// 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/PlayerController.h" #ifdef ENGINE_PlayerController_generated_h #error "PlayerController.generated.h already included, missing '#pragma once' in PlayerController.h" #endif #define ENGINE_PlayerController_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class AEmitterCameraLensEffectBase; class AHUD; class APawn; class APlayerState; class ASpectatorPawn; class UCameraShakeBase; class UCameraShakeSourceComponent; class UClass; class UForceFeedbackEffect; class UHapticFeedbackEffect_Base; class ULocalMessage; class UMaterialInterface; class UObject; class UPlayerInput; class USceneComponent; class USoundBase; class UTouchInterface; class UUserWidget; enum class ECameraShakePlaySpace : uint8; enum class EControllerHand : uint8; enum class EStreamingSourcePriority : uint8; struct FAsyncPhysicsTimestamp; struct FColor; struct FForceFeedbackParameters; struct FGuid; struct FHitResult; struct FKey; struct FLatentActionInfo; struct FNetLevelVisibilityTransactionId; struct FPlatformUserId; struct FStreamingSourceShape; struct FUniqueNetIdRepl; struct FUpdateLevelStreamingLevelStatus; struct FUpdateLevelVisibilityLevelInfo; struct FVector_NetQuantize; struct FViewTargetTransitionParams; // ********** Begin ScriptStruct FUpdateLevelStreamingLevelStatus ********************************** struct Z_Construct_UScriptStruct_FUpdateLevelStreamingLevelStatus_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_151_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FUpdateLevelStreamingLevelStatus_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FUpdateLevelStreamingLevelStatus; // ********** End ScriptStruct FUpdateLevelStreamingLevelStatus ************************************ // ********** Begin ScriptStruct FAsyncPhysicsTimestamp ******************************************** struct Z_Construct_UScriptStruct_FAsyncPhysicsTimestamp_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_232_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FAsyncPhysicsTimestamp_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FAsyncPhysicsTimestamp; // ********** End ScriptStruct FAsyncPhysicsTimestamp ********************************************** // ********** Begin Class APlayerController ******************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_RPC_WRAPPERS_NO_PURE_DECLS \ ENGINE_API virtual void ClientAckTimeDilation_Implementation(float TimeDilation, int32 ServerStep); \ ENGINE_API virtual void ClientSetupNetworkPhysicsTimestamp_Implementation(FAsyncPhysicsTimestamp Timestamp); \ ENGINE_API virtual void ServerSendLatestAsyncPhysicsTimestamp_Implementation(FAsyncPhysicsTimestamp Timestamp); \ ENGINE_API virtual void OnServerStartedVisualLogger_Implementation(bool bIsLogging); \ ENGINE_API virtual bool ServerToggleAILogging_Validate(); \ ENGINE_API virtual void ServerToggleAILogging_Implementation(); \ ENGINE_API virtual void ClientTeamMessage_Implementation(APlayerState* SenderPlayerState, const FString& S, FName Type, float MsgLifeTime); \ ENGINE_API virtual bool ServerViewSelf_Validate(FViewTargetTransitionParams ); \ ENGINE_API virtual void ServerViewSelf_Implementation(FViewTargetTransitionParams TransitionParams); \ ENGINE_API virtual bool ServerViewPrevPlayer_Validate(); \ ENGINE_API virtual void ServerViewPrevPlayer_Implementation(); \ ENGINE_API virtual bool ServerViewNextPlayer_Validate(); \ ENGINE_API virtual void ServerViewNextPlayer_Implementation(); \ ENGINE_API virtual bool ServerVerifyViewTarget_Validate(); \ ENGINE_API virtual void ServerVerifyViewTarget_Implementation(); \ ENGINE_API bool ServerUpdateMultipleLevelsVisibility_Validate(TArray const& ); \ ENGINE_API void ServerUpdateMultipleLevelsVisibility_Implementation(TArray const& LevelVisibilities); \ ENGINE_API bool ServerUpdateLevelVisibility_Validate(FUpdateLevelVisibilityLevelInfo const& ); \ ENGINE_API void ServerUpdateLevelVisibility_Implementation(FUpdateLevelVisibilityLevelInfo const& LevelVisibility); \ ENGINE_API virtual bool ServerUpdateCamera_Validate(FVector_NetQuantize , int32 ); \ ENGINE_API virtual void ServerUpdateCamera_Implementation(FVector_NetQuantize CamLoc, int32 CamPitchAndYaw); \ ENGINE_API virtual bool ServerShortTimeout_Validate(); \ ENGINE_API virtual void ServerShortTimeout_Implementation(); \ ENGINE_API virtual bool ServerCheckClientPossessionReliable_Validate(); \ ENGINE_API virtual void ServerCheckClientPossessionReliable_Implementation(); \ ENGINE_API virtual bool ServerCheckClientPossession_Validate(); \ ENGINE_API virtual void ServerCheckClientPossession_Implementation(); \ ENGINE_API virtual bool ServerSetSpectatorLocation_Validate(FVector , FRotator ); \ ENGINE_API virtual void ServerSetSpectatorLocation_Implementation(FVector NewLoc, FRotator NewRot); \ ENGINE_API virtual bool ServerRestartPlayer_Validate(); \ ENGINE_API virtual void ServerRestartPlayer_Implementation(); \ ENGINE_API virtual bool ServerPause_Validate(); \ ENGINE_API virtual void ServerPause_Implementation(); \ ENGINE_API bool ServerNotifyLoadedWorld_Validate(FName ); \ ENGINE_API void ServerNotifyLoadedWorld_Implementation(FName WorldPackageName); \ ENGINE_API virtual bool ServerChangeName_Validate(const FString& ); \ ENGINE_API virtual void ServerChangeName_Implementation(const FString& S); \ ENGINE_API virtual bool ServerCamera_Validate(FName ); \ ENGINE_API virtual void ServerCamera_Implementation(FName NewMode); \ ENGINE_API virtual bool ServerAcknowledgePossession_Validate(APawn* ); \ ENGINE_API virtual void ServerAcknowledgePossession_Implementation(APawn* P); \ ENGINE_API virtual void ClientReceiveLocalizedMessage_Implementation(TSubclassOf Message, int32 Switch, APlayerState* RelatedPlayerState_1, APlayerState* RelatedPlayerState_2, UObject* OptionalObject); \ ENGINE_API virtual void ClientRetryClientRestart_Implementation(APawn* NewPawn); \ ENGINE_API virtual void ClientEndOnlineSession_Implementation(); \ ENGINE_API virtual void ClientStartOnlineSession_Implementation(); \ ENGINE_API virtual void ClientWasKicked_Implementation(FText const& KickReason); \ ENGINE_API virtual void ClientUpdateMultipleLevelsStreamingStatus_Implementation(TArray const& LevelStatuses); \ ENGINE_API virtual void ClientUpdateLevelStreamingStatus_Implementation(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex, FNetLevelVisibilityTransactionId TransactionId, bool bNewShouldBlockOnUnload); \ ENGINE_API virtual void ClientTravelInternal_Implementation(const FString& URL, ETravelType TravelType, bool bSeamless, FGuid MapPackageGuid); \ ENGINE_API virtual void ClientStopForceFeedback_Implementation(UForceFeedbackEffect* ForceFeedbackEffect, FName Tag); \ ENGINE_API virtual void ClientPlayForceFeedback_Internal_Implementation(UForceFeedbackEffect* ForceFeedbackEffect, FForceFeedbackParameters Params); \ ENGINE_API virtual void ClientStopCameraShake_Implementation(TSubclassOf Shake, bool bImmediately); \ ENGINE_API virtual void ClientClearCameraLensEffects_Implementation(); \ ENGINE_API virtual void ClientSpawnCameraLensEffect_Implementation(TSubclassOf LensEffectEmitterClass); \ ENGINE_API virtual void ClientSpawnGenericCameraLensEffect_Implementation(TSubclassOf LensEffectEmitterClass); \ ENGINE_API virtual void ClientSetViewTarget_Implementation(AActor* A, FViewTargetTransitionParams TransitionParams); \ ENGINE_API virtual void ClientSetHUD_Implementation(TSubclassOf NewHUDClass); \ ENGINE_API virtual void ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface* Material, float ForceDuration, int32 CinematicTextureGroups); \ ENGINE_API virtual void ClientSetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD); \ ENGINE_API virtual void ClientSetCameraMode_Implementation(FName NewCamMode); \ ENGINE_API virtual void ClientSetCameraFade_Implementation(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio, bool bHoldWhenFinished); \ ENGINE_API virtual void ClientSetBlockOnAsyncLoading_Implementation(); \ ENGINE_API virtual void ClientRestart_Implementation(APawn* NewPawn); \ ENGINE_API virtual void ClientReset_Implementation(); \ ENGINE_API virtual void ClientPrestreamTextures_Implementation(AActor* ForcedActor, float ForceDuration, bool bEnableStreaming, int32 CinematicTextureGroups); \ ENGINE_API virtual void ClientPrepareMapChange_Implementation(FName LevelName, bool bFirst, bool bLast); \ ENGINE_API virtual void ClientPlaySoundAtLocation_Implementation(USoundBase* Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier); \ ENGINE_API virtual void ClientPlaySound_Implementation(USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier); \ ENGINE_API virtual void ClientStartCameraShake_Implementation(TSubclassOf Shake, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot); \ ENGINE_API virtual void ClientMessage_Implementation(const FString& S, FName Type, float MsgLifeTime); \ ENGINE_API virtual void ClientIgnoreMoveInput_Implementation(bool bIgnore); \ ENGINE_API virtual void ClientIgnoreLookInput_Implementation(bool bIgnore); \ ENGINE_API virtual void ClientGotoState_Implementation(FName NewState); \ ENGINE_API virtual void ClientGameEnded_Implementation(AActor* EndGameFocus, bool bIsWinner); \ ENGINE_API virtual void ClientForceGarbageCollection_Implementation(); \ ENGINE_API void ClientFlushLevelStreaming_Implementation(); \ ENGINE_API virtual void ClientCommitMapChange_Implementation(); \ ENGINE_API virtual void ClientCapBandwidth_Implementation(int32 Cap); \ ENGINE_API virtual void ClientCancelPendingMapChange_Implementation(); \ ENGINE_API void ClientAddTextureStreamingLoc_Implementation(FVector InLoc, float Duration, bool bOverrideLocation); \ ENGINE_API virtual void ClientUnmutePlayers_Implementation(TArray const& PlayerIds); \ ENGINE_API virtual bool ServerUnblockPlayer_Validate(FUniqueNetIdRepl ); \ ENGINE_API virtual void ServerUnblockPlayer_Implementation(FUniqueNetIdRepl PlayerId); \ ENGINE_API virtual bool ServerBlockPlayer_Validate(FUniqueNetIdRepl ); \ ENGINE_API virtual void ServerBlockPlayer_Implementation(FUniqueNetIdRepl PlayerId); \ ENGINE_API virtual void ClientUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId); \ ENGINE_API virtual void ClientMutePlayer_Implementation(FUniqueNetIdRepl PlayerId); \ ENGINE_API virtual bool ServerUnmutePlayer_Validate(FUniqueNetIdRepl ); \ ENGINE_API virtual void ServerUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId); \ ENGINE_API virtual bool ServerMutePlayer_Validate(FUniqueNetIdRepl ); \ ENGINE_API virtual void ServerMutePlayer_Implementation(FUniqueNetIdRepl PlayerId); \ ENGINE_API virtual void ClientVoiceHandshakeComplete_Implementation(); \ ENGINE_API virtual void ClientAckUpdateLevelVisibility_Implementation(FName PackageName, FNetLevelVisibilityTransactionId TransactionId, bool bClientAckCanMakeVisible); \ ENGINE_API virtual void ClientEnableNetworkVoice_Implementation(bool bEnable); \ ENGINE_API virtual void ClientRepObjRef_Implementation(UObject* Object); \ ENGINE_API virtual void ClientReturnToMainMenuWithTextReason_Implementation(FText const& ReturnReason); \ ENGINE_API virtual bool ServerExecRPC_Validate(const FString& ); \ ENGINE_API virtual void ServerExecRPC_Implementation(const FString& Msg); \ ENGINE_API virtual void ClientSetSpectatorWaiting_Implementation(bool bWaiting); \ ENGINE_API virtual bool ServerSetSpectatorWaiting_Validate(bool ); \ ENGINE_API virtual void ServerSetSpectatorWaiting_Implementation(bool bWaiting); \ DECLARE_FUNCTION(execClientAckTimeDilation); \ DECLARE_FUNCTION(execClientSetupNetworkPhysicsTimestamp); \ DECLARE_FUNCTION(execServerSendLatestAsyncPhysicsTimestamp); \ DECLARE_FUNCTION(execGetFocalLocation); \ DECLARE_FUNCTION(execGetSpectatorPawn); \ DECLARE_FUNCTION(execOnServerStartedVisualLogger); \ DECLARE_FUNCTION(execIsPrimaryPlayer); \ DECLARE_FUNCTION(execSetCinematicMode); \ DECLARE_FUNCTION(execCanRestartPlayer); \ DECLARE_FUNCTION(execClearAudioListenerAttenuationOverride); \ DECLARE_FUNCTION(execSetAudioListenerAttenuationOverride); \ DECLARE_FUNCTION(execClearAudioListenerOverride); \ DECLARE_FUNCTION(execSetAudioListenerOverride); \ DECLARE_FUNCTION(execGetPlatformUserId); \ DECLARE_FUNCTION(execGetOverridePlayerInputClass); \ DECLARE_FUNCTION(execSetViewTargetWithBlend); \ DECLARE_FUNCTION(execCamera); \ DECLARE_FUNCTION(execSetVirtualJoystickVisibility); \ DECLARE_FUNCTION(execActivateTouchInterface); \ DECLARE_FUNCTION(execGetInputAnalogStickState); \ DECLARE_FUNCTION(execGetInputMouseDelta); \ DECLARE_FUNCTION(execGetInputKeyTimeDown); \ DECLARE_FUNCTION(execGetMousePosition); \ DECLARE_FUNCTION(execGetInputMotionState); \ DECLARE_FUNCTION(execGetInputTouchState); \ DECLARE_FUNCTION(execGetInputVectorKeyState); \ DECLARE_FUNCTION(execGetInputAnalogKeyState); \ DECLARE_FUNCTION(execWasInputKeyJustReleased); \ DECLARE_FUNCTION(execWasInputKeyJustPressed); \ DECLARE_FUNCTION(execIsInputKeyDown); \ DECLARE_FUNCTION(execAddRollInput); \ DECLARE_FUNCTION(execAddYawInput); \ DECLARE_FUNCTION(execAddPitchInput); \ DECLARE_FUNCTION(execServerToggleAILogging); \ DECLARE_FUNCTION(execClientTeamMessage); \ DECLARE_FUNCTION(execServerViewSelf); \ DECLARE_FUNCTION(execServerViewPrevPlayer); \ DECLARE_FUNCTION(execServerViewNextPlayer); \ DECLARE_FUNCTION(execServerVerifyViewTarget); \ DECLARE_FUNCTION(execServerUpdateMultipleLevelsVisibility); \ DECLARE_FUNCTION(execServerUpdateLevelVisibility); \ DECLARE_FUNCTION(execServerUpdateCamera); \ DECLARE_FUNCTION(execServerShortTimeout); \ DECLARE_FUNCTION(execServerCheckClientPossessionReliable); \ DECLARE_FUNCTION(execServerCheckClientPossession); \ DECLARE_FUNCTION(execServerSetSpectatorLocation); \ DECLARE_FUNCTION(execServerRestartPlayer); \ DECLARE_FUNCTION(execServerPause); \ DECLARE_FUNCTION(execServerNotifyLoadedWorld); \ DECLARE_FUNCTION(execServerChangeName); \ DECLARE_FUNCTION(execServerCamera); \ DECLARE_FUNCTION(execServerAcknowledgePossession); \ DECLARE_FUNCTION(execClientReceiveLocalizedMessage); \ DECLARE_FUNCTION(execClientRetryClientRestart); \ DECLARE_FUNCTION(execClientEndOnlineSession); \ DECLARE_FUNCTION(execClientStartOnlineSession); \ DECLARE_FUNCTION(execClientWasKicked); \ DECLARE_FUNCTION(execClientUpdateMultipleLevelsStreamingStatus); \ DECLARE_FUNCTION(execClientUpdateLevelStreamingStatus); \ DECLARE_FUNCTION(execClientTravelInternal); \ DECLARE_FUNCTION(execClientTravel); \ DECLARE_FUNCTION(execSetControllerGyroAutoCalibration); \ DECLARE_FUNCTION(execResetControllerTriggerReleaseThresholds); \ DECLARE_FUNCTION(execSetControllerTriggerReleaseThresholds); \ DECLARE_FUNCTION(execResetControllerDeadZones); \ DECLARE_FUNCTION(execSetControllerDeadZones); \ DECLARE_FUNCTION(execResetControllerLightColor); \ DECLARE_FUNCTION(execSetControllerLightColor); \ DECLARE_FUNCTION(execSetDisableHaptics); \ DECLARE_FUNCTION(execSetHapticsByValue); \ DECLARE_FUNCTION(execStopHapticEffect); \ DECLARE_FUNCTION(execPlayHapticEffect); \ DECLARE_FUNCTION(execTestServerLevelVisibilityChange); \ DECLARE_FUNCTION(execPlayDynamicForceFeedback); \ DECLARE_FUNCTION(execClientStopForceFeedback); \ DECLARE_FUNCTION(execClientPlayForceFeedback_Internal); \ DECLARE_FUNCTION(execK2_ClientPlayForceFeedback); \ DECLARE_FUNCTION(execClientStopCameraShakesFromSource); \ DECLARE_FUNCTION(execClientStopCameraShake); \ DECLARE_FUNCTION(execClientClearCameraLensEffects); \ DECLARE_FUNCTION(execClientSpawnCameraLensEffect); \ DECLARE_FUNCTION(execClientSpawnGenericCameraLensEffect); \ DECLARE_FUNCTION(execClientSetViewTarget); \ DECLARE_FUNCTION(execSetMouseCursorWidget); \ DECLARE_FUNCTION(execGetHUD); \ DECLARE_FUNCTION(execGetViewportSize); \ DECLARE_FUNCTION(execClientSetHUD); \ DECLARE_FUNCTION(execClientSetForceMipLevelsToBeResident); \ DECLARE_FUNCTION(execClientSetCinematicMode); \ DECLARE_FUNCTION(execClientSetCameraMode); \ DECLARE_FUNCTION(execClientSetCameraFade); \ DECLARE_FUNCTION(execClientSetBlockOnAsyncLoading); \ DECLARE_FUNCTION(execClientRestart); \ DECLARE_FUNCTION(execClientReset); \ DECLARE_FUNCTION(execClientPrestreamTextures); \ DECLARE_FUNCTION(execClientPrepareMapChange); \ DECLARE_FUNCTION(execClientPlaySoundAtLocation); \ DECLARE_FUNCTION(execClientPlaySound); \ DECLARE_FUNCTION(execClientStartCameraShakeFromSource); \ DECLARE_FUNCTION(execClientStartCameraShake); \ DECLARE_FUNCTION(execClientMessage); \ DECLARE_FUNCTION(execClientIgnoreMoveInput); \ DECLARE_FUNCTION(execClientIgnoreLookInput); \ DECLARE_FUNCTION(execClientGotoState); \ DECLARE_FUNCTION(execClientGameEnded); \ DECLARE_FUNCTION(execClientForceGarbageCollection); \ DECLARE_FUNCTION(execClientFlushLevelStreaming); \ DECLARE_FUNCTION(execClientCommitMapChange); \ DECLARE_FUNCTION(execClientCapBandwidth); \ DECLARE_FUNCTION(execClientCancelPendingMapChange); \ DECLARE_FUNCTION(execClientAddTextureStreamingLoc); \ DECLARE_FUNCTION(execSendToConsole); \ DECLARE_FUNCTION(execConsoleKey); \ DECLARE_FUNCTION(execClientUnmutePlayers); \ DECLARE_FUNCTION(execServerUnblockPlayer); \ DECLARE_FUNCTION(execServerBlockPlayer); \ DECLARE_FUNCTION(execClientUnmutePlayer); \ DECLARE_FUNCTION(execClientMutePlayer); \ DECLARE_FUNCTION(execServerUnmutePlayer); \ DECLARE_FUNCTION(execServerMutePlayer); \ DECLARE_FUNCTION(execClientVoiceHandshakeComplete); \ DECLARE_FUNCTION(execToggleSpeaking); \ DECLARE_FUNCTION(execClientAckUpdateLevelVisibility); \ DECLARE_FUNCTION(execClientEnableNetworkVoice); \ DECLARE_FUNCTION(execStartFire); \ DECLARE_FUNCTION(execGetStreamingSourceShapes); \ DECLARE_FUNCTION(execGetStreamingSourceLocationAndRotation); \ DECLARE_FUNCTION(execGetStreamingSourcePriority); \ DECLARE_FUNCTION(execStreamingSourceShouldBlockOnSlowStreaming); \ DECLARE_FUNCTION(execStreamingSourceShouldActivate); \ DECLARE_FUNCTION(execIsStreamingSourceEnabled); \ DECLARE_FUNCTION(execSetMouseLocation); \ DECLARE_FUNCTION(execProjectWorldLocationToScreen); \ DECLARE_FUNCTION(execDeprojectScreenPositionToWorld); \ DECLARE_FUNCTION(execDeprojectMousePositionToWorld); \ DECLARE_FUNCTION(execGetHitResultUnderFingerForObjects); \ DECLARE_FUNCTION(execGetHitResultUnderFingerByChannel); \ DECLARE_FUNCTION(execGetHitResultUnderFinger); \ DECLARE_FUNCTION(execGetHitResultUnderCursorForObjects); \ DECLARE_FUNCTION(execGetHitResultUnderCursorByChannel); \ DECLARE_FUNCTION(execGetHitResultUnderCursor); \ DECLARE_FUNCTION(execSwitchLevel); \ DECLARE_FUNCTION(execSetName); \ DECLARE_FUNCTION(execPause); \ DECLARE_FUNCTION(execClientRepObjRef); \ DECLARE_FUNCTION(execClientReturnToMainMenuWithTextReason); \ DECLARE_FUNCTION(execServerExec); \ DECLARE_FUNCTION(execServerExecRPC); \ DECLARE_FUNCTION(execLocalTravel); \ DECLARE_FUNCTION(execRestartLevel); \ DECLARE_FUNCTION(execFOV); \ DECLARE_FUNCTION(execEnableCheats); \ DECLARE_FUNCTION(execSetMotionControlsEnabled); \ DECLARE_FUNCTION(execSetDeprecatedInputRollScale); \ DECLARE_FUNCTION(execSetDeprecatedInputPitchScale); \ DECLARE_FUNCTION(execSetDeprecatedInputYawScale); \ DECLARE_FUNCTION(execGetDeprecatedInputRollScale); \ DECLARE_FUNCTION(execGetDeprecatedInputPitchScale); \ DECLARE_FUNCTION(execGetDeprecatedInputYawScale); \ DECLARE_FUNCTION(execClientSetSpectatorWaiting); \ DECLARE_FUNCTION(execServerSetSpectatorWaiting); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_ACCESSORS \ static void SetbShowMouseCursor_WrapperImpl(void* Object, const void* InValue); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_CALLBACK_WRAPPERS #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_ARCHIVESERIALIZER \ DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(APlayerController, ENGINE_API) struct Z_Construct_UClass_APlayerController_Statics; ENGINE_API UClass* Z_Construct_UClass_APlayerController_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesAPlayerController(); \ friend struct ::Z_Construct_UClass_APlayerController_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_APlayerController_NoRegister(); \ public: \ DECLARE_CLASS2(APlayerController, AController, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_APlayerController, TEXT("/Script/Engine"), Z_Construct_UClass_APlayerController_NoRegister) \ DECLARE_SERIALIZER(APlayerController) \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_ARCHIVESERIALIZER \ static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \ \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ TargetViewRotation=NETFIELD_REP_START, \ SpawnLocation, \ NETFIELD_REP_END=SpawnLocation }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ APlayerController(APlayerController&&) = delete; \ APlayerController(const APlayerController&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, APlayerController); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(APlayerController); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(APlayerController) \ ENGINE_API virtual ~APlayerController(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_259_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_ACCESSORS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_262_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class APlayerController; // ********** End Class APlayerController ********************************************************** // ********** Begin Class ANoPawnPlayerController ************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_RPC_WRAPPERS_NO_PURE_DECLS \ virtual void ServerEnableReplicationToConnection_Implementation(bool bEnable); \ virtual void ServerSetViewTargetPosition_Implementation(FVector ViewTargetPos); \ DECLARE_FUNCTION(execServerEnableReplicationToConnection); \ DECLARE_FUNCTION(execServerSetViewTargetPosition); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_CALLBACK_WRAPPERS struct Z_Construct_UClass_ANoPawnPlayerController_Statics; ENGINE_API UClass* Z_Construct_UClass_ANoPawnPlayerController_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesANoPawnPlayerController(); \ friend struct ::Z_Construct_UClass_ANoPawnPlayerController_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_ANoPawnPlayerController_NoRegister(); \ public: \ DECLARE_CLASS2(ANoPawnPlayerController, APlayerController, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_ANoPawnPlayerController_NoRegister) \ DECLARE_SERIALIZER(ANoPawnPlayerController) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ ANoPawnPlayerController(ANoPawnPlayerController&&) = delete; \ ANoPawnPlayerController(const ANoPawnPlayerController&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, ANoPawnPlayerController); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ANoPawnPlayerController); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(ANoPawnPlayerController) \ ENGINE_API virtual ~ANoPawnPlayerController(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2352_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h_2357_ENHANCED_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class ANoPawnPlayerController; // ********** End Class ANoPawnPlayerController **************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerController_h // ********** Begin Enum EDynamicForceFeedbackAction *********************************************** #define FOREACH_ENUM_EDYNAMICFORCEFEEDBACKACTION(op) \ op(EDynamicForceFeedbackAction::Start) \ op(EDynamicForceFeedbackAction::Update) \ op(EDynamicForceFeedbackAction::Stop) namespace EDynamicForceFeedbackAction { enum Type : int; } template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EDynamicForceFeedbackAction ************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS