// 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/GameModeBase.h" #ifdef ENGINE_GameModeBase_generated_h #error "GameModeBase.generated.h already included, missing '#pragma once' in GameModeBase.h" #endif #define ENGINE_GameModeBase_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class AController; class APawn; class APlayerController; class APlayerState; class UClass; class UObject; // ********** Begin Class AGameModeBase ************************************************************ #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_RPC_WRAPPERS \ ENGINE_API virtual void InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer); \ ENGINE_API virtual void InitStartSpot_Implementation(AActor* StartSpot, AController* NewPlayer); \ ENGINE_API virtual APawn* SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, FTransform const& SpawnTransform); \ ENGINE_API virtual APawn* SpawnDefaultPawnFor_Implementation(AController* NewPlayer, AActor* StartSpot); \ ENGINE_API virtual bool PlayerCanRestart_Implementation(APlayerController* Player); \ ENGINE_API virtual AActor* FindPlayerStart_Implementation(AController* Player, const FString& IncomingName); \ ENGINE_API virtual AActor* ChoosePlayerStart_Implementation(AController* Player); \ ENGINE_API virtual bool CanSpectate_Implementation(APlayerController* Viewer, APlayerState* ViewTarget); \ ENGINE_API virtual bool MustSpectate_Implementation(APlayerController* NewPlayerController) const; \ ENGINE_API virtual void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer); \ ENGINE_API virtual bool ShouldReset_Implementation(AActor* ActorToReset); \ ENGINE_API virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController); \ DECLARE_FUNCTION(execInitializeHUDForPlayer); \ DECLARE_FUNCTION(execInitStartSpot); \ DECLARE_FUNCTION(execSpawnDefaultPawnAtTransform); \ DECLARE_FUNCTION(execSpawnDefaultPawnFor); \ DECLARE_FUNCTION(execRestartPlayerAtTransform); \ DECLARE_FUNCTION(execRestartPlayerAtPlayerStart); \ DECLARE_FUNCTION(execRestartPlayer); \ DECLARE_FUNCTION(execPlayerCanRestart); \ DECLARE_FUNCTION(execK2_FindPlayerStart); \ DECLARE_FUNCTION(execFindPlayerStart); \ DECLARE_FUNCTION(execChoosePlayerStart); \ DECLARE_FUNCTION(execChangeName); \ DECLARE_FUNCTION(execCanSpectate); \ DECLARE_FUNCTION(execMustSpectate); \ DECLARE_FUNCTION(execHandleStartingNewPlayer); \ DECLARE_FUNCTION(execReturnToMainMenuHost); \ DECLARE_FUNCTION(execResetLevel); \ DECLARE_FUNCTION(execShouldReset); \ DECLARE_FUNCTION(execHasMatchEnded); \ DECLARE_FUNCTION(execHasMatchStarted); \ DECLARE_FUNCTION(execStartPlay); \ DECLARE_FUNCTION(execGetNumSpectators); \ DECLARE_FUNCTION(execGetNumPlayers); \ DECLARE_FUNCTION(execGetDefaultPawnClassForController); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_CALLBACK_WRAPPERS struct Z_Construct_UClass_AGameModeBase_Statics; ENGINE_API UClass* Z_Construct_UClass_AGameModeBase_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_INCLASS \ private: \ static void StaticRegisterNativesAGameModeBase(); \ friend struct ::Z_Construct_UClass_AGameModeBase_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_AGameModeBase_NoRegister(); \ public: \ DECLARE_CLASS2(AGameModeBase, AInfo, COMPILED_IN_FLAGS(0 | CLASS_Transient | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AGameModeBase_NoRegister) \ DECLARE_SERIALIZER(AGameModeBase) \ static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \ #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API AGameModeBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameModeBase) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AGameModeBase); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameModeBase); \ /** Deleted move- and copy-constructors, should never be used */ \ AGameModeBase(AGameModeBase&&) = delete; \ AGameModeBase(const AGameModeBase&) = delete; \ ENGINE_API virtual ~AGameModeBase(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_46_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AGameModeBase; // ********** End Class AGameModeBase ************************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h PRAGMA_ENABLE_DEPRECATION_WARNINGS