// 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/BehaviorTreeComponent.h" #ifdef AIMODULE_BehaviorTreeComponent_generated_h #error "BehaviorTreeComponent.generated.h already included, missing '#pragma once' in BehaviorTreeComponent.h" #endif #define AIMODULE_BehaviorTreeComponent_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class UBehaviorTree; struct FGameplayTag; // ********** Begin Class UBehaviorTreeComponent *************************************************** #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_RPC_WRAPPERS \ DECLARE_FUNCTION(execSetDynamicSubtree); \ DECLARE_FUNCTION(execAddCooldownTagDuration); \ DECLARE_FUNCTION(execGetTagCooldownEndTime); struct Z_Construct_UClass_UBehaviorTreeComponent_Statics; AIMODULE_API UClass* Z_Construct_UClass_UBehaviorTreeComponent_NoRegister(); #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_INCLASS \ private: \ static void StaticRegisterNativesUBehaviorTreeComponent(); \ friend struct ::Z_Construct_UClass_UBehaviorTreeComponent_Statics; \ static UClass* GetPrivateStaticClass(); \ friend AIMODULE_API UClass* ::Z_Construct_UClass_UBehaviorTreeComponent_NoRegister(); \ public: \ DECLARE_CLASS2(UBehaviorTreeComponent, UBrainComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/AIModule"), Z_Construct_UClass_UBehaviorTreeComponent_NoRegister) \ DECLARE_SERIALIZER(UBehaviorTreeComponent) #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ AIMODULE_API UBehaviorTreeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UBehaviorTreeComponent) \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UBehaviorTreeComponent); \ /** Deleted move- and copy-constructors, should never be used */ \ UBehaviorTreeComponent(UBehaviorTreeComponent&&) = delete; \ UBehaviorTreeComponent(const UBehaviorTreeComponent&) = delete; \ AIMODULE_API virtual ~UBehaviorTreeComponent(); #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_103_PROLOG #define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_RPC_WRAPPERS \ FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_INCLASS \ FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h_106_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UBehaviorTreeComponent; // ********** End Class UBehaviorTreeComponent ***************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTreeComponent_h PRAGMA_ENABLE_DEPRECATION_WARNINGS