// 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 "GameplayDebuggerPlayerManager.h" #ifdef GAMEPLAYDEBUGGER_GameplayDebuggerPlayerManager_generated_h #error "GameplayDebuggerPlayerManager.generated.h already included, missing '#pragma once' in GameplayDebuggerPlayerManager.h" #endif #define GAMEPLAYDEBUGGER_GameplayDebuggerPlayerManager_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FGameplayDebuggerPlayerData *************************************** struct Z_Construct_UScriptStruct_FGameplayDebuggerPlayerData_Statics; #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_20_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FGameplayDebuggerPlayerData_Statics; \ GAMEPLAYDEBUGGER_API static class UScriptStruct* StaticStruct(); struct FGameplayDebuggerPlayerData; // ********** End ScriptStruct FGameplayDebuggerPlayerData ***************************************** // ********** Begin Class AGameplayDebuggerPlayerManager ******************************************* struct Z_Construct_UClass_AGameplayDebuggerPlayerManager_Statics; GAMEPLAYDEBUGGER_API UClass* Z_Construct_UClass_AGameplayDebuggerPlayerManager_NoRegister(); #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_INCLASS \ private: \ static void StaticRegisterNativesAGameplayDebuggerPlayerManager(); \ friend struct ::Z_Construct_UClass_AGameplayDebuggerPlayerManager_Statics; \ static UClass* GetPrivateStaticClass(); \ friend GAMEPLAYDEBUGGER_API UClass* ::Z_Construct_UClass_AGameplayDebuggerPlayerManager_NoRegister(); \ public: \ DECLARE_CLASS2(AGameplayDebuggerPlayerManager, AActor, COMPILED_IN_FLAGS(0 | CLASS_Transient | CLASS_Config), CASTCLASS_None, TEXT("/Script/GameplayDebugger"), Z_Construct_UClass_AGameplayDebuggerPlayerManager_NoRegister) \ DECLARE_SERIALIZER(AGameplayDebuggerPlayerManager) #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ GAMEPLAYDEBUGGER_API AGameplayDebuggerPlayerManager(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameplayDebuggerPlayerManager) \ DECLARE_VTABLE_PTR_HELPER_CTOR(GAMEPLAYDEBUGGER_API, AGameplayDebuggerPlayerManager); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameplayDebuggerPlayerManager); \ /** Deleted move- and copy-constructors, should never be used */ \ AGameplayDebuggerPlayerManager(AGameplayDebuggerPlayerManager&&) = delete; \ AGameplayDebuggerPlayerManager(const AGameplayDebuggerPlayerManager&) = delete; \ GAMEPLAYDEBUGGER_API virtual ~AGameplayDebuggerPlayerManager(); #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_32_PROLOG #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_INCLASS \ FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AGameplayDebuggerPlayerManager; // ********** End Class AGameplayDebuggerPlayerManager ********************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h PRAGMA_ENABLE_DEPRECATION_WARNINGS