// 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/GameNetworkManager.h" #ifdef ENGINE_GameNetworkManager_generated_h #error "GameNetworkManager.generated.h already included, missing '#pragma once' in GameNetworkManager.h" #endif #define ENGINE_GameNetworkManager_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class AGameNetworkManager ****************************************************** struct Z_Construct_UClass_AGameNetworkManager_Statics; ENGINE_API UClass* Z_Construct_UClass_AGameNetworkManager_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h_29_INCLASS \ private: \ static void StaticRegisterNativesAGameNetworkManager(); \ friend struct ::Z_Construct_UClass_AGameNetworkManager_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_AGameNetworkManager_NoRegister(); \ public: \ DECLARE_CLASS2(AGameNetworkManager, AInfo, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AGameNetworkManager_NoRegister) \ DECLARE_SERIALIZER(AGameNetworkManager) \ static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \ #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h_29_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API AGameNetworkManager(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameNetworkManager) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AGameNetworkManager); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameNetworkManager); \ /** Deleted move- and copy-constructors, should never be used */ \ AGameNetworkManager(AGameNetworkManager&&) = delete; \ AGameNetworkManager(const AGameNetworkManager&) = delete; \ ENGINE_API virtual ~AGameNetworkManager(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h_26_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h_29_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h_29_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h_29_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AGameNetworkManager; // ********** End Class AGameNetworkManager ******************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameNetworkManager_h // ********** Begin Enum EStandbyType ************************************************************** #define FOREACH_ENUM_ESTANDBYTYPE(op) \ op(STDBY_Rx) \ op(STDBY_Tx) \ op(STDBY_BadPing) enum EStandbyType : int; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EStandbyType **************************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS