// 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 "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" #include "BehaviorTree/ValueOrBBKey.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeBTTask_GameplayTaskBase() {} // ********** Begin Cross Module References ******************************************************** AIMODULE_API UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase(); AIMODULE_API UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase_NoRegister(); AIMODULE_API UClass* Z_Construct_UClass_UBTTaskNode(); AIMODULE_API UScriptStruct* Z_Construct_UScriptStruct_FValueOrBBKey_Bool(); UPackage* Z_Construct_UPackage__Script_AIModule(); // ********** End Cross Module References ********************************************************** // ********** Begin Class UBTTask_GameplayTaskBase ************************************************* FClassRegistrationInfo Z_Registration_Info_UClass_UBTTask_GameplayTaskBase; UClass* UBTTask_GameplayTaskBase::GetPrivateStaticClass() { using TClass = UBTTask_GameplayTaskBase; if (!Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("BTTask_GameplayTaskBase"), Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.InnerSingleton, StaticRegisterNativesUBTTask_GameplayTaskBase, 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_UBTTask_GameplayTaskBase.InnerSingleton; } UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase_NoRegister() { return UBTTask_GameplayTaskBase::GetPrivateStaticClass(); } struct Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = { { "Comment", "/**\n * Base class for managing gameplay tasks\n * Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded\n *\n * In your ExecuteTask:\n * - use NewBTAITask() helper to create task\n * - initialize task with values if needed\n * - use StartGameplayTask() helper to execute and get node result\n */" }, { "IncludePath", "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" }, { "ModuleRelativePath", "Classes/BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" }, { "ToolTip", "Base class for managing gameplay tasks\nSince AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded\n\nIn your ExecuteTask:\n- use NewBTAITask() helper to create task\n- initialize task with values if needed\n- use StartGameplayTask() helper to execute and get node result" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_bWaitForGameplayTask_MetaData[] = { { "Category", "Task" }, { "Comment", "/** if set, behavior tree task will wait until gameplay tasks finishes */" }, { "DisplayName", "WaitForGameplayTask" }, { "ModuleRelativePath", "Classes/BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" }, { "ToolTip", "if set, behavior tree task will wait until gameplay tasks finishes" }, }; #endif // WITH_METADATA // ********** Begin Class UBTTask_GameplayTaskBase constinit property declarations ***************** static const UECodeGen_Private::FStructPropertyParams NewProp_bWaitForGameplayTask; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Class UBTTask_GameplayTaskBase constinit property declarations ******************* static UObject* (*const DependentSingletons[])(); static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics // ********** Begin Class UBTTask_GameplayTaskBase Property Definitions **************************** const UECodeGen_Private::FStructPropertyParams Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::NewProp_bWaitForGameplayTask = { "bWaitForGameplayTask", nullptr, (EPropertyFlags)0x00200c0000000001, UECodeGen_Private::EPropertyGenFlags::Struct, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UBTTask_GameplayTaskBase, bWaitForGameplayTask), Z_Construct_UScriptStruct_FValueOrBBKey_Bool, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_bWaitForGameplayTask_MetaData), NewProp_bWaitForGameplayTask_MetaData) }; // 54755339 const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::NewProp_bWaitForGameplayTask, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers) < 2048); // ********** End Class UBTTask_GameplayTaskBase Property Definitions ****************************** UObject* (*const Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_UBTTaskNode, (UObject* (*)())Z_Construct_UPackage__Script_AIModule, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::DependentSingletons) < 16); const UECodeGen_Private::FClassParams Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::ClassParams = { &UBTTask_GameplayTaskBase::StaticClass, nullptr, &StaticCppClassTypeInfo, DependentSingletons, nullptr, Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers, nullptr, UE_ARRAY_COUNT(DependentSingletons), 0, UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::PropPointers), 0, 0x000800A1u, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::Class_MetaDataParams), Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::Class_MetaDataParams) }; void UBTTask_GameplayTaskBase::StaticRegisterNativesUBTTask_GameplayTaskBase() { } UClass* Z_Construct_UClass_UBTTask_GameplayTaskBase() { if (!Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.OuterSingleton, Z_Construct_UClass_UBTTask_GameplayTaskBase_Statics::ClassParams); } return Z_Registration_Info_UClass_UBTTask_GameplayTaskBase.OuterSingleton; } DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UBTTask_GameplayTaskBase); UBTTask_GameplayTaskBase::~UBTTask_GameplayTaskBase() {} // ********** End Class UBTTask_GameplayTaskBase *************************************************** // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_UBTTask_GameplayTaskBase, UBTTask_GameplayTaskBase::StaticClass, TEXT("UBTTask_GameplayTaskBase"), &Z_Registration_Info_UClass_UBTTask_GameplayTaskBase, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UBTTask_GameplayTaskBase), 3465455844U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_16535934{ TEXT("/Script/AIModule"), Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_Tasks_BTTask_GameplayTaskBase_h__Script_AIModule_Statics::ClassInfo), nullptr, 0, nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS