// 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 "Engine/ActorInstanceHandle.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeActorInstanceHandle() {} // ********** Begin Cross Module References ******************************************************** COREUOBJECT_API UClass* Z_Construct_UClass_UObject_NoRegister(); ENGINE_API UScriptStruct* Z_Construct_UScriptStruct_FActorInstanceHandle(); UPackage* Z_Construct_UPackage__Script_Engine(); // ********** End Cross Module References ********************************************************** // ********** Begin ScriptStruct FActorInstanceHandle ********************************************** struct Z_Construct_UScriptStruct_FActorInstanceHandle_Statics { static inline consteval int32 GetStructSize() { return sizeof(FActorInstanceHandle); } static inline consteval int16 GetStructAlignment() { return alignof(FActorInstanceHandle); } #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Struct_MetaDataParams[] = { { "BlueprintType", "true" }, { "Comment", "/**\n * Handle to a unique object. This may specify a full weigh actor or it may only specify the actor instance that represents the same object.\n * \n * @note The handle has game thread constraints related to UObjects and should be used carefully from other threads.\n * \n *\x09""Can only be used on the game thread\n *\x09-\x09""all constructors \n *\x09-\x09""all getters (GetXYZ, FetchActor, IsActorValid, DoesRepresent) *\x09\n *\x09-\x09""comparison operators against live AActor pointer\n *\x09\n *\x09""Can be used on any thread\n *\x09-\x09MakeActorHandleToResolve to create a handle that will be lazily resolved on the game thread\n *\x09\x09since it only stores a weak object ptr without any access to the live object\n *\x09-\x09handle validity and comparison operators against another handle (i.e. IsValid(), operator==|!=(const FActorInstanceHandle& Other))\n */" }, { "ModuleRelativePath", "Classes/Engine/ActorInstanceHandle.h" }, { "ToolTip", "Handle to a unique object. This may specify a full weigh actor or it may only specify the actor instance that represents the same object.\n\n@note The handle has game thread constraints related to UObjects and should be used carefully from other threads.\n\n Can only be used on the game thread\n - all constructors\n - all getters (GetXYZ, FetchActor, IsActorValid, DoesRepresent) *\n - comparison operators against live AActor pointer\n\n Can be used on any thread\n - MakeActorHandleToResolve to create a handle that will be lazily resolved on the game thread\n since it only stores a weak object ptr without any access to the live object\n - handle validity and comparison operators against another handle (i.e. IsValid(), operator==|!=(const FActorInstanceHandle& Other))" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ReferenceObject_MetaData[] = { { "Comment", "/**\n\x09 * Weak UObject pointer used for two purposes:\n\x09 * - a resolved handle uses it to store the AActor\n\x09 * - a handle to be resolved uses it to store the UPrimitiveComponent provided by MakeActorHandleToResolve \n\x09 */" }, { "ModuleRelativePath", "Classes/Engine/ActorInstanceHandle.h" }, { "ToolTip", "Weak UObject pointer used for two purposes:\n - a resolved handle uses it to store the AActor\n - a handle to be resolved uses it to store the UPrimitiveComponent provided by MakeActorHandleToResolve" }, }; #endif // WITH_METADATA // ********** Begin ScriptStruct FActorInstanceHandle constinit property declarations ************** static const UECodeGen_Private::FWeakObjectPropertyParams NewProp_ReferenceObject; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End ScriptStruct FActorInstanceHandle constinit property declarations **************** static void* NewStructOps() { return (UScriptStruct::ICppStructOps*)new UScriptStruct::TCppStructOps(); } static const UECodeGen_Private::FStructParams StructParams; }; // struct Z_Construct_UScriptStruct_FActorInstanceHandle_Statics static FStructRegistrationInfo Z_Registration_Info_UScriptStruct_FActorInstanceHandle; class UScriptStruct* FActorInstanceHandle::StaticStruct() { if (!Z_Registration_Info_UScriptStruct_FActorInstanceHandle.OuterSingleton) { Z_Registration_Info_UScriptStruct_FActorInstanceHandle.OuterSingleton = GetStaticStruct(Z_Construct_UScriptStruct_FActorInstanceHandle, (UObject*)Z_Construct_UPackage__Script_Engine(), TEXT("ActorInstanceHandle")); } return Z_Registration_Info_UScriptStruct_FActorInstanceHandle.OuterSingleton; } // ********** Begin ScriptStruct FActorInstanceHandle Property Definitions ************************* const UECodeGen_Private::FWeakObjectPropertyParams Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::NewProp_ReferenceObject = { "ReferenceObject", nullptr, (EPropertyFlags)0x0044000000000000, UECodeGen_Private::EPropertyGenFlags::WeakObject, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FActorInstanceHandle, ReferenceObject), Z_Construct_UClass_UObject_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ReferenceObject_MetaData), NewProp_ReferenceObject_MetaData) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::NewProp_ReferenceObject, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::PropPointers) < 2048); // ********** End ScriptStruct FActorInstanceHandle Property Definitions *************************** const UECodeGen_Private::FStructParams Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::StructParams = { (UObject* (*)())Z_Construct_UPackage__Script_Engine, nullptr, &NewStructOps, "ActorInstanceHandle", Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::PropPointers), sizeof(FActorInstanceHandle), alignof(FActorInstanceHandle), RF_Public|RF_Transient|RF_MarkAsNative, EStructFlags(0x00000001), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::Struct_MetaDataParams), Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::Struct_MetaDataParams) }; UScriptStruct* Z_Construct_UScriptStruct_FActorInstanceHandle() { if (!Z_Registration_Info_UScriptStruct_FActorInstanceHandle.InnerSingleton) { UECodeGen_Private::ConstructUScriptStruct(Z_Registration_Info_UScriptStruct_FActorInstanceHandle.InnerSingleton, Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::StructParams); } return CastChecked(Z_Registration_Info_UScriptStruct_FActorInstanceHandle.InnerSingleton); } // ********** End ScriptStruct FActorInstanceHandle ************************************************ // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_Engine_ActorInstanceHandle_h__Script_Engine_Statics { static constexpr FStructRegisterCompiledInInfo ScriptStructInfo[] = { { FActorInstanceHandle::StaticStruct, Z_Construct_UScriptStruct_FActorInstanceHandle_Statics::NewStructOps, TEXT("ActorInstanceHandle"),&Z_Registration_Info_UScriptStruct_FActorInstanceHandle, CONSTRUCT_RELOAD_VERSION_INFO(FStructReloadVersionInfo, sizeof(FActorInstanceHandle), 1020700142U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_Engine_ActorInstanceHandle_h__Script_Engine_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_Engine_ActorInstanceHandle_h__Script_Engine_261106075{ TEXT("/Script/Engine"), nullptr, 0, Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_Engine_ActorInstanceHandle_h__Script_Engine_Statics::ScriptStructInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_Engine_ActorInstanceHandle_h__Script_Engine_Statics::ScriptStructInfo), nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS