194 lines
9.0 KiB
C++
194 lines
9.0 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 "GameFramework/Character.h"
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#ifdef ENGINE_Character_generated_h
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#error "Character.generated.h already included, missing '#pragma once' in Character.h"
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#endif
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#define ENGINE_Character_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 ACharacter;
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class UAnimMontage;
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class UPrimitiveComponent;
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struct FCharacterMoveResponsePackedBits;
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struct FCharacterServerMovePackedBits;
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struct FHitResult;
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struct FRootMotionSourceGroup;
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struct FVector_NetQuantize10;
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struct FVector_NetQuantize100;
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struct FVector_NetQuantizeNormal;
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// ********** Begin Delegate FMovementModeChangedSignature *****************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_34_DELEGATE \
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ENGINE_API void FMovementModeChangedSignature_DelegateWrapper(const FMulticastScriptDelegate& MovementModeChangedSignature, ACharacter* Character, EMovementMode PrevMovementMode, uint8 PreviousCustomMode);
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// ********** End Delegate FMovementModeChangedSignature *******************************************
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// ********** Begin Delegate FCharacterMovementUpdatedSignature ************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_35_DELEGATE \
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ENGINE_API void FCharacterMovementUpdatedSignature_DelegateWrapper(const FMulticastScriptDelegate& CharacterMovementUpdatedSignature, float DeltaSeconds, FVector OldLocation, FVector OldVelocity);
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// ********** End Delegate FCharacterMovementUpdatedSignature **************************************
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// ********** Begin Delegate FCharacterReachedApexSignature ****************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_36_DELEGATE \
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ENGINE_API void FCharacterReachedApexSignature_DelegateWrapper(const FMulticastScriptDelegate& CharacterReachedApexSignature);
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// ********** End Delegate FCharacterReachedApexSignature ******************************************
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// ********** Begin Delegate FLandedSignature ******************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_37_DELEGATE \
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ENGINE_API void FLandedSignature_DelegateWrapper(const FMulticastScriptDelegate& LandedSignature, FHitResult const& Hit);
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// ********** End Delegate FLandedSignature ********************************************************
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// ********** Begin ScriptStruct FRepRootMotionMontage *********************************************
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struct Z_Construct_UScriptStruct_FRepRootMotionMontage_Statics;
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_49_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FRepRootMotionMontage_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct();
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struct FRepRootMotionMontage;
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// ********** End ScriptStruct FRepRootMotionMontage ***********************************************
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// ********** Begin ScriptStruct FSimulatedRootMotionReplicatedMove ********************************
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struct Z_Construct_UScriptStruct_FSimulatedRootMotionReplicatedMove_Statics;
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_119_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FSimulatedRootMotionReplicatedMove_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct();
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struct FSimulatedRootMotionReplicatedMove;
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// ********** End ScriptStruct FSimulatedRootMotionReplicatedMove **********************************
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// ********** Begin ScriptStruct FBasedMovementInfo ************************************************
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struct Z_Construct_UScriptStruct_FBasedMovementInfo_Statics;
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_178_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FBasedMovementInfo_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct();
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struct FBasedMovementInfo;
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// ********** End ScriptStruct FBasedMovementInfo **************************************************
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// ********** Begin Class ACharacter ***************************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_RPC_WRAPPERS_NO_PURE_DECLS \
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DECLARE_FUNCTION(execGetAnimRootMotionTranslationScale); \
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DECLARE_FUNCTION(execIsPlayingNetworkedRootMotionMontage); \
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DECLARE_FUNCTION(execHasAnyRootMotion); \
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DECLARE_FUNCTION(execIsPlayingRootMotion); \
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DECLARE_FUNCTION(execOnRep_RootMotion); \
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DECLARE_FUNCTION(execRootMotionDebugClientPrintOnScreen); \
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DECLARE_FUNCTION(execClientCheatGhost); \
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DECLARE_FUNCTION(execClientCheatFly); \
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DECLARE_FUNCTION(execClientCheatWalk); \
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DECLARE_FUNCTION(execCanCrouch); \
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DECLARE_FUNCTION(execUnCrouch); \
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DECLARE_FUNCTION(execCrouch); \
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DECLARE_FUNCTION(execOnWalkingOffLedge); \
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DECLARE_FUNCTION(execOnJumped); \
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DECLARE_FUNCTION(execLaunchCharacter); \
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DECLARE_FUNCTION(execGetCurrentMontage); \
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DECLARE_FUNCTION(execStopAnimMontage); \
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DECLARE_FUNCTION(execPlayAnimMontage); \
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DECLARE_FUNCTION(execIsJumpProvidingForce); \
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DECLARE_FUNCTION(execCanJumpInternal); \
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DECLARE_FUNCTION(execCanJump); \
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DECLARE_FUNCTION(execStopJumping); \
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DECLARE_FUNCTION(execJump); \
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DECLARE_FUNCTION(execOnRep_IsCrouched); \
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DECLARE_FUNCTION(execGetBaseRotationOffsetRotator); \
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DECLARE_FUNCTION(execGetBaseTranslationOffset); \
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DECLARE_FUNCTION(execOnRep_ReplayLastTransformUpdateTimeStamp); \
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DECLARE_FUNCTION(execOnRep_ReplicatedBasedMovement); \
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DECLARE_FUNCTION(execCacheInitialMeshOffset); \
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DECLARE_FUNCTION(execClientAdjustRootMotionSourcePosition); \
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DECLARE_FUNCTION(execClientAdjustRootMotionPosition); \
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DECLARE_FUNCTION(execClientVeryShortAdjustPosition); \
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DECLARE_FUNCTION(execClientAdjustPosition); \
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DECLARE_FUNCTION(execClientAckGoodMove); \
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DECLARE_FUNCTION(execServerMoveOld); \
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DECLARE_FUNCTION(execServerMoveDualHybridRootMotion); \
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DECLARE_FUNCTION(execServerMoveDualNoBase); \
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DECLARE_FUNCTION(execServerMoveDual); \
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DECLARE_FUNCTION(execServerMoveNoBase); \
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DECLARE_FUNCTION(execServerMove); \
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DECLARE_FUNCTION(execClientMoveResponsePacked); \
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DECLARE_FUNCTION(execServerMovePacked);
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_CALLBACK_WRAPPERS
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struct Z_Construct_UClass_ACharacter_Statics;
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ENGINE_API UClass* Z_Construct_UClass_ACharacter_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_INCLASS_NO_PURE_DECLS \
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private: \
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static void StaticRegisterNativesACharacter(); \
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friend struct ::Z_Construct_UClass_ACharacter_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_ACharacter_NoRegister(); \
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public: \
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DECLARE_CLASS2(ACharacter, APawn, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_ACharacter_NoRegister) \
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DECLARE_SERIALIZER(ACharacter) \
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enum class ENetFields_Private : uint16 \
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{ \
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NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \
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ReplicatedBasedMovement=NETFIELD_REP_START, \
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ReplicatedServerLastTransformUpdateTimeStamp, \
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ReplayLastTransformUpdateTimeStamp, \
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ReplicatedGravityDirection, \
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AnimRootMotionTranslationScale, \
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bIsCrouched, \
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bProxyIsJumpForceApplied, \
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ReplicatedMovementMode, \
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JumpMaxHoldTime, \
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JumpMaxCount, \
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RepRootMotion, \
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NETFIELD_REP_END=RepRootMotion }; \
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DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API)
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_ENHANCED_CONSTRUCTORS \
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/** Deleted move- and copy-constructors, should never be used */ \
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ACharacter(ACharacter&&) = delete; \
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ACharacter(const ACharacter&) = delete; \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, ACharacter); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ACharacter); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(ACharacter) \
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ENGINE_API virtual ~ACharacter();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_240_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_RPC_WRAPPERS_NO_PURE_DECLS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_CALLBACK_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_INCLASS_NO_PURE_DECLS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h_243_ENHANCED_CONSTRUCTORS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class ACharacter;
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// ********** End Class ACharacter *****************************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Character_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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