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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/Engine/UHT/GameState.gen.cpp
Norman Lansing ecb33115bf Initial Commit
2026-01-28 19:08:51 -05:00

253 lines
14 KiB
C++

// 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 "GameFramework/GameState.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
void EmptyLinkFunctionForGeneratedCodeGameState() {}
// ********** Begin Cross Module References ********************************************************
ENGINE_API UClass* Z_Construct_UClass_AGameState();
ENGINE_API UClass* Z_Construct_UClass_AGameState_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_AGameStateBase();
UPackage* Z_Construct_UPackage__Script_Engine();
// ********** End Cross Module References **********************************************************
// ********** Begin Class AGameState Function OnRep_ElapsedTime ************************************
struct Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Comment", "/** Gives clients the chance to do something when time gets updates */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
{ "ToolTip", "Gives clients the chance to do something when time gets updates" },
};
#endif // WITH_METADATA
// ********** Begin Function OnRep_ElapsedTime constinit property declarations *********************
// ********** End Function OnRep_ElapsedTime constinit property declarations ***********************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameState, nullptr, "OnRep_ElapsedTime", nullptr,
0,
0,
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::Function_MetaDataParams)}, };
UFunction* Z_Construct_UFunction_AGameState_OnRep_ElapsedTime()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameState::execOnRep_ElapsedTime)
{
P_FINISH;
P_NATIVE_BEGIN;
P_THIS->OnRep_ElapsedTime();
P_NATIVE_END;
}
// ********** End Class AGameState Function OnRep_ElapsedTime **************************************
// ********** Begin Class AGameState Function OnRep_MatchState *************************************
struct Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Comment", "/** Match state has changed */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
{ "ToolTip", "Match state has changed" },
};
#endif // WITH_METADATA
// ********** Begin Function OnRep_MatchState constinit property declarations **********************
// ********** End Function OnRep_MatchState constinit property declarations ************************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameState, nullptr, "OnRep_MatchState", nullptr,
0,
0,
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::Function_MetaDataParams)}, };
UFunction* Z_Construct_UFunction_AGameState_OnRep_MatchState()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameState::execOnRep_MatchState)
{
P_FINISH;
P_NATIVE_BEGIN;
P_THIS->OnRep_MatchState();
P_NATIVE_END;
}
// ********** End Class AGameState Function OnRep_MatchState ***************************************
// ********** Begin Class AGameState ***************************************************************
FClassRegistrationInfo Z_Registration_Info_UClass_AGameState;
UClass* AGameState::GetPrivateStaticClass()
{
using TClass = AGameState;
if (!Z_Registration_Info_UClass_AGameState.InnerSingleton)
{
GetPrivateStaticClassBody(
TClass::StaticPackage(),
TEXT("GameState"),
Z_Registration_Info_UClass_AGameState.InnerSingleton,
StaticRegisterNativesAGameState,
sizeof(TClass),
alignof(TClass),
TClass::StaticClassFlags,
TClass::StaticClassCastFlags(),
TClass::StaticConfigName(),
(UClass::ClassConstructorType)InternalConstructor<TClass>,
(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
&TClass::Super::StaticClass,
&TClass::WithinClass::StaticClass
);
}
return Z_Registration_Info_UClass_AGameState.InnerSingleton;
}
UClass* Z_Construct_UClass_AGameState_NoRegister()
{
return AGameState::GetPrivateStaticClass();
}
struct Z_Construct_UClass_AGameState_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
{ "Comment", "/**\n * GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.\n * It is tied to functionality in GameMode.\n */" },
{ "HideCategories", "Input Movement Collision Rendering HLOD WorldPartition DataLayers Transformation" },
{ "IncludePath", "GameFramework/GameState.h" },
{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
{ "ShowCategories", "Input|MouseInput Input|TouchInput" },
{ "ToolTip", "GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.\nIt is tied to functionality in GameMode." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_MatchState_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** What match state we are currently in */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
{ "ToolTip", "What match state we are currently in" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_PreviousMatchState_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** Previous map state, used to handle if multiple transitions happen per frame */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
{ "ToolTip", "Previous map state, used to handle if multiple transitions happen per frame" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ElapsedTime_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** Elapsed game time since match has started. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
{ "ToolTip", "Elapsed game time since match has started." },
};
#endif // WITH_METADATA
// ********** Begin Class AGameState constinit property declarations *******************************
static const UECodeGen_Private::FNamePropertyParams NewProp_MatchState;
static const UECodeGen_Private::FNamePropertyParams NewProp_PreviousMatchState;
static const UECodeGen_Private::FIntPropertyParams NewProp_ElapsedTime;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Class AGameState constinit property declarations *********************************
static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = {
{ .NameUTF8 = UTF8TEXT("OnRep_ElapsedTime"), .Pointer = &AGameState::execOnRep_ElapsedTime },
{ .NameUTF8 = UTF8TEXT("OnRep_MatchState"), .Pointer = &AGameState::execOnRep_MatchState },
};
static UObject* (*const DependentSingletons[])();
static constexpr FClassFunctionLinkInfo FuncInfo[] = {
{ &Z_Construct_UFunction_AGameState_OnRep_ElapsedTime, "OnRep_ElapsedTime" }, // 157055399
{ &Z_Construct_UFunction_AGameState_OnRep_MatchState, "OnRep_MatchState" }, // 660715505
};
static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048);
static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
TCppClassTypeTraits<AGameState>::IsAbstract,
};
static const UECodeGen_Private::FClassParams ClassParams;
}; // struct Z_Construct_UClass_AGameState_Statics
// ********** Begin Class AGameState Property Definitions ******************************************
const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_MatchState = { "MatchState", "OnRep_MatchState", (EPropertyFlags)0x0020080100020835, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, MatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_MatchState_MetaData), NewProp_MatchState_MetaData) };
const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_PreviousMatchState = { "PreviousMatchState", nullptr, (EPropertyFlags)0x0020080000020815, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, PreviousMatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_PreviousMatchState_MetaData), NewProp_PreviousMatchState_MetaData) };
const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_ElapsedTime = { "ElapsedTime", "OnRep_ElapsedTime", (EPropertyFlags)0x0010000100000034, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, ElapsedTime), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ElapsedTime_MetaData), NewProp_ElapsedTime_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AGameState_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_MatchState,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_PreviousMatchState,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_ElapsedTime,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::PropPointers) < 2048);
// ********** End Class AGameState Property Definitions ********************************************
UObject* (*const Z_Construct_UClass_AGameState_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_AGameStateBase,
(UObject* (*)())Z_Construct_UPackage__Script_Engine,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::DependentSingletons) < 16);
const UECodeGen_Private::FClassParams Z_Construct_UClass_AGameState_Statics::ClassParams = {
&AGameState::StaticClass,
"Game",
&StaticCppClassTypeInfo,
DependentSingletons,
FuncInfo,
Z_Construct_UClass_AGameState_Statics::PropPointers,
nullptr,
UE_ARRAY_COUNT(DependentSingletons),
UE_ARRAY_COUNT(FuncInfo),
UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::PropPointers),
0,
0x008802A4u,
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::Class_MetaDataParams), Z_Construct_UClass_AGameState_Statics::Class_MetaDataParams)
};
void AGameState::StaticRegisterNativesAGameState()
{
UClass* Class = AGameState::StaticClass();
FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_AGameState_Statics::Funcs));
}
UClass* Z_Construct_UClass_AGameState()
{
if (!Z_Registration_Info_UClass_AGameState.OuterSingleton)
{
UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_AGameState.OuterSingleton, Z_Construct_UClass_AGameState_Statics::ClassParams);
}
return Z_Registration_Info_UClass_AGameState.OuterSingleton;
}
#if VALIDATE_CLASS_REPS
void AGameState::ValidateGeneratedRepEnums(const TArray<struct FRepRecord>& ClassReps) const
{
static FName Name_MatchState(TEXT("MatchState"));
static FName Name_ElapsedTime(TEXT("ElapsedTime"));
const bool bIsValid = true
&& Name_MatchState == ClassReps[(int32)ENetFields_Private::MatchState].Property->GetFName()
&& Name_ElapsedTime == ClassReps[(int32)ENetFields_Private::ElapsedTime].Property->GetFName();
checkf(bIsValid, TEXT("UHT Generated Rep Indices do not match runtime populated Rep Indices for properties in AGameState"));
}
#endif
DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, AGameState);
AGameState::~AGameState() {}
// ********** End Class AGameState *****************************************************************
// ********** Begin Registration *******************************************************************
struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics
{
static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
{ Z_Construct_UClass_AGameState, AGameState::StaticClass, TEXT("AGameState"), &Z_Registration_Info_UClass_AGameState, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(AGameState), 3690152496U) },
};
}; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_3200306406{
TEXT("/Script/Engine"),
Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics::ClassInfo),
nullptr, 0,
nullptr, 0,
};
// ********** End Registration *********************************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS