// 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 "GameFramework/AsyncActionHandleSaveGame.h" #ifdef ENGINE_AsyncActionHandleSaveGame_generated_h #error "AsyncActionHandleSaveGame.generated.h already included, missing '#pragma once' in AsyncActionHandleSaveGame.h" #endif #define ENGINE_AsyncActionHandleSaveGame_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class UAsyncActionHandleSaveGame; class UObject; class USaveGame; // ********** Begin Delegate FOnAsyncHandleSaveGame ************************************************ #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_13_DELEGATE \ ENGINE_API void FOnAsyncHandleSaveGame_DelegateWrapper(const FMulticastScriptDelegate& OnAsyncHandleSaveGame, USaveGame* SaveGame, bool bSuccess); // ********** End Delegate FOnAsyncHandleSaveGame ************************************************** // ********** Begin Class UAsyncActionHandleSaveGame *********************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_RPC_WRAPPERS_NO_PURE_DECLS \ DECLARE_FUNCTION(execAsyncLoadGameFromSlot); \ DECLARE_FUNCTION(execAsyncSaveGameToSlot); struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics; ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesUAsyncActionHandleSaveGame(); \ friend struct ::Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister(); \ public: \ DECLARE_CLASS2(UAsyncActionHandleSaveGame, UBlueprintAsyncActionBase, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister) \ DECLARE_SERIALIZER(UAsyncActionHandleSaveGame) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_ENHANCED_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API UAsyncActionHandleSaveGame(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ /** Deleted move- and copy-constructors, should never be used */ \ UAsyncActionHandleSaveGame(UAsyncActionHandleSaveGame&&) = delete; \ UAsyncActionHandleSaveGame(const UAsyncActionHandleSaveGame&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UAsyncActionHandleSaveGame); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAsyncActionHandleSaveGame); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAsyncActionHandleSaveGame) \ ENGINE_API virtual ~UAsyncActionHandleSaveGame(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_16_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UAsyncActionHandleSaveGame; // ********** End Class UAsyncActionHandleSaveGame ************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h PRAGMA_ENABLE_DEPRECATION_WARNINGS