// 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 "GameFramework/AsyncActionHandleSaveGame.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeAsyncActionHandleSaveGame() {} // ********** Begin Cross Module References ******************************************************** COREUOBJECT_API UClass* Z_Construct_UClass_UObject_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame(); ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_UBlueprintAsyncActionBase(); ENGINE_API UClass* Z_Construct_UClass_USaveGame_NoRegister(); ENGINE_API UFunction* Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature(); UPackage* Z_Construct_UPackage__Script_Engine(); // ********** End Cross Module References ********************************************************** // ********** Begin Delegate FOnAsyncHandleSaveGame ************************************************ struct Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics { struct _Script_Engine_eventOnAsyncHandleSaveGame_Parms { USaveGame* SaveGame; bool bSuccess; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" }, }; #endif // WITH_METADATA // ********** Begin Delegate FOnAsyncHandleSaveGame constinit property declarations **************** static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGame; static void NewProp_bSuccess_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_bSuccess; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Delegate FOnAsyncHandleSaveGame constinit property declarations ****************** static const UECodeGen_Private::FDelegateFunctionParams FuncParams; }; // ********** Begin Delegate FOnAsyncHandleSaveGame Property Definitions *************************** const UECodeGen_Private::FObjectPropertyParams Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_SaveGame = { "SaveGame", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(_Script_Engine_eventOnAsyncHandleSaveGame_Parms, SaveGame), Z_Construct_UClass_USaveGame_NoRegister, METADATA_PARAMS(0, nullptr) }; void Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess_SetBit(void* Obj) { ((_Script_Engine_eventOnAsyncHandleSaveGame_Parms*)Obj)->bSuccess = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess = { "bSuccess", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(_Script_Engine_eventOnAsyncHandleSaveGame_Parms), &Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_SaveGame, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::NewProp_bSuccess, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers) < 2048); // ********** End Delegate FOnAsyncHandleSaveGame Property Definitions ***************************** const UECodeGen_Private::FDelegateFunctionParams Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UPackage__Script_Engine, nullptr, "OnAsyncHandleSaveGame__DelegateSignature", Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::PropPointers), sizeof(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::_Script_Engine_eventOnAsyncHandleSaveGame_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00130000, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::Function_MetaDataParams), Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::_Script_Engine_eventOnAsyncHandleSaveGame_Parms) < MAX_uint16); UFunction* Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUDelegateFunction(&ReturnFunction, Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature_Statics::FuncParams); } return ReturnFunction; } void FOnAsyncHandleSaveGame_DelegateWrapper(const FMulticastScriptDelegate& OnAsyncHandleSaveGame, USaveGame* SaveGame, bool bSuccess) { struct _Script_Engine_eventOnAsyncHandleSaveGame_Parms { USaveGame* SaveGame; bool bSuccess; }; _Script_Engine_eventOnAsyncHandleSaveGame_Parms Parms; Parms.SaveGame=SaveGame; Parms.bSuccess=bSuccess ? true : false; OnAsyncHandleSaveGame.ProcessMulticastDelegate(&Parms); } // ********** End Delegate FOnAsyncHandleSaveGame ************************************************** // ********** Begin Class UAsyncActionHandleSaveGame Function AsyncLoadGameFromSlot **************** struct Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics { struct AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms { UObject* WorldContextObject; FString SlotName; int32 UserIndex; UAsyncActionHandleSaveGame* ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "BlueprintInternalUseOnly", "true" }, { "Category", "SaveGame" }, { "Comment", "/**\n\x09 * Schedule an async load of a specific slot. UGameplayStatics::AsyncLoadGameFromSlot is the native version of this.\n\x09 * When the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid.\n\x09 * Keep in mind that some platforms may not support trying to load and save at the same time.\n\x09 *\n\x09 * @param SlotName\x09\x09\x09Name of the save game slot to load from.\n\x09 * @param UserIndex\x09\x09\x09The platform user index that identifies the user doing the saving, ignored on some platforms.\n\x09 */" }, { "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" }, { "ToolTip", "Schedule an async load of a specific slot. UGameplayStatics::AsyncLoadGameFromSlot is the native version of this.\nWhen the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid.\nKeep in mind that some platforms may not support trying to load and save at the same time.\n\n@param SlotName Name of the save game slot to load from.\n@param UserIndex The platform user index that identifies the user doing the saving, ignored on some platforms." }, { "WorldContext", "WorldContextObject" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SlotName_MetaData[] = { { "NativeConst", "" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_UserIndex_MetaData[] = { { "NativeConst", "" }, }; #endif // WITH_METADATA // ********** Begin Function AsyncLoadGameFromSlot constinit property declarations ***************** static const UECodeGen_Private::FObjectPropertyParams NewProp_WorldContextObject; static const UECodeGen_Private::FStrPropertyParams NewProp_SlotName; static const UECodeGen_Private::FIntPropertyParams NewProp_UserIndex; static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function AsyncLoadGameFromSlot constinit property declarations ******************* static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function AsyncLoadGameFromSlot Property Definitions **************************** const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_WorldContextObject = { "WorldContextObject", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, WorldContextObject), Z_Construct_UClass_UObject_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_SlotName = { "SlotName", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, SlotName), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SlotName_MetaData), NewProp_SlotName_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_UserIndex = { "UserIndex", nullptr, (EPropertyFlags)0x0010000000000082, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, UserIndex), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_UserIndex_MetaData), NewProp_UserIndex_MetaData) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms, ReturnValue), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_WorldContextObject, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_SlotName, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_UserIndex, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers) < 2048); // ********** End Function AsyncLoadGameFromSlot Property Definitions ****************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_UAsyncActionHandleSaveGame, nullptr, "AsyncLoadGameFromSlot", Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::PropPointers), sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::Function_MetaDataParams), Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::AsyncActionHandleSaveGame_eventAsyncLoadGameFromSlot_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(UAsyncActionHandleSaveGame::execAsyncLoadGameFromSlot) { P_GET_OBJECT(UObject,Z_Param_WorldContextObject); P_GET_PROPERTY(FStrProperty,Z_Param_SlotName); P_GET_PROPERTY(FIntProperty,Z_Param_UserIndex); P_FINISH; P_NATIVE_BEGIN; *(UAsyncActionHandleSaveGame**)Z_Param__Result=UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot(Z_Param_WorldContextObject,Z_Param_SlotName,Z_Param_UserIndex); P_NATIVE_END; } // ********** End Class UAsyncActionHandleSaveGame Function AsyncLoadGameFromSlot ****************** // ********** Begin Class UAsyncActionHandleSaveGame Function AsyncSaveGameToSlot ****************** struct Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics { struct AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms { UObject* WorldContextObject; USaveGame* SaveGameObject; FString SlotName; int32 UserIndex; UAsyncActionHandleSaveGame* ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "BlueprintInternalUseOnly", "true" }, { "Category", "SaveGame" }, { "Comment", "/**\n\x09 * Schedule an async save to a specific slot. UGameplayStatics::AsyncSaveGameToSlot is the native version of this.\n\x09 * When the save has succeeded or failed, the completed pin is activated with success/failure and the save game object.\n\x09 * Keep in mind that some platforms may not support trying to load and save at the same time.\n\x09 *\n\x09 * @param SaveGameObject\x09Object that contains data about the save game that we want to write out.\n\x09 * @param SlotName\x09\x09\x09Name of the save game slot to load from.\n\x09 * @param UserIndex\x09\x09\x09The platform user index that identifies the user doing the saving, ignored on some platforms.\n\x09 */" }, { "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" }, { "ToolTip", "Schedule an async save to a specific slot. UGameplayStatics::AsyncSaveGameToSlot is the native version of this.\nWhen the save has succeeded or failed, the completed pin is activated with success/failure and the save game object.\nKeep in mind that some platforms may not support trying to load and save at the same time.\n\n@param SaveGameObject Object that contains data about the save game that we want to write out.\n@param SlotName Name of the save game slot to load from.\n@param UserIndex The platform user index that identifies the user doing the saving, ignored on some platforms." }, { "WorldContext", "WorldContextObject" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SlotName_MetaData[] = { { "NativeConst", "" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_UserIndex_MetaData[] = { { "NativeConst", "" }, }; #endif // WITH_METADATA // ********** Begin Function AsyncSaveGameToSlot constinit property declarations ******************* static const UECodeGen_Private::FObjectPropertyParams NewProp_WorldContextObject; static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGameObject; static const UECodeGen_Private::FStrPropertyParams NewProp_SlotName; static const UECodeGen_Private::FIntPropertyParams NewProp_UserIndex; static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function AsyncSaveGameToSlot constinit property declarations ********************* static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function AsyncSaveGameToSlot Property Definitions ****************************** const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_WorldContextObject = { "WorldContextObject", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, WorldContextObject), Z_Construct_UClass_UObject_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SaveGameObject = { "SaveGameObject", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, SaveGameObject), Z_Construct_UClass_USaveGame_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SlotName = { "SlotName", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, SlotName), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SlotName_MetaData), NewProp_SlotName_MetaData) }; const UECodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_UserIndex = { "UserIndex", nullptr, (EPropertyFlags)0x0010000000000082, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, UserIndex), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_UserIndex_MetaData), NewProp_UserIndex_MetaData) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms, ReturnValue), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_WorldContextObject, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SaveGameObject, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_SlotName, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_UserIndex, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers) < 2048); // ********** End Function AsyncSaveGameToSlot Property Definitions ******************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_UAsyncActionHandleSaveGame, nullptr, "AsyncSaveGameToSlot", Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::PropPointers), sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::Function_MetaDataParams), Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::AsyncActionHandleSaveGame_eventAsyncSaveGameToSlot_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(UAsyncActionHandleSaveGame::execAsyncSaveGameToSlot) { P_GET_OBJECT(UObject,Z_Param_WorldContextObject); P_GET_OBJECT(USaveGame,Z_Param_SaveGameObject); P_GET_PROPERTY(FStrProperty,Z_Param_SlotName); P_GET_PROPERTY(FIntProperty,Z_Param_UserIndex); P_FINISH; P_NATIVE_BEGIN; *(UAsyncActionHandleSaveGame**)Z_Param__Result=UAsyncActionHandleSaveGame::AsyncSaveGameToSlot(Z_Param_WorldContextObject,Z_Param_SaveGameObject,Z_Param_SlotName,Z_Param_UserIndex); P_NATIVE_END; } // ********** End Class UAsyncActionHandleSaveGame Function AsyncSaveGameToSlot ******************** // ********** Begin Class UAsyncActionHandleSaveGame *********************************************** FClassRegistrationInfo Z_Registration_Info_UClass_UAsyncActionHandleSaveGame; UClass* UAsyncActionHandleSaveGame::GetPrivateStaticClass() { using TClass = UAsyncActionHandleSaveGame; if (!Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("AsyncActionHandleSaveGame"), Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.InnerSingleton, StaticRegisterNativesUAsyncActionHandleSaveGame, 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_UAsyncActionHandleSaveGame.InnerSingleton; } UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister() { return UAsyncActionHandleSaveGame::GetPrivateStaticClass(); } struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = { { "Comment", "/** Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game */" }, { "IncludePath", "GameFramework/AsyncActionHandleSaveGame.h" }, { "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" }, { "ToolTip", "Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_Completed_MetaData[] = { { "Comment", "/** Delegate called when the save/load completes */" }, { "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" }, { "ToolTip", "Delegate called when the save/load completes" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SaveGameObject_MetaData[] = { { "Comment", "/** The object that was either saved or loaded */" }, { "ModuleRelativePath", "Classes/GameFramework/AsyncActionHandleSaveGame.h" }, { "ToolTip", "The object that was either saved or loaded" }, }; #endif // WITH_METADATA // ********** Begin Class UAsyncActionHandleSaveGame constinit property declarations *************** static const UECodeGen_Private::FMulticastDelegatePropertyParams NewProp_Completed; static const UECodeGen_Private::FObjectPropertyParams NewProp_SaveGameObject; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Class UAsyncActionHandleSaveGame constinit property declarations ***************** static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = { { .NameUTF8 = UTF8TEXT("AsyncLoadGameFromSlot"), .Pointer = &UAsyncActionHandleSaveGame::execAsyncLoadGameFromSlot }, { .NameUTF8 = UTF8TEXT("AsyncSaveGameToSlot"), .Pointer = &UAsyncActionHandleSaveGame::execAsyncSaveGameToSlot }, }; static UObject* (*const DependentSingletons[])(); static constexpr FClassFunctionLinkInfo FuncInfo[] = { { &Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncLoadGameFromSlot, "AsyncLoadGameFromSlot" }, // 410881907 { &Z_Construct_UFunction_UAsyncActionHandleSaveGame_AsyncSaveGameToSlot, "AsyncSaveGameToSlot" }, // 4142717313 }; static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048); static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics // ********** Begin Class UAsyncActionHandleSaveGame Property Definitions ************************** const UECodeGen_Private::FMulticastDelegatePropertyParams Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_Completed = { "Completed", nullptr, (EPropertyFlags)0x0010000010080000, UECodeGen_Private::EPropertyGenFlags::InlineMulticastDelegate, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UAsyncActionHandleSaveGame, Completed), Z_Construct_UDelegateFunction_Engine_OnAsyncHandleSaveGame__DelegateSignature, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_Completed_MetaData), NewProp_Completed_MetaData) }; // 1915166900 const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_SaveGameObject = { "SaveGameObject", nullptr, (EPropertyFlags)0x0124080000000000, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UAsyncActionHandleSaveGame, SaveGameObject), Z_Construct_UClass_USaveGame_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SaveGameObject_MetaData), NewProp_SaveGameObject_MetaData) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_Completed, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::NewProp_SaveGameObject, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers) < 2048); // ********** End Class UAsyncActionHandleSaveGame Property Definitions **************************** UObject* (*const Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_UBlueprintAsyncActionBase, (UObject* (*)())Z_Construct_UPackage__Script_Engine, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::DependentSingletons) < 16); const UECodeGen_Private::FClassParams Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::ClassParams = { &UAsyncActionHandleSaveGame::StaticClass, nullptr, &StaticCppClassTypeInfo, DependentSingletons, FuncInfo, Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers, nullptr, UE_ARRAY_COUNT(DependentSingletons), UE_ARRAY_COUNT(FuncInfo), UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::PropPointers), 0, 0x008800A0u, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::Class_MetaDataParams), Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::Class_MetaDataParams) }; void UAsyncActionHandleSaveGame::StaticRegisterNativesUAsyncActionHandleSaveGame() { UClass* Class = UAsyncActionHandleSaveGame::StaticClass(); FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::Funcs)); } UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame() { if (!Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.OuterSingleton, Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics::ClassParams); } return Z_Registration_Info_UClass_UAsyncActionHandleSaveGame.OuterSingleton; } UAsyncActionHandleSaveGame::UAsyncActionHandleSaveGame(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {} DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UAsyncActionHandleSaveGame); UAsyncActionHandleSaveGame::~UAsyncActionHandleSaveGame() {} // ********** End Class UAsyncActionHandleSaveGame ************************************************* // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_UAsyncActionHandleSaveGame, UAsyncActionHandleSaveGame::StaticClass, TEXT("UAsyncActionHandleSaveGame"), &Z_Registration_Info_UClass_UAsyncActionHandleSaveGame, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UAsyncActionHandleSaveGame), 2495838571U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_2950221876{ TEXT("/Script/Engine"), Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h__Script_Engine_Statics::ClassInfo), nullptr, 0, nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS