// 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/GameStateBase.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeGameStateBase() {} // ********** Begin Cross Module References ******************************************************** COREUOBJECT_API UClass* Z_Construct_UClass_UClass_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AController_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AGameModeBase_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AGameStateBase(); ENGINE_API UClass* Z_Construct_UClass_AGameStateBase_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_AInfo(); ENGINE_API UClass* Z_Construct_UClass_APlayerState_NoRegister(); ENGINE_API UClass* Z_Construct_UClass_ASpectatorPawn_NoRegister(); UPackage* Z_Construct_UPackage__Script_Engine(); // ********** End Cross Module References ********************************************************** // ********** Begin Class AGameStateBase Function GetPlayerRespawnDelay **************************** struct Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics { struct GameStateBase_eventGetPlayerRespawnDelay_Parms { AController* Controller; float ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "GameState" }, { "Comment", "/** Returns how much time needs to be spent before a player can respawn */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Returns how much time needs to be spent before a player can respawn" }, }; #endif // WITH_METADATA // ********** Begin Function GetPlayerRespawnDelay constinit property declarations ***************** static const UECodeGen_Private::FObjectPropertyParams NewProp_Controller; static const UECodeGen_Private::FFloatPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function GetPlayerRespawnDelay constinit property declarations ******************* static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function GetPlayerRespawnDelay Property Definitions **************************** const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_Controller = { "Controller", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerRespawnDelay_Parms, Controller), Z_Construct_UClass_AController_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerRespawnDelay_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_Controller, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers) < 2048); // ********** End Function GetPlayerRespawnDelay Property Definitions ****************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "GetPlayerRespawnDelay", Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::GameStateBase_eventGetPlayerRespawnDelay_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::GameStateBase_eventGetPlayerRespawnDelay_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execGetPlayerRespawnDelay) { P_GET_OBJECT(AController,Z_Param_Controller); P_FINISH; P_NATIVE_BEGIN; *(float*)Z_Param__Result=P_THIS->GetPlayerRespawnDelay(Z_Param_Controller); P_NATIVE_END; } // ********** End Class AGameStateBase Function GetPlayerRespawnDelay ****************************** // ********** Begin Class AGameStateBase Function GetPlayerStartTime ******************************* struct Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics { struct GameStateBase_eventGetPlayerStartTime_Parms { AController* Controller; float ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "GameState" }, { "Comment", "/** Returns the time that should be used as when a player started */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Returns the time that should be used as when a player started" }, }; #endif // WITH_METADATA // ********** Begin Function GetPlayerStartTime constinit property declarations ******************** static const UECodeGen_Private::FObjectPropertyParams NewProp_Controller; static const UECodeGen_Private::FFloatPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function GetPlayerStartTime constinit property declarations ********************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function GetPlayerStartTime Property Definitions ******************************* const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_Controller = { "Controller", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerStartTime_Parms, Controller), Z_Construct_UClass_AController_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerStartTime_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_Controller, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers) < 2048); // ********** End Function GetPlayerStartTime Property Definitions ********************************* const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "GetPlayerStartTime", Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::GameStateBase_eventGetPlayerStartTime_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::GameStateBase_eventGetPlayerStartTime_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execGetPlayerStartTime) { P_GET_OBJECT(AController,Z_Param_Controller); P_FINISH; P_NATIVE_BEGIN; *(float*)Z_Param__Result=P_THIS->GetPlayerStartTime(Z_Param_Controller); P_NATIVE_END; } // ********** End Class AGameStateBase Function GetPlayerStartTime ********************************* // ********** Begin Class AGameStateBase Function GetServerWorldTimeSeconds ************************ struct Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics { struct GameStateBase_eventGetServerWorldTimeSeconds_Parms { double ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "GameState" }, { "Comment", "/** Returns the simulated TimeSeconds on the server, will be synchronized on client and server */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Returns the simulated TimeSeconds on the server, will be synchronized on client and server" }, }; #endif // WITH_METADATA // ********** Begin Function GetServerWorldTimeSeconds constinit property declarations ************* static const UECodeGen_Private::FDoublePropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function GetServerWorldTimeSeconds constinit property declarations *************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function GetServerWorldTimeSeconds Property Definitions ************************ const UECodeGen_Private::FDoublePropertyParams Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetServerWorldTimeSeconds_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers) < 2048); // ********** End Function GetServerWorldTimeSeconds Property Definitions ************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "GetServerWorldTimeSeconds", Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::GameStateBase_eventGetServerWorldTimeSeconds_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::GameStateBase_eventGetServerWorldTimeSeconds_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execGetServerWorldTimeSeconds) { P_FINISH; P_NATIVE_BEGIN; *(double*)Z_Param__Result=P_THIS->GetServerWorldTimeSeconds(); P_NATIVE_END; } // ********** End Class AGameStateBase Function GetServerWorldTimeSeconds ************************** // ********** Begin Class AGameStateBase Function HasBegunPlay ************************************* struct Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics { struct GameStateBase_eventHasBegunPlay_Parms { bool ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "GameState" }, { "Comment", "/** Returns true if the world has started play (called BeginPlay on actors) */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Returns true if the world has started play (called BeginPlay on actors)" }, }; #endif // WITH_METADATA // ********** Begin Function HasBegunPlay constinit property declarations ************************** static void NewProp_ReturnValue_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function HasBegunPlay constinit property declarations **************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function HasBegunPlay Property Definitions ************************************* void Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue_SetBit(void* Obj) { ((GameStateBase_eventHasBegunPlay_Parms*)Obj)->ReturnValue = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameStateBase_eventHasBegunPlay_Parms), &Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers) < 2048); // ********** End Function HasBegunPlay Property Definitions *************************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "HasBegunPlay", Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::GameStateBase_eventHasBegunPlay_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::GameStateBase_eventHasBegunPlay_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameStateBase_HasBegunPlay() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execHasBegunPlay) { P_FINISH; P_NATIVE_BEGIN; *(bool*)Z_Param__Result=P_THIS->HasBegunPlay(); P_NATIVE_END; } // ********** End Class AGameStateBase Function HasBegunPlay *************************************** // ********** Begin Class AGameStateBase Function HasMatchEnded ************************************ struct Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics { struct GameStateBase_eventHasMatchEnded_Parms { bool ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "Game" }, { "Comment", "/** Returns true if the match can be considered ended. Defaults to false. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Returns true if the match can be considered ended. Defaults to false." }, }; #endif // WITH_METADATA // ********** Begin Function HasMatchEnded constinit property declarations ************************* static void NewProp_ReturnValue_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function HasMatchEnded constinit property declarations *************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function HasMatchEnded Property Definitions ************************************ void Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue_SetBit(void* Obj) { ((GameStateBase_eventHasMatchEnded_Parms*)Obj)->ReturnValue = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameStateBase_eventHasMatchEnded_Parms), &Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers) < 2048); // ********** End Function HasMatchEnded Property Definitions ************************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "HasMatchEnded", Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::GameStateBase_eventHasMatchEnded_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::GameStateBase_eventHasMatchEnded_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameStateBase_HasMatchEnded() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execHasMatchEnded) { P_FINISH; P_NATIVE_BEGIN; *(bool*)Z_Param__Result=P_THIS->HasMatchEnded(); P_NATIVE_END; } // ********** End Class AGameStateBase Function HasMatchEnded ************************************** // ********** Begin Class AGameStateBase Function HasMatchStarted ********************************** struct Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics { struct GameStateBase_eventHasMatchStarted_Parms { bool ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Category", "GameState" }, { "Comment", "/** Returns true if the world has started match (called MatchStarted callbacks) */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Returns true if the world has started match (called MatchStarted callbacks)" }, }; #endif // WITH_METADATA // ********** Begin Function HasMatchStarted constinit property declarations *********************** static void NewProp_ReturnValue_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function HasMatchStarted constinit property declarations ************************* static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function HasMatchStarted Property Definitions ********************************** void Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue_SetBit(void* Obj) { ((GameStateBase_eventHasMatchStarted_Parms*)Obj)->ReturnValue = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameStateBase_eventHasMatchStarted_Parms), &Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers) < 2048); // ********** End Function HasMatchStarted Property Definitions ************************************ const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "HasMatchStarted", Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers), sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::GameStateBase_eventHasMatchStarted_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::GameStateBase_eventHasMatchStarted_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_AGameStateBase_HasMatchStarted() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execHasMatchStarted) { P_FINISH; P_NATIVE_BEGIN; *(bool*)Z_Param__Result=P_THIS->HasMatchStarted(); P_NATIVE_END; } // ********** End Class AGameStateBase Function HasMatchStarted ************************************ // ********** Begin Class AGameStateBase Function OnRep_GameModeClass ****************************** struct Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Comment", "/** GameModeBase class notification callback. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "GameModeBase class notification callback." }, }; #endif // WITH_METADATA // ********** Begin Function OnRep_GameModeClass constinit property declarations ******************* // ********** End Function OnRep_GameModeClass constinit property declarations ********************* static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_GameModeClass", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execOnRep_GameModeClass) { P_FINISH; P_NATIVE_BEGIN; P_THIS->OnRep_GameModeClass(); P_NATIVE_END; } // ********** End Class AGameStateBase Function OnRep_GameModeClass ******************************** // ********** Begin Class AGameStateBase Function OnRep_ReplicatedHasBegunPlay ********************* struct Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Comment", "/** By default calls BeginPlay and StartMatch */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "By default calls BeginPlay and StartMatch" }, }; #endif // WITH_METADATA // ********** Begin Function OnRep_ReplicatedHasBegunPlay constinit property declarations ********** // ********** End Function OnRep_ReplicatedHasBegunPlay constinit property declarations ************ static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_ReplicatedHasBegunPlay", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execOnRep_ReplicatedHasBegunPlay) { P_FINISH; P_NATIVE_BEGIN; P_THIS->OnRep_ReplicatedHasBegunPlay(); P_NATIVE_END; } // ********** End Class AGameStateBase Function OnRep_ReplicatedHasBegunPlay *********************** // ********** Begin Class AGameStateBase Function OnRep_ReplicatedWorldTimeSecondsDouble *********** struct Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Comment", "/** Allows clients to calculate ServerWorldTimeSecondsDelta */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Allows clients to calculate ServerWorldTimeSecondsDelta" }, }; #endif // WITH_METADATA // ********** Begin Function OnRep_ReplicatedWorldTimeSecondsDouble constinit property declarations // ********** End Function OnRep_ReplicatedWorldTimeSecondsDouble constinit property declarations ** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_ReplicatedWorldTimeSecondsDouble", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execOnRep_ReplicatedWorldTimeSecondsDouble) { P_FINISH; P_NATIVE_BEGIN; P_THIS->OnRep_ReplicatedWorldTimeSecondsDouble(); P_NATIVE_END; } // ********** End Class AGameStateBase Function OnRep_ReplicatedWorldTimeSecondsDouble ************* // ********** Begin Class AGameStateBase Function OnRep_SpectatorClass ***************************** struct Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "Comment", "/** Callback when we receive the spectator class */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Callback when we receive the spectator class" }, }; #endif // WITH_METADATA // ********** Begin Function OnRep_SpectatorClass constinit property declarations ****************** // ********** End Function OnRep_SpectatorClass constinit property declarations ******************** static const UECodeGen_Private::FFunctionParams FuncParams; }; const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_SpectatorClass", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(AGameStateBase::execOnRep_SpectatorClass) { P_FINISH; P_NATIVE_BEGIN; P_THIS->OnRep_SpectatorClass(); P_NATIVE_END; } // ********** End Class AGameStateBase Function OnRep_SpectatorClass ******************************* // ********** Begin Class AGameStateBase *********************************************************** FClassRegistrationInfo Z_Registration_Info_UClass_AGameStateBase; UClass* AGameStateBase::GetPrivateStaticClass() { using TClass = AGameStateBase; if (!Z_Registration_Info_UClass_AGameStateBase.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("GameStateBase"), Z_Registration_Info_UClass_AGameStateBase.InnerSingleton, StaticRegisterNativesAGameStateBase, 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_AGameStateBase.InnerSingleton; } UClass* Z_Construct_UClass_AGameStateBase_NoRegister() { return AGameStateBase::GetPrivateStaticClass(); } struct Z_Construct_UClass_AGameStateBase_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = { { "BlueprintType", "true" }, { "Comment", "/**\n * GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.\n * It exists on both the client and the server and is fully replicated.\n */" }, { "HideCategories", "Input Movement Collision Rendering HLOD WorldPartition DataLayers Transformation" }, { "IncludePath", "GameFramework/GameStateBase.h" }, { "IsBlueprintBase", "true" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ShowCategories", "Input|MouseInput Input|TouchInput" }, { "ToolTip", "GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.\nIt exists on both the client and the server and is fully replicated." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_GameModeClass_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** Class of the server's game mode, assigned by GameModeBase. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Class of the server's game mode, assigned by GameModeBase." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_AuthorityGameMode_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** Instance of the current game mode, exists only on the server. For non-authority clients, this will be NULL. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Instance of the current game mode, exists only on the server. For non-authority clients, this will be NULL." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SpectatorClass_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** Class used by spectators, assigned by GameModeBase. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Class used by spectators, assigned by GameModeBase." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_PlayerArray_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant) */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant)" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_bReplicatedHasBegunPlay_MetaData[] = { { "Comment", "/** Replicated when GameModeBase->StartPlay has been called so the client will also start play */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Replicated when GameModeBase->StartPlay has been called so the client will also start play" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ReplicatedWorldTimeSecondsDouble_MetaData[] = { { "Comment", "/** Server TimeSeconds. Useful for syncing up animation and gameplay. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "Server TimeSeconds. Useful for syncing up animation and gameplay." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ServerWorldTimeSecondsDelta_MetaData[] = { { "Comment", "/** The difference from the local world's TimeSeconds and the server world's TimeSeconds. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "The difference from the local world's TimeSeconds and the server world's TimeSeconds." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ServerWorldTimeSecondsUpdateFrequency_MetaData[] = { { "Category", "GameState" }, { "Comment", "/** How often the server updates the replicated TimeSeconds from the world. Values mean \"update every X seconds\", so 0.5 means update every half second. Set to zero to disable periodic updates. */" }, { "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" }, { "ToolTip", "How often the server updates the replicated TimeSeconds from the world. Values mean \"update every X seconds\", so 0.5 means update every half second. Set to zero to disable periodic updates." }, }; #endif // WITH_METADATA // ********** Begin Class AGameStateBase constinit property declarations *************************** static const UECodeGen_Private::FClassPropertyParams NewProp_GameModeClass; static const UECodeGen_Private::FObjectPropertyParams NewProp_AuthorityGameMode; static const UECodeGen_Private::FClassPropertyParams NewProp_SpectatorClass; static const UECodeGen_Private::FObjectPropertyParams NewProp_PlayerArray_Inner; static const UECodeGen_Private::FArrayPropertyParams NewProp_PlayerArray; static void NewProp_bReplicatedHasBegunPlay_SetBit(void* Obj); static const UECodeGen_Private::FBoolPropertyParams NewProp_bReplicatedHasBegunPlay; static const UECodeGen_Private::FDoublePropertyParams NewProp_ReplicatedWorldTimeSecondsDouble; static const UECodeGen_Private::FFloatPropertyParams NewProp_ServerWorldTimeSecondsDelta; static const UECodeGen_Private::FFloatPropertyParams NewProp_ServerWorldTimeSecondsUpdateFrequency; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Class AGameStateBase constinit property declarations ***************************** static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = { { .NameUTF8 = UTF8TEXT("GetPlayerRespawnDelay"), .Pointer = &AGameStateBase::execGetPlayerRespawnDelay }, { .NameUTF8 = UTF8TEXT("GetPlayerStartTime"), .Pointer = &AGameStateBase::execGetPlayerStartTime }, { .NameUTF8 = UTF8TEXT("GetServerWorldTimeSeconds"), .Pointer = &AGameStateBase::execGetServerWorldTimeSeconds }, { .NameUTF8 = UTF8TEXT("HasBegunPlay"), .Pointer = &AGameStateBase::execHasBegunPlay }, { .NameUTF8 = UTF8TEXT("HasMatchEnded"), .Pointer = &AGameStateBase::execHasMatchEnded }, { .NameUTF8 = UTF8TEXT("HasMatchStarted"), .Pointer = &AGameStateBase::execHasMatchStarted }, { .NameUTF8 = UTF8TEXT("OnRep_GameModeClass"), .Pointer = &AGameStateBase::execOnRep_GameModeClass }, { .NameUTF8 = UTF8TEXT("OnRep_ReplicatedHasBegunPlay"), .Pointer = &AGameStateBase::execOnRep_ReplicatedHasBegunPlay }, { .NameUTF8 = UTF8TEXT("OnRep_ReplicatedWorldTimeSecondsDouble"), .Pointer = &AGameStateBase::execOnRep_ReplicatedWorldTimeSecondsDouble }, { .NameUTF8 = UTF8TEXT("OnRep_SpectatorClass"), .Pointer = &AGameStateBase::execOnRep_SpectatorClass }, }; static UObject* (*const DependentSingletons[])(); static constexpr FClassFunctionLinkInfo FuncInfo[] = { { &Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay, "GetPlayerRespawnDelay" }, // 4102164297 { &Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime, "GetPlayerStartTime" }, // 956806648 { &Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds, "GetServerWorldTimeSeconds" }, // 2481568726 { &Z_Construct_UFunction_AGameStateBase_HasBegunPlay, "HasBegunPlay" }, // 178026132 { &Z_Construct_UFunction_AGameStateBase_HasMatchEnded, "HasMatchEnded" }, // 4234940634 { &Z_Construct_UFunction_AGameStateBase_HasMatchStarted, "HasMatchStarted" }, // 1444418777 { &Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass, "OnRep_GameModeClass" }, // 840209129 { &Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay, "OnRep_ReplicatedHasBegunPlay" }, // 2890789276 { &Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble, "OnRep_ReplicatedWorldTimeSecondsDouble" }, // 2700597302 { &Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass, "OnRep_SpectatorClass" }, // 79043104 }; static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048); static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct Z_Construct_UClass_AGameStateBase_Statics // ********** Begin Class AGameStateBase Property Definitions ************************************** const UECodeGen_Private::FClassPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_GameModeClass = { "GameModeClass", "OnRep_GameModeClass", (EPropertyFlags)0x0014000100002034, UECodeGen_Private::EPropertyGenFlags::Class, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, GameModeClass), Z_Construct_UClass_UClass_NoRegister, Z_Construct_UClass_AGameModeBase_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_GameModeClass_MetaData), NewProp_GameModeClass_MetaData) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_AuthorityGameMode = { "AuthorityGameMode", nullptr, (EPropertyFlags)0x0114000000002014, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, AuthorityGameMode), Z_Construct_UClass_AGameModeBase_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_AuthorityGameMode_MetaData), NewProp_AuthorityGameMode_MetaData) }; const UECodeGen_Private::FClassPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_SpectatorClass = { "SpectatorClass", "OnRep_SpectatorClass", (EPropertyFlags)0x0014000100002034, UECodeGen_Private::EPropertyGenFlags::Class, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, SpectatorClass), Z_Construct_UClass_UClass_NoRegister, Z_Construct_UClass_ASpectatorPawn_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SpectatorClass_MetaData), NewProp_SpectatorClass_MetaData) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray_Inner = { "PlayerArray", nullptr, (EPropertyFlags)0x0104000000000000, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, 0, Z_Construct_UClass_APlayerState_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FArrayPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray = { "PlayerArray", nullptr, (EPropertyFlags)0x0114000000002014, UECodeGen_Private::EPropertyGenFlags::Array, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, PlayerArray), EArrayPropertyFlags::None, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_PlayerArray_MetaData), NewProp_PlayerArray_MetaData) }; void Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay_SetBit(void* Obj) { ((AGameStateBase*)Obj)->bReplicatedHasBegunPlay = 1; } const UECodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay = { "bReplicatedHasBegunPlay", "OnRep_ReplicatedHasBegunPlay", (EPropertyFlags)0x0020080100002020, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(AGameStateBase), &Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay_SetBit, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_bReplicatedHasBegunPlay_MetaData), NewProp_bReplicatedHasBegunPlay_MetaData) }; const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_ReplicatedWorldTimeSecondsDouble = { "ReplicatedWorldTimeSecondsDouble", "OnRep_ReplicatedWorldTimeSecondsDouble", (EPropertyFlags)0x0020080100002020, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, ReplicatedWorldTimeSecondsDouble), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ReplicatedWorldTimeSecondsDouble_MetaData), NewProp_ReplicatedWorldTimeSecondsDouble_MetaData) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsDelta = { "ServerWorldTimeSecondsDelta", nullptr, (EPropertyFlags)0x0020080000002000, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, ServerWorldTimeSecondsDelta), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ServerWorldTimeSecondsDelta_MetaData), NewProp_ServerWorldTimeSecondsDelta_MetaData) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsUpdateFrequency = { "ServerWorldTimeSecondsUpdateFrequency", nullptr, (EPropertyFlags)0x0020080000010001, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, ServerWorldTimeSecondsUpdateFrequency), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ServerWorldTimeSecondsUpdateFrequency_MetaData), NewProp_ServerWorldTimeSecondsUpdateFrequency_MetaData) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AGameStateBase_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_GameModeClass, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_AuthorityGameMode, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_SpectatorClass, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray_Inner, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_ReplicatedWorldTimeSecondsDouble, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsDelta, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsUpdateFrequency, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::PropPointers) < 2048); // ********** End Class AGameStateBase Property Definitions **************************************** UObject* (*const Z_Construct_UClass_AGameStateBase_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_AInfo, (UObject* (*)())Z_Construct_UPackage__Script_Engine, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::DependentSingletons) < 16); const UECodeGen_Private::FClassParams Z_Construct_UClass_AGameStateBase_Statics::ClassParams = { &AGameStateBase::StaticClass, "Game", &StaticCppClassTypeInfo, DependentSingletons, FuncInfo, Z_Construct_UClass_AGameStateBase_Statics::PropPointers, nullptr, UE_ARRAY_COUNT(DependentSingletons), UE_ARRAY_COUNT(FuncInfo), UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::PropPointers), 0, 0x008802A4u, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::Class_MetaDataParams), Z_Construct_UClass_AGameStateBase_Statics::Class_MetaDataParams) }; void AGameStateBase::StaticRegisterNativesAGameStateBase() { UClass* Class = AGameStateBase::StaticClass(); FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_AGameStateBase_Statics::Funcs)); } UClass* Z_Construct_UClass_AGameStateBase() { if (!Z_Registration_Info_UClass_AGameStateBase.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_AGameStateBase.OuterSingleton, Z_Construct_UClass_AGameStateBase_Statics::ClassParams); } return Z_Registration_Info_UClass_AGameStateBase.OuterSingleton; } #if VALIDATE_CLASS_REPS void AGameStateBase::ValidateGeneratedRepEnums(const TArray& ClassReps) const { static FName Name_GameModeClass(TEXT("GameModeClass")); static FName Name_SpectatorClass(TEXT("SpectatorClass")); static FName Name_bReplicatedHasBegunPlay(TEXT("bReplicatedHasBegunPlay")); static FName Name_ReplicatedWorldTimeSecondsDouble(TEXT("ReplicatedWorldTimeSecondsDouble")); const bool bIsValid = true && Name_GameModeClass == ClassReps[(int32)ENetFields_Private::GameModeClass].Property->GetFName() && Name_SpectatorClass == ClassReps[(int32)ENetFields_Private::SpectatorClass].Property->GetFName() && Name_bReplicatedHasBegunPlay == ClassReps[(int32)ENetFields_Private::bReplicatedHasBegunPlay].Property->GetFName() && Name_ReplicatedWorldTimeSecondsDouble == ClassReps[(int32)ENetFields_Private::ReplicatedWorldTimeSecondsDouble].Property->GetFName(); checkf(bIsValid, TEXT("UHT Generated Rep Indices do not match runtime populated Rep Indices for properties in AGameStateBase")); } #endif DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, AGameStateBase); AGameStateBase::~AGameStateBase() {} // ********** End Class AGameStateBase ************************************************************* // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_AGameStateBase, AGameStateBase::StaticClass, TEXT("AGameStateBase"), &Z_Registration_Info_UClass_AGameStateBase, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(AGameStateBase), 4180251872U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_2605718369{ TEXT("/Script/Engine"), Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics::ClassInfo), nullptr, 0, nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS