// 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/GameState.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeGameState() {} // ********** Begin Cross Module References ******************************************************** ENGINE_API UClass* Z_Construct_UClass_AGameState(); ENGINE_API UClass* Z_Construct_UClass_AGameState_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AGameStateBase(); UPackage* Z_Construct_UPackage__Script_Engine(); // ********** End Cross Module References ********************************************************** // ********** Begin Class AGameState Function OnRep_ElapsedTime ************************************ struct Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Comment", "/** Gives clients the chance to do something when time gets updates */" }, { "ModuleRelativePath", "Classes/GameFramework/GameState.h" }, { "ToolTip", "Gives clients the chance to do something when time gets updates" }, }; #endif // WITH_METADATA // ********** Begin Function OnRep_ElapsedTime constinit property declarations ********************* // ********** End Function OnRep_ElapsedTime constinit property declarations *********************** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameState, nullptr, "OnRep_ElapsedTime", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameState_OnRep_ElapsedTime() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameState::execOnRep_ElapsedTime) { P_FINISH; P_NATIVE_BEGIN; P_THIS->OnRep_ElapsedTime(); P_NATIVE_END; } // ********** End Class AGameState Function OnRep_ElapsedTime ************************************** // ********** Begin Class AGameState Function OnRep_MatchState ************************************* struct Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Comment", "/** Match state has changed */" }, { "ModuleRelativePath", "Classes/GameFramework/GameState.h" }, { "ToolTip", "Match state has changed" }, }; #endif // WITH_METADATA // ********** Begin Function OnRep_MatchState constinit property declarations ********************** // ********** End Function OnRep_MatchState constinit property declarations ************************ static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameState, nullptr, "OnRep_MatchState", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameState_OnRep_MatchState() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameState::execOnRep_MatchState) { P_FINISH; P_NATIVE_BEGIN; P_THIS->OnRep_MatchState(); P_NATIVE_END; } // ********** End Class AGameState Function OnRep_MatchState *************************************** // ********** Begin Class AGameState *************************************************************** FClassRegistrationInfo Z_Registration_Info_UClass_AGameState; UClass* AGameState::GetPrivateStaticClass() { using TClass = AGameState; if (!Z_Registration_Info_UClass_AGameState.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("GameState"), Z_Registration_Info_UClass_AGameState.InnerSingleton, StaticRegisterNativesAGameState, 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_AGameState.InnerSingleton; } UClass* Z_Construct_UClass_AGameState_NoRegister() { return AGameState::GetPrivateStaticClass(); } struct Z_Construct_UClass_AGameState_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = { { "Comment", "/**\n * GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.\n * It is tied to functionality in GameMode.\n */" }, { "HideCategories", "Input Movement Collision Rendering HLOD WorldPartition DataLayers Transformation" }, { "IncludePath", "GameFramework/GameState.h" }, { "ModuleRelativePath", "Classes/GameFramework/GameState.h" }, { "ShowCategories", "Input|MouseInput Input|TouchInput" }, { "ToolTip", "GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.\nIt is tied to functionality in GameMode." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_MatchState_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** What match state we are currently in */" }, { "ModuleRelativePath", "Classes/GameFramework/GameState.h" }, { "ToolTip", "What match state we are currently in" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_PreviousMatchState_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** Previous map state, used to handle if multiple transitions happen per frame */" }, { "ModuleRelativePath", "Classes/GameFramework/GameState.h" }, { "ToolTip", "Previous map state, used to handle if multiple transitions happen per frame" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ElapsedTime_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** Elapsed game time since match has started. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameState.h" }, { "ToolTip", "Elapsed game time since match has started." }, }; #endif // WITH_METADATA // ********** Begin Class AGameState constinit property declarations ******************************* static const UECodeGen_Private::FNamePropertyParams NewProp_MatchState; static const UECodeGen_Private::FNamePropertyParams NewProp_PreviousMatchState; static const UECodeGen_Private::FIntPropertyParams NewProp_ElapsedTime; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Class AGameState constinit property declarations ********************************* static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = { { .NameUTF8 = UTF8TEXT("OnRep_ElapsedTime"), .Pointer = &AGameState::execOnRep_ElapsedTime }, { .NameUTF8 = UTF8TEXT("OnRep_MatchState"), .Pointer = &AGameState::execOnRep_MatchState }, }; static UObject* (*const DependentSingletons[])(); static constexpr FClassFunctionLinkInfo FuncInfo[] = { { &Z_Construct_UFunction_AGameState_OnRep_ElapsedTime, "OnRep_ElapsedTime" }, // 157055399 { &Z_Construct_UFunction_AGameState_OnRep_MatchState, "OnRep_MatchState" }, // 660715505 }; static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048); static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct Z_Construct_UClass_AGameState_Statics // ********** Begin Class AGameState Property Definitions ****************************************** const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_MatchState = { "MatchState", "OnRep_MatchState", (EPropertyFlags)0x0020080100020835, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, MatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_MatchState_MetaData), NewProp_MatchState_MetaData) }; const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_PreviousMatchState = { "PreviousMatchState", nullptr, (EPropertyFlags)0x0020080000020815, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, PreviousMatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_PreviousMatchState_MetaData), NewProp_PreviousMatchState_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_ElapsedTime = { "ElapsedTime", "OnRep_ElapsedTime", (EPropertyFlags)0x0010000100000034, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, ElapsedTime), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ElapsedTime_MetaData), NewProp_ElapsedTime_MetaData) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AGameState_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_MatchState, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_PreviousMatchState, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_ElapsedTime, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::PropPointers) < 2048); // ********** End Class AGameState Property Definitions ******************************************** UObject* (*const Z_Construct_UClass_AGameState_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_AGameStateBase, (UObject* (*)())Z_Construct_UPackage__Script_Engine, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::DependentSingletons) < 16); const UECodeGen_Private::FClassParams Z_Construct_UClass_AGameState_Statics::ClassParams = { &AGameState::StaticClass, "Game", &StaticCppClassTypeInfo, DependentSingletons, FuncInfo, Z_Construct_UClass_AGameState_Statics::PropPointers, nullptr, UE_ARRAY_COUNT(DependentSingletons), UE_ARRAY_COUNT(FuncInfo), UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::PropPointers), 0, 0x008802A4u, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::Class_MetaDataParams), Z_Construct_UClass_AGameState_Statics::Class_MetaDataParams) }; void AGameState::StaticRegisterNativesAGameState() { UClass* Class = AGameState::StaticClass(); FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_AGameState_Statics::Funcs)); } UClass* Z_Construct_UClass_AGameState() { if (!Z_Registration_Info_UClass_AGameState.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_AGameState.OuterSingleton, Z_Construct_UClass_AGameState_Statics::ClassParams); } return Z_Registration_Info_UClass_AGameState.OuterSingleton; } #if VALIDATE_CLASS_REPS void AGameState::ValidateGeneratedRepEnums(const TArray& ClassReps) const { static FName Name_MatchState(TEXT("MatchState")); static FName Name_ElapsedTime(TEXT("ElapsedTime")); const bool bIsValid = true && Name_MatchState == ClassReps[(int32)ENetFields_Private::MatchState].Property->GetFName() && Name_ElapsedTime == ClassReps[(int32)ENetFields_Private::ElapsedTime].Property->GetFName(); checkf(bIsValid, TEXT("UHT Generated Rep Indices do not match runtime populated Rep Indices for properties in AGameState")); } #endif DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, AGameState); AGameState::~AGameState() {} // ********** End Class AGameState ***************************************************************** // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_AGameState, AGameState::StaticClass, TEXT("AGameState"), &Z_Registration_Info_UClass_AGameState, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(AGameState), 3690152496U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_3200306406{ TEXT("/Script/Engine"), Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics::ClassInfo), nullptr, 0, nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS