65 lines
2.9 KiB
C++
65 lines
2.9 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 "BehaviorTree/BehaviorTree.h"
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#ifdef AIMODULE_BehaviorTree_generated_h
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#error "BehaviorTree.generated.h already included, missing '#pragma once' in BehaviorTree.h"
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#endif
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#define AIMODULE_BehaviorTree_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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// ********** Begin Class UBehaviorTree ************************************************************
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struct Z_Construct_UClass_UBehaviorTree_Statics;
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AIMODULE_API UClass* Z_Construct_UClass_UBehaviorTree_NoRegister();
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#define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_INCLASS \
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private: \
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static void StaticRegisterNativesUBehaviorTree(); \
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friend struct ::Z_Construct_UClass_UBehaviorTree_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend AIMODULE_API UClass* ::Z_Construct_UClass_UBehaviorTree_NoRegister(); \
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public: \
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DECLARE_CLASS2(UBehaviorTree, UObject, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/AIModule"), Z_Construct_UClass_UBehaviorTree_NoRegister) \
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DECLARE_SERIALIZER(UBehaviorTree) \
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virtual UObject* _getUObject() const override { return const_cast<UBehaviorTree*>(this); }
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#define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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AIMODULE_API UBehaviorTree(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UBehaviorTree) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(AIMODULE_API, UBehaviorTree); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UBehaviorTree); \
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/** Deleted move- and copy-constructors, should never be used */ \
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UBehaviorTree(UBehaviorTree&&) = delete; \
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UBehaviorTree(const UBehaviorTree&) = delete; \
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AIMODULE_API virtual ~UBehaviorTree();
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#define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_14_PROLOG
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#define FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_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_BehaviorTree_BehaviorTree_h_17_INCLASS \
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FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h_17_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class UBehaviorTree;
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// ********** End Class UBehaviorTree **************************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_AIModule_Classes_BehaviorTree_BehaviorTree_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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