121 lines
7.1 KiB
C++
121 lines
7.1 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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#include "UObject/GeneratedCppIncludes.h"
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#include "GameFramework/PlayerStateCountLimiterConfig.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
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void EmptyLinkFunctionForGeneratedCodePlayerStateCountLimiterConfig() {}
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// ********** Begin Cross Module References ********************************************************
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ENGINE_API UClass* Z_Construct_UClass_UPlayerStateCountLimiterConfig();
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ENGINE_API UClass* Z_Construct_UClass_UPlayerStateCountLimiterConfig_NoRegister();
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IRISCORE_API UClass* Z_Construct_UClass_UNetObjectCountLimiterConfig();
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UPackage* Z_Construct_UPackage__Script_Engine();
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// ********** End Cross Module References **********************************************************
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// ********** Begin Class UPlayerStateCountLimiterConfig *******************************************
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FClassRegistrationInfo Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig;
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UClass* UPlayerStateCountLimiterConfig::GetPrivateStaticClass()
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{
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using TClass = UPlayerStateCountLimiterConfig;
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if (!Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig.InnerSingleton)
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{
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GetPrivateStaticClassBody(
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TClass::StaticPackage(),
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TEXT("PlayerStateCountLimiterConfig"),
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Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig.InnerSingleton,
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StaticRegisterNativesUPlayerStateCountLimiterConfig,
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sizeof(TClass),
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alignof(TClass),
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TClass::StaticClassFlags,
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TClass::StaticClassCastFlags(),
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TClass::StaticConfigName(),
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(UClass::ClassConstructorType)InternalConstructor<TClass>,
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(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
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UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
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&TClass::Super::StaticClass,
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&TClass::WithinClass::StaticClass
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);
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}
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return Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig.InnerSingleton;
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}
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UClass* Z_Construct_UClass_UPlayerStateCountLimiterConfig_NoRegister()
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{
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return UPlayerStateCountLimiterConfig::GetPrivateStaticClass();
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}
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struct Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics
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{
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
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{ "Comment", "/**\n * If one wishes to use the NetObjectCountLimiter prioritizer for PlayerStates\n * this class makes it possible to have specific settings for PlayerStates in\n * case other classes also wish to use said prioritizer.\n * Only available if running with Iris replication.\n * The PlayerState will look for a prioritizer aptly named PlayerState and\n * set that prioritizer for it. It could be any kind of prioritizer but\n * if the NetObjectCountLimiter is used this config will come in handy.\n */" },
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{ "IncludePath", "GameFramework/PlayerStateCountLimiterConfig.h" },
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{ "ModuleRelativePath", "Public/GameFramework/PlayerStateCountLimiterConfig.h" },
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{ "ToolTip", "If one wishes to use the NetObjectCountLimiter prioritizer for PlayerStates\nthis class makes it possible to have specific settings for PlayerStates in\ncase other classes also wish to use said prioritizer.\nOnly available if running with Iris replication.\nThe PlayerState will look for a prioritizer aptly named PlayerState and\nset that prioritizer for it. It could be any kind of prioritizer but\nif the NetObjectCountLimiter is used this config will come in handy." },
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};
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#endif // WITH_METADATA
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// ********** Begin Class UPlayerStateCountLimiterConfig constinit property declarations ***********
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// ********** End Class UPlayerStateCountLimiterConfig constinit property declarations *************
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static UObject* (*const DependentSingletons[])();
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static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
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TCppClassTypeTraits<UPlayerStateCountLimiterConfig>::IsAbstract,
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};
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static const UECodeGen_Private::FClassParams ClassParams;
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}; // struct Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics
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UObject* (*const Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics::DependentSingletons[])() = {
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(UObject* (*)())Z_Construct_UClass_UNetObjectCountLimiterConfig,
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(UObject* (*)())Z_Construct_UPackage__Script_Engine,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics::DependentSingletons) < 16);
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const UECodeGen_Private::FClassParams Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics::ClassParams = {
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&UPlayerStateCountLimiterConfig::StaticClass,
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"Engine",
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&StaticCppClassTypeInfo,
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DependentSingletons,
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nullptr,
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nullptr,
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nullptr,
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UE_ARRAY_COUNT(DependentSingletons),
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0,
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0,
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0,
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0x000800ACu,
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METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics::Class_MetaDataParams), Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics::Class_MetaDataParams)
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};
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void UPlayerStateCountLimiterConfig::StaticRegisterNativesUPlayerStateCountLimiterConfig()
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{
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}
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UClass* Z_Construct_UClass_UPlayerStateCountLimiterConfig()
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{
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if (!Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig.OuterSingleton)
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{
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UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig.OuterSingleton, Z_Construct_UClass_UPlayerStateCountLimiterConfig_Statics::ClassParams);
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}
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return Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig.OuterSingleton;
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}
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DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UPlayerStateCountLimiterConfig);
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UPlayerStateCountLimiterConfig::~UPlayerStateCountLimiterConfig() {}
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// ********** End Class UPlayerStateCountLimiterConfig *********************************************
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// ********** Begin Registration *******************************************************************
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struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Public_GameFramework_PlayerStateCountLimiterConfig_h__Script_Engine_Statics
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{
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static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
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{ Z_Construct_UClass_UPlayerStateCountLimiterConfig, UPlayerStateCountLimiterConfig::StaticClass, TEXT("UPlayerStateCountLimiterConfig"), &Z_Registration_Info_UClass_UPlayerStateCountLimiterConfig, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UPlayerStateCountLimiterConfig), 544942291U) },
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};
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}; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Public_GameFramework_PlayerStateCountLimiterConfig_h__Script_Engine_Statics
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static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Public_GameFramework_PlayerStateCountLimiterConfig_h__Script_Engine_3956596288{
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TEXT("/Script/Engine"),
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Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Public_GameFramework_PlayerStateCountLimiterConfig_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Public_GameFramework_PlayerStateCountLimiterConfig_h__Script_Engine_Statics::ClassInfo),
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nullptr, 0,
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nullptr, 0,
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};
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// ********** End Registration *********************************************************************
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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