// 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 "BehaviorTree/BehaviorTree.h" #ifdef AIMODULE_BehaviorTree_generated_h #error "BehaviorTree.generated.h already included, missing '#pragma once' in BehaviorTree.h" #endif #define AIMODULE_BehaviorTree_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class UBehaviorTree ************************************************************ struct Z_Construct_UClass_UBehaviorTree_Statics; AIMODULE_API UClass* Z_Construct_UClass_UBehaviorTree_NoRegister(); #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_INCLASS \ private: \ static void StaticRegisterNativesUBehaviorTree(); \ friend struct ::Z_Construct_UClass_UBehaviorTree_Statics; \ static UClass* GetPrivateStaticClass(); \ friend AIMODULE_API UClass* ::Z_Construct_UClass_UBehaviorTree_NoRegister(); \ public: \ DECLARE_CLASS2(UBehaviorTree, UObject, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/AIModule"), Z_Construct_UClass_UBehaviorTree_NoRegister) \ DECLARE_SERIALIZER(UBehaviorTree) \ virtual UObject* _getUObject() const override { return const_cast(this); } #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ AIMODULE_API UBehaviorTree(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UBehaviorTree) \ DECLARE_VTABLE_PTR_HELPER_CTOR(AIMODULE_API, UBehaviorTree); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UBehaviorTree); \ /** Deleted move- and copy-constructors, should never be used */ \ UBehaviorTree(UBehaviorTree&&) = delete; \ UBehaviorTree(const UBehaviorTree&) = delete; \ AIMODULE_API virtual ~UBehaviorTree(); #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_14_PROLOG #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_INCLASS \ FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UBehaviorTree; // ********** End Class UBehaviorTree ************************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h PRAGMA_ENABLE_DEPRECATION_WARNINGS