// 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 "Character/ShooterHealthComponent.h" #ifdef FPSTEMPLATE_ShooterHealthComponent_generated_h #error "ShooterHealthComponent.generated.h already included, missing '#pragma once' in ShooterHealthComponent.h" #endif #define FPSTEMPLATE_ShooterHealthComponent_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class UShooterHealthComponent; enum class EDeathState : uint8; // ********** Begin Delegate FShooterHealth_DeathEvent ********************************************* #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_9_DELEGATE \ FPSTEMPLATE_API void FShooterHealth_DeathEvent_DelegateWrapper(const FMulticastScriptDelegate& ShooterHealth_DeathEvent, AActor* OwningActor, AActor* Instigator); // ********** End Delegate FShooterHealth_DeathEvent *********************************************** // ********** Begin Delegate FShooterHealth_AttributeChanged *************************************** #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_10_DELEGATE \ FPSTEMPLATE_API void FShooterHealth_AttributeChanged_DelegateWrapper(const FMulticastScriptDelegate& ShooterHealth_AttributeChanged, UShooterHealthComponent* HealthComponent, float OldValue, float NewValue, AActor* Instigator); // ********** End Delegate FShooterHealth_AttributeChanged ***************************************** // ********** Begin Class UShooterHealthComponent ************************************************** #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_RPC_WRAPPERS_NO_PURE_DECLS \ DECLARE_FUNCTION(execOnRep_MaxHealth); \ DECLARE_FUNCTION(execOnRep_Health); \ DECLARE_FUNCTION(execOnRep_DeathState); \ DECLARE_FUNCTION(execIsDeadOrDying); \ DECLARE_FUNCTION(execGetDeathState); \ DECLARE_FUNCTION(execGetHealthNormalized); \ DECLARE_FUNCTION(execGetMaxHealth); \ DECLARE_FUNCTION(execGetHealth); \ DECLARE_FUNCTION(execFindHealthComponent); struct Z_Construct_UClass_UShooterHealthComponent_Statics; FPSTEMPLATE_API UClass* Z_Construct_UClass_UShooterHealthComponent_NoRegister(); #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesUShooterHealthComponent(); \ friend struct ::Z_Construct_UClass_UShooterHealthComponent_Statics; \ static UClass* GetPrivateStaticClass(); \ friend FPSTEMPLATE_API UClass* ::Z_Construct_UClass_UShooterHealthComponent_NoRegister(); \ public: \ DECLARE_CLASS2(UShooterHealthComponent, UActorComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/FPSTemplate"), Z_Construct_UClass_UShooterHealthComponent_NoRegister) \ DECLARE_SERIALIZER(UShooterHealthComponent) \ NO_API void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ DeathState=NETFIELD_REP_START, \ Health, \ MaxHealth, \ NETFIELD_REP_END=MaxHealth }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(NO_API) #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ UShooterHealthComponent(UShooterHealthComponent&&) = delete; \ UShooterHealthComponent(const UShooterHealthComponent&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UShooterHealthComponent); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UShooterHealthComponent); \ DEFINE_DEFAULT_CONSTRUCTOR_CALL(UShooterHealthComponent) \ NO_API virtual ~UShooterHealthComponent(); #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_30_PROLOG #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_RPC_WRAPPERS_NO_PURE_DECLS \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_INCLASS_NO_PURE_DECLS \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h_33_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UShooterHealthComponent; // ********** End Class UShooterHealthComponent **************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Character_ShooterHealthComponent_h // ********** Begin Enum EDeathState *************************************************************** #define FOREACH_ENUM_EDEATHSTATE(op) \ op(EDeathState::NotDead) \ op(EDeathState::DeathStarted) \ op(EDeathState::DeathFinished) enum class EDeathState : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> FPSTEMPLATE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EDeathState ***************************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS