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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/GameplayDebugger/UHT/GameplayDebuggerConfig.generated.h
Norman Lansing ecb33115bf Initial Commit
2026-01-28 19:08:51 -05:00

153 lines
8.3 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!
===========================================================================*/
// IWYU pragma: private, include "GameplayDebuggerConfig.h"
#ifdef GAMEPLAYDEBUGGER_GameplayDebuggerConfig_generated_h
#error "GameplayDebuggerConfig.generated.h already included, missing '#pragma once' in GameplayDebuggerConfig.h"
#endif
#define GAMEPLAYDEBUGGER_GameplayDebuggerConfig_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FGameplayDebuggerInputConfig **************************************
struct Z_Construct_UScriptStruct_FGameplayDebuggerInputConfig_Statics;
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_33_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FGameplayDebuggerInputConfig_Statics; \
GAMEPLAYDEBUGGER_API static class UScriptStruct* StaticStruct();
struct FGameplayDebuggerInputConfig;
// ********** End ScriptStruct FGameplayDebuggerInputConfig ****************************************
// ********** Begin ScriptStruct FGameplayDebuggerCategoryConfig ***********************************
struct Z_Construct_UScriptStruct_FGameplayDebuggerCategoryConfig_Statics;
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_63_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FGameplayDebuggerCategoryConfig_Statics; \
GAMEPLAYDEBUGGER_API static class UScriptStruct* StaticStruct();
struct FGameplayDebuggerCategoryConfig;
// ********** End ScriptStruct FGameplayDebuggerCategoryConfig *************************************
// ********** Begin ScriptStruct FGameplayDebuggerExtensionConfig **********************************
struct Z_Construct_UScriptStruct_FGameplayDebuggerExtensionConfig_Statics;
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_98_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FGameplayDebuggerExtensionConfig_Statics; \
GAMEPLAYDEBUGGER_API static class UScriptStruct* StaticStruct();
struct FGameplayDebuggerExtensionConfig;
// ********** End ScriptStruct FGameplayDebuggerExtensionConfig ************************************
// ********** Begin Class UGameplayDebuggerConfig **************************************************
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_ARCHIVESERIALIZER \
DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(UGameplayDebuggerConfig, GAMEPLAYDEBUGGER_API)
struct Z_Construct_UClass_UGameplayDebuggerConfig_Statics;
GAMEPLAYDEBUGGER_API UClass* Z_Construct_UClass_UGameplayDebuggerConfig_NoRegister();
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_INCLASS \
private: \
static void StaticRegisterNativesUGameplayDebuggerConfig(); \
friend struct ::Z_Construct_UClass_UGameplayDebuggerConfig_Statics; \
static UClass* GetPrivateStaticClass(); \
friend GAMEPLAYDEBUGGER_API UClass* ::Z_Construct_UClass_UGameplayDebuggerConfig_NoRegister(); \
public: \
DECLARE_CLASS2(UGameplayDebuggerConfig, UObject, COMPILED_IN_FLAGS(0 | CLASS_DefaultConfig | CLASS_Config), CASTCLASS_None, TEXT("/Script/GameplayDebugger"), Z_Construct_UClass_UGameplayDebuggerConfig_NoRegister) \
DECLARE_SERIALIZER(UGameplayDebuggerConfig) \
FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_ARCHIVESERIALIZER
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
GAMEPLAYDEBUGGER_API UGameplayDebuggerConfig(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UGameplayDebuggerConfig) \
DECLARE_VTABLE_PTR_HELPER_CTOR(GAMEPLAYDEBUGGER_API, UGameplayDebuggerConfig); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UGameplayDebuggerConfig); \
/** Deleted move- and copy-constructors, should never be used */ \
UGameplayDebuggerConfig(UGameplayDebuggerConfig&&) = delete; \
UGameplayDebuggerConfig(const UGameplayDebuggerConfig&) = delete; \
GAMEPLAYDEBUGGER_API virtual ~UGameplayDebuggerConfig();
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_112_PROLOG
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_INCLASS \
FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_115_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UGameplayDebuggerConfig;
// ********** End Class UGameplayDebuggerConfig ****************************************************
// ********** Begin Class UGameplayDebuggerUserSettings ********************************************
struct Z_Construct_UClass_UGameplayDebuggerUserSettings_Statics;
GAMEPLAYDEBUGGER_API UClass* Z_Construct_UClass_UGameplayDebuggerUserSettings_NoRegister();
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_228_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUGameplayDebuggerUserSettings(); \
friend struct ::Z_Construct_UClass_UGameplayDebuggerUserSettings_Statics; \
static UClass* GetPrivateStaticClass(); \
friend GAMEPLAYDEBUGGER_API UClass* ::Z_Construct_UClass_UGameplayDebuggerUserSettings_NoRegister(); \
public: \
DECLARE_CLASS2(UGameplayDebuggerUserSettings, UDeveloperSettings, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/GameplayDebugger"), Z_Construct_UClass_UGameplayDebuggerUserSettings_NoRegister) \
DECLARE_SERIALIZER(UGameplayDebuggerUserSettings) \
static constexpr const TCHAR* StaticConfigName() {return TEXT("EditorPerProjectUserSettings");} \
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_228_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
GAMEPLAYDEBUGGER_API UGameplayDebuggerUserSettings(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
/** Deleted move- and copy-constructors, should never be used */ \
UGameplayDebuggerUserSettings(UGameplayDebuggerUserSettings&&) = delete; \
UGameplayDebuggerUserSettings(const UGameplayDebuggerUserSettings&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(GAMEPLAYDEBUGGER_API, UGameplayDebuggerUserSettings); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UGameplayDebuggerUserSettings); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UGameplayDebuggerUserSettings) \
GAMEPLAYDEBUGGER_API virtual ~UGameplayDebuggerUserSettings();
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_225_PROLOG
#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_228_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_228_INCLASS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h_228_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UGameplayDebuggerUserSettings;
// ********** End Class UGameplayDebuggerUserSettings **********************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerConfig_h
// ********** Begin Enum EGameplayDebuggerOverrideMode *********************************************
#define FOREACH_ENUM_EGAMEPLAYDEBUGGEROVERRIDEMODE(op) \
op(EGameplayDebuggerOverrideMode::Enable) \
op(EGameplayDebuggerOverrideMode::Disable) \
op(EGameplayDebuggerOverrideMode::UseDefault)
enum class EGameplayDebuggerOverrideMode : uint8;
template<> struct TIsUEnumClass<EGameplayDebuggerOverrideMode> { enum { Value = true }; };
template<> GAMEPLAYDEBUGGER_NON_ATTRIBUTED_API UEnum* StaticEnum<EGameplayDebuggerOverrideMode>();
// ********** End Enum EGameplayDebuggerOverrideMode ***********************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS