplay state */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Returns true if the match state is InProgress or other gameplay state" }, }; #endif // WITH_METADATA // ********** Begin Function IsMatchInProgress constinit property declarations ********************* static void NewProp_ReturnValue_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function IsMatchInProgress constinit property declarations *********************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function IsMatchInProgress Property Definitions ******************************** void Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::NewProp_ReturnValue_SetBit(void* Obj) { ((GameMode_eventIsMatchInProgress_Parms*)Obj)->ReturnValue = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameMode_eventIsMatchInProgress_Parms), &Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::PropPointers) < 2048); // ********** End Function IsMatchInProgress Property Definitions ********************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "IsMatchInProgress", Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::GameMode_eventIsMatchInProgress_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::GameMode_eventIsMatchInProgress_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameMode_IsMatchInProgress() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_IsMatchInProgress_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execIsMatchInProgress) { P_FINISH; P_NATIVE_BEGIN; *(bool*)Z_Param__Result=P_THIS->IsMatchInProgress(); P_NATIVE_END; } // ********** End Class AGameMode Function IsMatchInProgress *************************************** // ********** Begin Class AGameMode Function K2_OnSetMatchState ************************************ struct GameMode_eventK2_OnSetMatchState_Parms { FName NewState; }; static FName NAME_AGameMode_K2_OnSetMatchState = FName(TEXT("K2_OnSetMatchState")); void AGameMode::K2_OnSetMatchState(FName NewState) { GameMode_eventK2_OnSetMatchState_Parms Parms; Parms.NewState=NewState; UFunction* Func = FindFunctionChecked(NAME_AGameMode_K2_OnSetMatchState); ProcessEvent(Func,&Parms); } struct Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Implementable event to respond to match state changes */" }, { "DisplayName", "OnSetMatchState" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ScriptName", "OnSetMatchState" }, { "ToolTip", "Implementable event to respond to match state changes" }, }; #endif // WITH_METADATA // ********** Begin Function K2_OnSetMatchState constinit property declarations ******************** static const UECodeGen_Private::FNamePropertyParams NewProp_NewState; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function K2_OnSetMatchState constinit property declarations ********************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function K2_OnSetMatchState Property Definitions ******************************* const UECodeGen_Private::FNamePropertyParams Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::NewProp_NewState = { "NewState", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameMode_eventK2_OnSetMatchState_Parms, NewState), METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::NewProp_NewState, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::PropPointers) < 2048); // ********** End Function K2_OnSetMatchState Property Definitions ********************************* const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "K2_OnSetMatchState", Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::PropPointers), sizeof(GameMode_eventK2_OnSetMatchState_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x08080802, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(GameMode_eventK2_OnSetMatchState_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameMode_K2_OnSetMatchState() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_K2_OnSetMatchState_Statics::FuncParams); } return ReturnFunction; } // ********** End Class AGameMode Function K2_OnSetMatchState ************************************** // ********** Begin Class AGameMode Function ReadyToEndMatch *************************************** struct GameMode_eventReadyToEndMatch_Parms { bool ReturnValue; /** Constructor, initializes return property only **/ GameMode_eventReadyToEndMatch_Parms() : ReturnValue(false) { } }; static FName NAME_AGameMode_ReadyToEndMatch = FName(TEXT("ReadyToEndMatch")); bool AGameMode::ReadyToEndMatch() { UFunction* Func = FindFunctionChecked(NAME_AGameMode_ReadyToEndMatch); if (!Func->GetOwnerClass()->HasAnyClassFlags(CLASS_Native)) { GameMode_eventReadyToEndMatch_Parms Parms; ProcessEvent(Func,&Parms); return !!Parms.ReturnValue; } else { return ReadyToEndMatch_Implementation(); } } struct Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Returns true if ready to End Match. Games should override this */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Returns true if ready to End Match. Games should override this" }, }; #endif // WITH_METADATA // ********** Begin Function ReadyToEndMatch constinit property declarations *********************** static void NewProp_ReturnValue_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function ReadyToEndMatch constinit property declarations ************************* static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function ReadyToEndMatch Property Definitions ********************************** void Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::NewProp_ReturnValue_SetBit(void* Obj) { ((GameMode_eventReadyToEndMatch_Parms*)Obj)->ReturnValue = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameMode_eventReadyToEndMatch_Parms), &Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::PropPointers) < 2048); // ********** End Function ReadyToEndMatch Property Definitions ************************************ const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "ReadyToEndMatch", Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::PropPointers), sizeof(GameMode_eventReadyToEndMatch_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x08080C02, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(GameMode_eventReadyToEndMatch_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameMode_ReadyToEndMatch() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_ReadyToEndMatch_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execReadyToEndMatch) { P_FINISH; P_NATIVE_BEGIN; *(bool*)Z_Param__Result=P_THIS->ReadyToEndMatch_Implementation(); P_NATIVE_END; } // ********** End Class AGameMode Function ReadyToEndMatch ***************************************** // ********** Begin Class AGameMode Function ReadyToStartMatch ************************************* struct GameMode_eventReadyToStartMatch_Parms { bool ReturnValue; /** Constructor, initializes return property only **/ GameMode_eventReadyToStartMatch_Parms() : ReturnValue(false) { } }; static FName NAME_AGameMode_ReadyToStartMatch = FName(TEXT("ReadyToStartMatch")); bool AGameMode::ReadyToStartMatch() { UFunction* Func = FindFunctionChecked(NAME_AGameMode_ReadyToStartMatch); if (!Func->GetOwnerClass()->HasAnyClassFlags(CLASS_Native)) { GameMode_eventReadyToStartMatch_Parms Parms; ProcessEvent(Func,&Parms); return !!Parms.ReturnValue; } else { return ReadyToStartMatch_Implementation(); } } struct Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Returns true if ready to Start Match. Games should override this */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Returns true if ready to Start Match. Games should override this" }, }; #endif // WITH_METADATA // ********** Begin Function ReadyToStartMatch constinit property declarations ********************* static void NewProp_ReturnValue_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function ReadyToStartMatch constinit property declarations *********************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function ReadyToStartMatch Property Definitions ******************************** void Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::NewProp_ReturnValue_SetBit(void* Obj) { ((GameMode_eventReadyToStartMatch_Parms*)Obj)->ReturnValue = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameMode_eventReadyToStartMatch_Parms), &Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::PropPointers) < 2048); // ********** End Function ReadyToStartMatch Property Definitions ********************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "ReadyToStartMatch", Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::PropPointers), sizeof(GameMode_eventReadyToStartMatch_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x08080C02, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(GameMode_eventReadyToStartMatch_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameMode_ReadyToStartMatch() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_ReadyToStartMatch_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execReadyToStartMatch) { P_FINISH; P_NATIVE_BEGIN; *(bool*)Z_Param__Result=P_THIS->ReadyToStartMatch_Implementation(); P_NATIVE_END; } // ********** End Class AGameMode Function ReadyToStartMatch *************************************** // ********** Begin Class AGameMode Function RestartGame ******************************************* struct Z_Construct_UFunction_AGameMode_RestartGame_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Restart the game, by default travel to the current map */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Restart the game, by default travel to the current map" }, }; #endif // WITH_METADATA // ********** Begin Function RestartGame constinit property declarations *************************** // ********** End Function RestartGame constinit property declarations ***************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_RestartGame_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "RestartGame", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_RestartGame_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_RestartGame_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameMode_RestartGame() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_RestartGame_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execRestartGame) { P_FINISH; P_NATIVE_BEGIN; P_THIS->RestartGame(); P_NATIVE_END; } // ********** End Class AGameMode Function RestartGame ********************************************* // ********** Begin Class AGameMode Function Say *************************************************** struct Z_Construct_UFunction_AGameMode_Say_Statics { struct GameMode_eventSay_Parms { FString Msg; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "AI" }, { "Comment", "/** Exec command to broadcast a string to all players */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Exec command to broadcast a string to all players" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_Msg_MetaData[] = { { "NativeConst", "" }, }; #endif // WITH_METADATA // ********** Begin Function Say constinit property declarations *********************************** static const UECodeGen_Private::FStrPropertyParams NewProp_Msg; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function Say constinit property declarations ************************************* static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function Say Property Definitions ********************************************** const UECodeGen_Private::FStrPropertyParams Z_Construct_UFunction_AGameMode_Say_Statics::NewProp_Msg = { "Msg", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameMode_eventSay_Parms, Msg), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_Msg_MetaData), NewProp_Msg_MetaData) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameMode_Say_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameMode_Say_Statics::NewProp_Msg, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_Say_Statics::PropPointers) < 2048); // ********** End Function Say Property Definitions ************************************************ const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_Say_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "Say", Z_Construct_UFunction_AGameMode_Say_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_Say_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameMode_Say_Statics::GameMode_eventSay_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04020602, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_Say_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_Say_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameMode_Say_Statics::GameMode_eventSay_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameMode_Say() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_Say_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execSay) { P_GET_PROPERTY(FStrProperty,Z_Param_Msg); P_FINISH; P_NATIVE_BEGIN; P_THIS->Say(Z_Param_Msg); P_NATIVE_END; } // ********** End Class AGameMode Function Say ***************************************************** // ********** Begin Class AGameMode Function StartMatch ******************************************** struct Z_Construct_UFunction_AGameMode_StartMatch_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Transition from WaitingToStart to InProgress. You can call this manually, will also get called if ReadyToStartMatch returns true */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Transition from WaitingToStart to InProgress. You can call this manually, will also get called if ReadyToStartMatch returns true" }, }; #endif // WITH_METADATA // ********** Begin Function StartMatch constinit property declarations **************************** // ********** End Function StartMatch constinit property declarations ****************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameMode_StartMatch_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameMode, nullptr, "StartMatch", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameMode_StartMatch_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameMode_StartMatch_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameMode_StartMatch() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameMode_StartMatch_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameMode::execStartMatch) { P_FINISH; P_NATIVE_BEGIN; P_THIS->StartMatch(); P_NATIVE_END; } // ********** End Class AGameMode Function StartMatch ********************************************** // ********** Begin Class AGameMode **************************************************************** FClassRegistrationInfo Z_Registration_Info_UClass_AGameMode; UClass* AGameMode::GetPrivateStaticClass() { using TClass = AGameMode; if (!Z_Registration_Info_UClass_AGameMode.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("GameMode"), Z_Registration_Info_UClass_AGameMode.InnerSingleton, StaticRegisterNativesAGameMode, sizeof(TClass), alignof(TClass), TClass::StaticClassFlags, TClass::StaticClassCastFlags(), TClass::StaticConfigName(), (UClass::ClassConstructorType)InternalConstructor, (UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller, UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass), &TClass::Super::StaticClass, &TClass::WithinClass::StaticClass ); } return Z_Registration_Info_UClass_AGameMode.InnerSingleton; } UClass* Z_Construct_UClass_AGameMode_NoRegister() { return AGameMode::GetPrivateStaticClass(); } struct Z_Construct_UClass_AGameMode_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = { { "Comment", "/**\n * GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game.\n * It has default behavior for picking spawn points and match state.\n * If you want a simpler base, inherit from GameModeBase instead.\n */" }, { "HideCategories", "Info Rendering MovementReplication Replication Actor Input Movement Collision Rendering HLOD WorldPartition DataLayers Transformation" }, { "IncludePath", "GameFramework/GameMode.h" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ShowCategories", "Input|MouseInput Input|TouchInput" }, { "ToolTip", "GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game.\nIt has default behavior for picking spawn points and match state.\nIf you want a simpler base, inherit from GameModeBase instead." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_MatchState_MetaData[] = { { "Comment", "/** What match state we are currently in */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "What match state we are currently in" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_bDelayedStart_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** Whether the game should immediately start when the first player logs in. Affects the default behavior of ReadyToStartMatch */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Whether the game should immediately start when the first player logs in. Affects the default behavior of ReadyToStartMatch" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_NumSpectators_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** Current number of spectators. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Current number of spectators." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_NumPlayers_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** Current number of human players. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Current number of human players." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_NumBots_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** number of non-human players (AI controlled but participating as a player). */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "number of non-human players (AI controlled but participating as a player)." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_MinRespawnDelay_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** Minimum time before player can respawn after dying. */" }, { "DisplayName", "Minimum Respawn Delay" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Minimum time before player can respawn after dying." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_NumTravellingPlayers_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** Number of players that are still traveling from a previous map */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Number of players that are still traveling from a previous map" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_EngineMessageClass_MetaData[] = { { "Comment", "/** Contains strings describing localized game agnostic messages. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Contains strings describing localized game agnostic messages." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_InactivePlayerArray_MetaData[] = { { "Comment", "/** PlayerStates of players who have disconnected from the server (saved in case they reconnect) */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "PlayerStates of players who have disconnected from the server (saved in case they reconnect)" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_InactivePlayerStateLifeSpan_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** Time a playerstate will stick around in an inactive state after a player logout */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "Time a playerstate will stick around in an inactive state after a player logout" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_MaxInactivePlayers_MetaData[] = { { "Category", "GameMode" }, { "Comment", "/** The maximum number of inactive players before we kick the oldest ones out */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "The maximum number of inactive players before we kick the oldest ones out" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_bHandleDedicatedServerReplays_MetaData[] = { { "Comment", "/** If true, dedicated servers will record replays when HandleMatchHasStarted/HandleMatchHasStopped is called */" }, { "ModuleRelativePath", "Classes/GameFramework/GameMode.h" }, { "ToolTip", "If true, dedicated servers will record replays when HandleMatchHasStarted/HandleMatchHasStopped is called" }, }; #endif // WITH_METADATA // ********** Begin Class AGameMode constinit property declarations ******************************** static const UECodeGen_Private::FNamePropertyParams NewProp_MatchState; static void NewProp_bDelayedStart_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_bDelayedStart; static const UECodeGen_Private::FIntPropertyParams NewProp_NumSpectators; static const UECodeGen_Private::FIntPropertyParams NewProp_NumPlayers; static const UECodeGen_Private::FIntPropertyParams NewProp_NumBots; static const UECodeGen_Private::FFloatPropertyParams NewProp_MinRespawnDelay; static const UECodeGen_Private::FIntPropertyParams NewProp_NumTravellingPlayers; static const UECodeGen_Private::FClassPropertyParams NewProp_EngineMessageClass; static const UECodeGen_Private::FObjectPropertyParams NewProp_InactivePlayerArray_Inner; static const UECodeGen_Private::FArrayPropertyParams NewProp_InactivePlayerArray; static const UECodeGen_Private::FFloatPropertyParams NewProp_InactivePlayerStateLifeSpan; static const UECodeGen_Private::FIntPropertyParams NewProp_MaxInactivePlayers; static void NewProp_bHandleDedicatedServerReplays_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_bHandleDedicatedServerReplays; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Class AGameMode constinit property declarations ********************************** static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = { { .NameUTF8 = UTF8TEXT("AbortMatch"), .Pointer = &AGameMode::execAbortMatch }, { .NameUTF8 = UTF8TEXT("EndMatch"), .Pointer = &AGameMode::execEndMatch }, { .NameUTF8 = UTF8TEXT("GetMatchState"), .Pointer = &AGameMode::execGetMatchState }, { .NameUTF8 = UTF8TEXT("IsMatchInProgress"), .Pointer = &AGameMode::execIsMatchInProgress }, { .NameUTF8 = UTF8TEXT("ReadyToEndMatch"), .Pointer = &AGameMode::execReadyToEndMatch }, { .NameUTF8 = UTF8TEXT("ReadyToStartMatch"), .Pointer = &AGameMode::execReadyToStartMatch }, { .NameUTF8 = UTF8TEXT("RestartGame"), .Pointer = &AGameMode::execRestartGame }, { .NameUTF8 = UTF8TEXT("Say"), .Pointer = &AGameMode::execSay }, { .NameUTF8 = UTF8TEXT("StartMatch"), .Pointer = &AGameMode::execStartMatch }, }; static UObject* (*const DependentSingletons[])(); static constexpr FClassFunctionLinkInfo FuncInfo[] = { { &Z_Construct_UFunction_AGameMode_AbortMatch, "AbortMatch" }, // 3759672145 { &Z_Construct_UFunction_AGameMode_EndMatch, "EndMatch" }, // 2906079608 { &Z_Construct_UFunction_AGameMode_GetMatchState, "GetMatchState" }, // 2937659924 { &Z_Construct_UFunction_AGameMode_IsMatchInProgress, "IsMatchInProgress" }, // 4049034781 { &Z_Construct_UFunction_AGameMode_K2_OnSetMatchState, "K2_OnSetMatchState" }, // 963980366 { &Z_Construct_UFunction_AGameMode_ReadyToEndMatch, "ReadyToEndMatch" }, // 1897913690 { &Z_Construct_UFunction_AGameMode_ReadyToStartMatch, "ReadyToStartMatch" }, // 648306911 { &Z_Construct_UFunction_AGameMode_RestartGame, "RestartGame" }, // 770289767 { &Z_Construct_UFunction_AGameMode_Say, "Say" }, // 1925335911 { &Z_Construct_UFunction_AGameMode_StartMatch, "StartMatch" }, // 746059562 }; static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048); static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct Z_Construct_UClass_AGameMode_Statics // ********** Begin Class AGameMode Property Definitions ******************************************* const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_MatchState = { "MatchState", nullptr, (EPropertyFlags)0x0020080000002000, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, MatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_MatchState_MetaData), NewProp_MatchState_MetaData) }; void Z_Construct_UClass_AGameMode_Statics::NewProp_bDelayedStart_SetBit(void* Obj) { ((AGameMode*)Obj)->bDelayedStart = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_bDelayedStart = { "bDelayedStart", nullptr, (EPropertyFlags)0x0010000000000015, UECodeGen_Private::EPropertyGenFlags::Bool , RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(uint8), sizeof(AGameMode), &Z_Construct_UClass_AGameMode_Statics::NewProp_bDelayedStart_SetBit, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_bDelayedStart_MetaData), NewProp_bDelayedStart_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_NumSpectators = { "NumSpectators", nullptr, (EPropertyFlags)0x0010000000000014, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, NumSpectators), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_NumSpectators_MetaData), NewProp_NumSpectators_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_NumPlayers = { "NumPlayers", nullptr, (EPropertyFlags)0x0010000000000014, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, NumPlayers), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_NumPlayers_MetaData), NewProp_NumPlayers_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_NumBots = { "NumBots", nullptr, (EPropertyFlags)0x0010000000000014, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, NumBots), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_NumBots_MetaData), NewProp_NumBots_MetaData) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_MinRespawnDelay = { "MinRespawnDelay", nullptr, (EPropertyFlags)0x0010000000000015, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, MinRespawnDelay), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_MinRespawnDelay_MetaData), NewProp_MinRespawnDelay_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_NumTravellingPlayers = { "NumTravellingPlayers", nullptr, (EPropertyFlags)0x0010000000000014, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, NumTravellingPlayers), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_NumTravellingPlayers_MetaData), NewProp_NumTravellingPlayers_MetaData) }; const UECodeGen_Private::FClassPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_EngineMessageClass = { "EngineMessageClass", nullptr, (EPropertyFlags)0x0014000000000000, UECodeGen_Private::EPropertyGenFlags::Class, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, EngineMessageClass), Z_Construct_UClass_UClass_NoRegister, Z_Construct_UClass_ULocalMessage_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_EngineMessageClass_MetaData), NewProp_EngineMessageClass_MetaData) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_InactivePlayerArray_Inner = { "InactivePlayerArray", nullptr, (EPropertyFlags)0x0104000000000000, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, 0, Z_Construct_UClass_APlayerState_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FArrayPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_InactivePlayerArray = { "InactivePlayerArray", nullptr, (EPropertyFlags)0x0114000000000000, UECodeGen_Private::EPropertyGenFlags::Array, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, InactivePlayerArray), EArrayPropertyFlags::None, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_InactivePlayerArray_MetaData), NewProp_InactivePlayerArray_MetaData) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_InactivePlayerStateLifeSpan = { "InactivePlayerStateLifeSpan", nullptr, (EPropertyFlags)0x0020080000000001, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, InactivePlayerStateLifeSpan), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_InactivePlayerStateLifeSpan_MetaData), NewProp_InactivePlayerStateLifeSpan_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_MaxInactivePlayers = { "MaxInactivePlayers", nullptr, (EPropertyFlags)0x0020080000000001, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameMode, MaxInactivePlayers), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_MaxInactivePlayers_MetaData), NewProp_MaxInactivePlayers_MetaData) }; void Z_Construct_UClass_AGameMode_Statics::NewProp_bHandleDedicatedServerReplays_SetBit(void* Obj) { ((AGameMode*)Obj)->bHandleDedicatedServerReplays = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AGameMode_Statics::NewProp_bHandleDedicatedServerReplays = { "bHandleDedicatedServerReplays", nullptr, (EPropertyFlags)0x0020080000004000, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(AGameMode), &Z_Construct_UClass_AGameMode_Statics::NewProp_bHandleDedicatedServerReplays_SetBit, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_bHandleDedicatedServerReplays_MetaData), NewProp_bHandleDedicatedServerReplays_MetaData) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AGameMode_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_MatchState, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_bDelayedStart, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_NumSpectators, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_NumPlayers, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_NumBots, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_MinRespawnDelay, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_NumTravellingPlayers, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_EngineMessageClass, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_InactivePlayerArray_Inner, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_InactivePlayerArray, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_InactivePlayerStateLifeSpan, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_MaxInactivePlayers, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameMode_Statics::NewProp_bHandleDedicatedServerReplays, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameMode_Statics::PropPointers) < 2048); // ********** End Class AGameMode Property Definitions ********************************************* UObject* (*const Z_Construct_UClass_AGameMode_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_AGameModeBase, (UObject* (*)())Z_Construct_UPackage__Script_Engine, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameMode_Statics::DependentSingletons) < 16); const UECodeGen_Private::FClassParams Z_Construct_UClass_AGameMode_Statics::ClassParams = { &AGameMode::StaticClass, "Game", &StaticCppClassTypeInfo, DependentSingletons, FuncInfo, Z_Construct_UClass_AGameMode_Statics::PropPointers, nullptr, UE_ARRAY_COUNT(DependentSingletons), UE_ARRAY_COUNT(FuncInfo), UE_ARRAY_COUNT(Z_Construct_UClass_AGameMode_Statics::PropPointers), 0, 0x008802ACu, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_AGameMode_Statics::Class_MetaDataParams), Z_Construct_UClass_AGameMode_Statics::Class_MetaDataParams) }; void AGameMode::StaticRegisterNativesAGameMode() { UClass* Class = AGameMode::StaticClass(); FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_AGameMode_Statics::Funcs)); } UClass* Z_Construct_UClass_AGameMode() { if (!Z_Registration_Info_UClass_AGameMode.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_AGameMode.OuterSingleton, Z_Construct_UClass_AGameMode_Statics::ClassParams); } return Z_Registration_Info_UClass_AGameMode.OuterSingleton; } DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, AGameMode); AGameMode::~AGameMode() {} // ********** End Class AGameMode ****************************************************************** // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameMode_h__Script_Engine_Statics { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_AGameMode, AGameMode::StaticClass, TEXT("AGameMode"), &Z_Registration_Info_UClass_AGameMode, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(AGameMode), 426617266U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameMode_h__Script_Engine_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameMode_h__Script_Engine_1878294685{ TEXT("/Script/Engine"), Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameMode_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameMode_h__Script_Engine_Statics::ClassInfo), nullptr, 0, nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS