// 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/GameState.h" #ifdef ENGINE_GameState_generated_h #error "GameState.generated.h already included, missing '#pragma once' in GameState.h" #endif #define ENGINE_GameState_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class AGameState *************************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_RPC_WRAPPERS \ DECLARE_FUNCTION(execOnRep_ElapsedTime); \ DECLARE_FUNCTION(execOnRep_MatchState); struct Z_Construct_UClass_AGameState_Statics; ENGINE_API UClass* Z_Construct_UClass_AGameState_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_INCLASS \ private: \ static void StaticRegisterNativesAGameState(); \ friend struct ::Z_Construct_UClass_AGameState_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_AGameState_NoRegister(); \ public: \ DECLARE_CLASS2(AGameState, AGameStateBase, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AGameState_NoRegister) \ DECLARE_SERIALIZER(AGameState) \ ENGINE_API void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ MatchState=NETFIELD_REP_START, \ ElapsedTime, \ NETFIELD_REP_END=ElapsedTime }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API AGameState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameState) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AGameState); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameState); \ /** Deleted move- and copy-constructors, should never be used */ \ AGameState(AGameState&&) = delete; \ AGameState(const AGameState&) = delete; \ ENGINE_API virtual ~AGameState(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_15_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h_18_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AGameState; // ********** End Class AGameState ***************************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h PRAGMA_ENABLE_DEPRECATION_WARNINGS