// 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/GameStateBase.h" #ifdef ENGINE_GameStateBase_generated_h #error "GameStateBase.generated.h already included, missing '#pragma once' in GameStateBase.h" #endif #define ENGINE_GameStateBase_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AController; // ********** Begin Class AGameStateBase *********************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_RPC_WRAPPERS \ DECLARE_FUNCTION(execOnRep_ReplicatedWorldTimeSecondsDouble); \ DECLARE_FUNCTION(execOnRep_ReplicatedHasBegunPlay); \ DECLARE_FUNCTION(execOnRep_SpectatorClass); \ DECLARE_FUNCTION(execOnRep_GameModeClass); \ DECLARE_FUNCTION(execGetPlayerRespawnDelay); \ DECLARE_FUNCTION(execGetPlayerStartTime); \ DECLARE_FUNCTION(execHasMatchEnded); \ DECLARE_FUNCTION(execHasMatchStarted); \ DECLARE_FUNCTION(execHasBegunPlay); \ DECLARE_FUNCTION(execGetServerWorldTimeSeconds); struct Z_Construct_UClass_AGameStateBase_Statics; ENGINE_API UClass* Z_Construct_UClass_AGameStateBase_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_INCLASS \ private: \ static void StaticRegisterNativesAGameStateBase(); \ friend struct ::Z_Construct_UClass_AGameStateBase_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_AGameStateBase_NoRegister(); \ public: \ DECLARE_CLASS2(AGameStateBase, AInfo, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AGameStateBase_NoRegister) \ DECLARE_SERIALIZER(AGameStateBase) \ static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \ \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ GameModeClass=NETFIELD_REP_START, \ SpectatorClass, \ bReplicatedHasBegunPlay, \ ReplicatedWorldTimeSecondsDouble, \ NETFIELD_REP_END=ReplicatedWorldTimeSecondsDouble }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API AGameStateBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameStateBase) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AGameStateBase); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameStateBase); \ /** Deleted move- and copy-constructors, should never be used */ \ AGameStateBase(AGameStateBase&&) = delete; \ AGameStateBase(const AGameStateBase&) = delete; \ ENGINE_API virtual ~AGameStateBase(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_31_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AGameStateBase; // ********** End Class AGameStateBase ************************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h PRAGMA_ENABLE_DEPRECATION_WARNINGS