// 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/PlayerState.h" #ifdef ENGINE_PlayerState_generated_h #error "PlayerState.generated.h already included, missing '#pragma once' in PlayerState.h" #endif #define ENGINE_PlayerState_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class APawn; class APlayerController; class APlayerState; struct FUniqueNetIdRepl; // ********** Begin Delegate FOnPlayerStatePawnSet ************************************************* #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_34_DELEGATE \ ENGINE_API void FOnPlayerStatePawnSet_DelegateWrapper(const FMulticastScriptDelegate& OnPlayerStatePawnSet, APlayerState* Player, APawn* NewPawn, APawn* OldPawn); // ********** End Delegate FOnPlayerStatePawnSet *************************************************** // ********** Begin Class APlayerState ************************************************************* #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_RPC_WRAPPERS \ DECLARE_FUNCTION(execBP_GetUniqueId); \ DECLARE_FUNCTION(execIsABot); \ DECLARE_FUNCTION(execIsOnlyASpectator); \ DECLARE_FUNCTION(execIsSpectator); \ DECLARE_FUNCTION(execGetPingInMilliseconds); \ DECLARE_FUNCTION(execGetCompressedPing); \ DECLARE_FUNCTION(execGetPlayerId); \ DECLARE_FUNCTION(execGetScore); \ DECLARE_FUNCTION(execGetPlayerName); \ DECLARE_FUNCTION(execGetPlayerController); \ DECLARE_FUNCTION(execGetPawn); \ DECLARE_FUNCTION(execOnRep_UniqueId); \ DECLARE_FUNCTION(execOnRep_PlayerId); \ DECLARE_FUNCTION(execOnRep_bIsInactive); \ DECLARE_FUNCTION(execOnRep_PlayerName); \ DECLARE_FUNCTION(execOnRep_Score); \ DECLARE_FUNCTION(execOnPawnPrivateDestroyed); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_CALLBACK_WRAPPERS struct Z_Construct_UClass_APlayerState_Statics; ENGINE_API UClass* Z_Construct_UClass_APlayerState_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_INCLASS \ private: \ static void StaticRegisterNativesAPlayerState(); \ friend struct ::Z_Construct_UClass_APlayerState_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_APlayerState_NoRegister(); \ public: \ DECLARE_CLASS2(APlayerState, AInfo, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_APlayerState_NoRegister) \ DECLARE_SERIALIZER(APlayerState) \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ Score=NETFIELD_REP_START, \ PlayerId, \ CompressedPing, \ bIsSpectator, \ bOnlySpectator, \ bIsABot, \ bIsInactive, \ bFromPreviousLevel, \ StartTime, \ UniqueId, \ PlayerNamePrivate, \ NETFIELD_REP_END=PlayerNamePrivate }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API APlayerState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(APlayerState) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, APlayerState); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(APlayerState); \ /** Deleted move- and copy-constructors, should never be used */ \ APlayerState(APlayerState&&) = delete; \ APlayerState(const APlayerState&) = delete; \ ENGINE_API virtual ~APlayerState(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_40_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h_43_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class APlayerState; // ********** End Class APlayerState *************************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_PlayerState_h PRAGMA_ENABLE_DEPRECATION_WARNINGS