134 lines
6.9 KiB
C++
134 lines
6.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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// IWYU pragma: private, include "Perception/AIPerceptionComponent.h"
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#ifdef AIMODULE_AIPerceptionComponent_generated_h
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#error "AIPerceptionComponent.generated.h already included, missing '#pragma once' in AIPerceptionComponent.h"
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#endif
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#define AIMODULE_AIPerceptionComponent_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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class AActor;
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class UAISense;
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class UClass;
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struct FActorPerceptionBlueprintInfo;
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struct FActorPerceptionUpdateInfo;
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struct FAIStimulus;
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// ********** Begin Delegate FPerceptionUpdatedDelegate ********************************************
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_22_DELEGATE \
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AIMODULE_API void FPerceptionUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& PerceptionUpdatedDelegate, TArray<AActor*> const& UpdatedActors);
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// ********** End Delegate FPerceptionUpdatedDelegate **********************************************
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// ********** Begin Delegate FActorPerceptionUpdatedDelegate ***************************************
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_23_DELEGATE \
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AIMODULE_API void FActorPerceptionUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ActorPerceptionUpdatedDelegate, AActor* Actor, FAIStimulus Stimulus);
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// ********** End Delegate FActorPerceptionUpdatedDelegate *****************************************
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// ********** Begin Delegate FActorPerceptionForgetUpdatedDelegate *********************************
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_24_DELEGATE \
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AIMODULE_API void FActorPerceptionForgetUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ActorPerceptionForgetUpdatedDelegate, AActor* Actor);
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// ********** End Delegate FActorPerceptionForgetUpdatedDelegate ***********************************
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// ********** Begin ScriptStruct FActorPerceptionUpdateInfo ****************************************
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struct Z_Construct_UScriptStruct_FActorPerceptionUpdateInfo_Statics;
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_29_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FActorPerceptionUpdateInfo_Statics; \
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AIMODULE_API static class UScriptStruct* StaticStruct();
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struct FActorPerceptionUpdateInfo;
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// ********** End ScriptStruct FActorPerceptionUpdateInfo ******************************************
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// ********** Begin Delegate FActorPerceptionInfoUpdatedDelegate ***********************************
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_47_DELEGATE \
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AIMODULE_API void FActorPerceptionInfoUpdatedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ActorPerceptionInfoUpdatedDelegate, FActorPerceptionUpdateInfo const& UpdateInfo);
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// ********** End Delegate FActorPerceptionInfoUpdatedDelegate *************************************
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// ********** Begin ScriptStruct FActorPerceptionBlueprintInfo *************************************
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struct Z_Construct_UScriptStruct_FActorPerceptionBlueprintInfo_Statics;
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_184_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FActorPerceptionBlueprintInfo_Statics; \
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AIMODULE_API static class UScriptStruct* StaticStruct();
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struct FActorPerceptionBlueprintInfo;
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// ********** End ScriptStruct FActorPerceptionBlueprintInfo ***************************************
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// ********** Begin Class UAIPerceptionComponent ***************************************************
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_RPC_WRAPPERS \
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DECLARE_FUNCTION(execIsSenseEnabled); \
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DECLARE_FUNCTION(execSetSenseEnabled); \
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DECLARE_FUNCTION(execGetActorsPerception); \
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DECLARE_FUNCTION(execGetKnownPerceivedActors); \
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DECLARE_FUNCTION(execGetCurrentlyPerceivedActors); \
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DECLARE_FUNCTION(execGetPerceivedHostileActorsBySense); \
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DECLARE_FUNCTION(execGetPerceivedHostileActors); \
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DECLARE_FUNCTION(execForgetAll); \
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DECLARE_FUNCTION(execRequestStimuliListenerUpdate); \
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DECLARE_FUNCTION(execOnOwnerEndPlay);
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struct Z_Construct_UClass_UAIPerceptionComponent_Statics;
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AIMODULE_API UClass* Z_Construct_UClass_UAIPerceptionComponent_NoRegister();
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_INCLASS \
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private: \
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static void StaticRegisterNativesUAIPerceptionComponent(); \
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friend struct ::Z_Construct_UClass_UAIPerceptionComponent_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend AIMODULE_API UClass* ::Z_Construct_UClass_UAIPerceptionComponent_NoRegister(); \
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public: \
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DECLARE_CLASS2(UAIPerceptionComponent, UActorComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/AIModule"), Z_Construct_UClass_UAIPerceptionComponent_NoRegister) \
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DECLARE_SERIALIZER(UAIPerceptionComponent) \
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static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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AIMODULE_API UAIPerceptionComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAIPerceptionComponent) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(AIMODULE_API, UAIPerceptionComponent); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAIPerceptionComponent); \
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/** Deleted move- and copy-constructors, should never be used */ \
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UAIPerceptionComponent(UAIPerceptionComponent&&) = delete; \
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UAIPerceptionComponent(const UAIPerceptionComponent&) = delete; \
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AIMODULE_API virtual ~UAIPerceptionComponent();
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_207_PROLOG
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#define FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_GENERATED_BODY_LEGACY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_RPC_WRAPPERS \
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FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_INCLASS \
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FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h_210_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class UAIPerceptionComponent;
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// ********** End Class UAIPerceptionComponent *****************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_AIModule_Classes_Perception_AIPerceptionComponent_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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