// 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 "Perception/AIPerceptionSystem.h" #ifdef AIMODULE_AIPerceptionSystem_generated_h #error "AIPerceptionSystem.generated.h already included, missing '#pragma once' in AIPerceptionSystem.h" #endif #define AIMODULE_AIPerceptionSystem_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class UAISense; class UAISenseEvent; class UClass; class UObject; struct FAIStimulus; // ********** Begin Class UAIPerceptionSystem ****************************************************** #define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_RPC_WRAPPERS_NO_PURE_DECLS \ DECLARE_FUNCTION(execOnPerceptionStimuliSourceEndPlay); \ DECLARE_FUNCTION(execGetSenseClassForStimulus); \ DECLARE_FUNCTION(execRegisterPerceptionStimuliSource); \ DECLARE_FUNCTION(execReportPerceptionEvent); \ DECLARE_FUNCTION(execReportEvent); struct Z_Construct_UClass_UAIPerceptionSystem_Statics; AIMODULE_API UClass* Z_Construct_UClass_UAIPerceptionSystem_NoRegister(); #define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesUAIPerceptionSystem(); \ friend struct ::Z_Construct_UClass_UAIPerceptionSystem_Statics; \ static UClass* GetPrivateStaticClass(); \ friend AIMODULE_API UClass* ::Z_Construct_UClass_UAIPerceptionSystem_NoRegister(); \ public: \ DECLARE_CLASS2(UAIPerceptionSystem, UAISubsystem, COMPILED_IN_FLAGS(0 | CLASS_DefaultConfig | CLASS_Config), CASTCLASS_None, TEXT("/Script/AIModule"), Z_Construct_UClass_UAIPerceptionSystem_NoRegister) \ DECLARE_SERIALIZER(UAIPerceptionSystem) \ static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \ #define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ UAIPerceptionSystem(UAIPerceptionSystem&&) = delete; \ UAIPerceptionSystem(const UAIPerceptionSystem&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(AIMODULE_API, UAIPerceptionSystem); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAIPerceptionSystem); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAIPerceptionSystem) \ AIMODULE_API virtual ~UAIPerceptionSystem(); #define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_29_PROLOG #define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h_32_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UAIPerceptionSystem; // ********** End Class UAIPerceptionSystem ******************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionSystem_h PRAGMA_ENABLE_DEPRECATION_WARNINGS