// 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 "Tasks/GameplayTask_WaitDelay.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeGameplayTask_WaitDelay() {} // ********** Begin Cross Module References ******************************************************** GAMEPLAYTASKS_API UClass* Z_Construct_UClass_UGameplayTask(); GAMEPLAYTASKS_API UClass* Z_Construct_UClass_UGameplayTask_WaitDelay(); GAMEPLAYTASKS_API UClass* Z_Construct_UClass_UGameplayTask_WaitDelay_NoRegister(); GAMEPLAYTASKS_API UClass* Z_Construct_UClass_UGameplayTaskOwnerInterface_NoRegister(); GAMEPLAYTASKS_API UFunction* Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature(); UPackage* Z_Construct_UPackage__Script_GameplayTasks(); // ********** End Cross Module References ********************************************************** // ********** Begin Delegate FTaskDelayDelegate **************************************************** struct Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "ModuleRelativePath", "Classes/Tasks/GameplayTask_WaitDelay.h" }, }; #endif // WITH_METADATA // ********** Begin Delegate FTaskDelayDelegate constinit property declarations ******************** // ********** End Delegate FTaskDelayDelegate constinit property declarations ********************** static const UECodeGen_Private::FDelegateFunctionParams FuncParams; }; const UECodeGen_Private::FDelegateFunctionParams Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_UGameplayTask_WaitDelay, nullptr, "TaskDelayDelegate__DelegateSignature", nullptr, 0, 0, RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00130000, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Statics::Function_MetaDataParams), Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Statics::Function_MetaDataParams)}, }; UFunction* Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUDelegateFunction(&ReturnFunction, Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Statics::FuncParams); } return ReturnFunction; } void UGameplayTask_WaitDelay::FTaskDelayDelegate_DelegateWrapper(const FMulticastScriptDelegate& TaskDelayDelegate) { TaskDelayDelegate.ProcessMulticastDelegate(NULL); } // ********** End Delegate FTaskDelayDelegate ****************************************************** // ********** Begin Class UGameplayTask_WaitDelay Function TaskWaitDelay *************************** struct Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics { struct GameplayTask_WaitDelay_eventTaskWaitDelay_Parms { TScriptInterface TaskOwner; float Time; uint8 Priority; UGameplayTask_WaitDelay* ReturnValue; }; #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = { { "AdvancedDisplay", "TaskOwner, Priority" }, { "BlueprintInternalUseOnly", "TRUE" }, { "Category", "GameplayTasks" }, { "Comment", "/** Wait specified time. This is functionally the same as a standard Delay node. */" }, { "CPP_Default_Priority", "192" }, { "DefaultToSelf", "TaskOwner" }, { "ModuleRelativePath", "Classes/Tasks/GameplayTask_WaitDelay.h" }, { "ToolTip", "Wait specified time. This is functionally the same as a standard Delay node." }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_Priority_MetaData[] = { { "NativeConst", "" }, }; #endif // WITH_METADATA // ********** Begin Function TaskWaitDelay constinit property declarations ************************* static const UECodeGen_Private::FInterfacePropertyParams NewProp_TaskOwner; static const UECodeGen_Private::FFloatPropertyParams NewProp_Time; static const UECodeGen_Private::FBytePropertyParams NewProp_Priority; static const UECodeGen_Private::FObjectPropertyParams NewProp_ReturnValue; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Function TaskWaitDelay constinit property declarations *************************** static const UECodeGen_Private::FFunctionParams FuncParams; }; // ********** Begin Function TaskWaitDelay Property Definitions ************************************ const UECodeGen_Private::FInterfacePropertyParams Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_TaskOwner = { "TaskOwner", nullptr, (EPropertyFlags)0x0014040000000080, UECodeGen_Private::EPropertyGenFlags::Interface, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameplayTask_WaitDelay_eventTaskWaitDelay_Parms, TaskOwner), Z_Construct_UClass_UGameplayTaskOwnerInterface_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_Time = { "Time", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameplayTask_WaitDelay_eventTaskWaitDelay_Parms, Time), METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_Priority = { "Priority", nullptr, (EPropertyFlags)0x0010040000000082, UECodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameplayTask_WaitDelay_eventTaskWaitDelay_Parms, Priority), nullptr, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_Priority_MetaData), NewProp_Priority_MetaData) }; const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameplayTask_WaitDelay_eventTaskWaitDelay_Parms, ReturnValue), Z_Construct_UClass_UGameplayTask_WaitDelay_NoRegister, METADATA_PARAMS(0, nullptr) }; const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_TaskOwner, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_Time, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_Priority, (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::NewProp_ReturnValue, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::PropPointers) < 2048); // ********** End Function TaskWaitDelay Property Definitions ************************************** const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_UGameplayTask_WaitDelay, nullptr, "TaskWaitDelay", Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::PropPointers), sizeof(Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::GameplayTask_WaitDelay_eventTaskWaitDelay_Parms), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022401, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::Function_MetaDataParams), Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::Function_MetaDataParams)}, }; static_assert(sizeof(Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::GameplayTask_WaitDelay_eventTaskWaitDelay_Parms) < MAX_uint16); UFunction* Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay_Statics::FuncParams); } return ReturnFunction; } DEFINE_FUNCTION(UGameplayTask_WaitDelay::execTaskWaitDelay) { P_GET_TINTERFACE(IGameplayTaskOwnerInterface,Z_Param_TaskOwner); P_GET_PROPERTY(FFloatProperty,Z_Param_Time); P_GET_PROPERTY(FByteProperty,Z_Param_Priority); P_FINISH; P_NATIVE_BEGIN; *(UGameplayTask_WaitDelay**)Z_Param__Result=UGameplayTask_WaitDelay::TaskWaitDelay(Z_Param_TaskOwner,Z_Param_Time,Z_Param_Priority); P_NATIVE_END; } // ********** End Class UGameplayTask_WaitDelay Function TaskWaitDelay ***************************** // ********** Begin Class UGameplayTask_WaitDelay ************************************************** FClassRegistrationInfo Z_Registration_Info_UClass_UGameplayTask_WaitDelay; UClass* UGameplayTask_WaitDelay::GetPrivateStaticClass() { using TClass = UGameplayTask_WaitDelay; if (!Z_Registration_Info_UClass_UGameplayTask_WaitDelay.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("GameplayTask_WaitDelay"), Z_Registration_Info_UClass_UGameplayTask_WaitDelay.InnerSingleton, StaticRegisterNativesUGameplayTask_WaitDelay, 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_UGameplayTask_WaitDelay.InnerSingleton; } UClass* Z_Construct_UClass_UGameplayTask_WaitDelay_NoRegister() { return UGameplayTask_WaitDelay::GetPrivateStaticClass(); } struct Z_Construct_UClass_UGameplayTask_WaitDelay_Statics { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = { { "IncludePath", "Tasks/GameplayTask_WaitDelay.h" }, { "ModuleRelativePath", "Classes/Tasks/GameplayTask_WaitDelay.h" }, { "ObjectInitializerConstructorDeclared", "" }, }; static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_OnFinish_MetaData[] = { { "ModuleRelativePath", "Classes/Tasks/GameplayTask_WaitDelay.h" }, }; #endif // WITH_METADATA // ********** Begin Class UGameplayTask_WaitDelay constinit property declarations ****************** static const UECodeGen_Private::FMulticastDelegatePropertyParams NewProp_OnFinish; static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[]; // ********** End Class UGameplayTask_WaitDelay constinit property declarations ******************** static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = { { .NameUTF8 = UTF8TEXT("TaskWaitDelay"), .Pointer = &UGameplayTask_WaitDelay::execTaskWaitDelay }, }; static UObject* (*const DependentSingletons[])(); static constexpr FClassFunctionLinkInfo FuncInfo[] = { { &Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature, "TaskDelayDelegate__DelegateSignature" }, // 3563549455 { &Z_Construct_UFunction_UGameplayTask_WaitDelay_TaskWaitDelay, "TaskWaitDelay" }, // 764603150 }; static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048); static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct Z_Construct_UClass_UGameplayTask_WaitDelay_Statics // ********** Begin Class UGameplayTask_WaitDelay Property Definitions ***************************** const UECodeGen_Private::FMulticastDelegatePropertyParams Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::NewProp_OnFinish = { "OnFinish", nullptr, (EPropertyFlags)0x0010000010080000, UECodeGen_Private::EPropertyGenFlags::InlineMulticastDelegate, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UGameplayTask_WaitDelay, OnFinish), Z_Construct_UDelegateFunction_UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_OnFinish_MetaData), NewProp_OnFinish_MetaData) }; // 3563549455 const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::PropPointers[] = { (const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::NewProp_OnFinish, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::PropPointers) < 2048); // ********** End Class UGameplayTask_WaitDelay Property Definitions ******************************* UObject* (*const Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_UGameplayTask, (UObject* (*)())Z_Construct_UPackage__Script_GameplayTasks, }; static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::DependentSingletons) < 16); const UECodeGen_Private::FClassParams Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::ClassParams = { &UGameplayTask_WaitDelay::StaticClass, "Game", &StaticCppClassTypeInfo, DependentSingletons, FuncInfo, Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::PropPointers, nullptr, UE_ARRAY_COUNT(DependentSingletons), UE_ARRAY_COUNT(FuncInfo), UE_ARRAY_COUNT(Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::PropPointers), 0, 0x008800A4u, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::Class_MetaDataParams), Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::Class_MetaDataParams) }; void UGameplayTask_WaitDelay::StaticRegisterNativesUGameplayTask_WaitDelay() { UClass* Class = UGameplayTask_WaitDelay::StaticClass(); FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::Funcs)); } UClass* Z_Construct_UClass_UGameplayTask_WaitDelay() { if (!Z_Registration_Info_UClass_UGameplayTask_WaitDelay.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UGameplayTask_WaitDelay.OuterSingleton, Z_Construct_UClass_UGameplayTask_WaitDelay_Statics::ClassParams); } return Z_Registration_Info_UClass_UGameplayTask_WaitDelay.OuterSingleton; } DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UGameplayTask_WaitDelay); UGameplayTask_WaitDelay::~UGameplayTask_WaitDelay() {} // ********** End Class UGameplayTask_WaitDelay **************************************************** // ********** Begin Registration ******************************************************************* struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_GameplayTasks_Classes_Tasks_GameplayTask_WaitDelay_h__Script_GameplayTasks_Statics { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_UGameplayTask_WaitDelay, UGameplayTask_WaitDelay::StaticClass, TEXT("UGameplayTask_WaitDelay"), &Z_Registration_Info_UClass_UGameplayTask_WaitDelay, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UGameplayTask_WaitDelay), 3407029896U) }, }; }; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_GameplayTasks_Classes_Tasks_GameplayTask_WaitDelay_h__Script_GameplayTasks_Statics static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_GameplayTasks_Classes_Tasks_GameplayTask_WaitDelay_h__Script_GameplayTasks_3138253849{ TEXT("/Script/GameplayTasks"), Z_CompiledInDeferFile_FID_Engine_Source_Runtime_GameplayTasks_Classes_Tasks_GameplayTask_WaitDelay_h__Script_GameplayTasks_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_GameplayTasks_Classes_Tasks_GameplayTask_WaitDelay_h__Script_GameplayTasks_Statics::ClassInfo), nullptr, 0, nullptr, 0, }; // ********** End Registration ********************************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS