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

80 lines
4.1 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 "GameFramework/AsyncActionHandleSaveGame.h"
#ifdef ENGINE_AsyncActionHandleSaveGame_generated_h
#error "AsyncActionHandleSaveGame.generated.h already included, missing '#pragma once' in AsyncActionHandleSaveGame.h"
#endif
#define ENGINE_AsyncActionHandleSaveGame_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class UAsyncActionHandleSaveGame;
class UObject;
class USaveGame;
// ********** Begin Delegate FOnAsyncHandleSaveGame ************************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_13_DELEGATE \
ENGINE_API void FOnAsyncHandleSaveGame_DelegateWrapper(const FMulticastScriptDelegate& OnAsyncHandleSaveGame, USaveGame* SaveGame, bool bSuccess);
// ********** End Delegate FOnAsyncHandleSaveGame **************************************************
// ********** Begin Class UAsyncActionHandleSaveGame ***********************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_RPC_WRAPPERS_NO_PURE_DECLS \
DECLARE_FUNCTION(execAsyncLoadGameFromSlot); \
DECLARE_FUNCTION(execAsyncSaveGameToSlot);
struct Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics;
ENGINE_API UClass* Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUAsyncActionHandleSaveGame(); \
friend struct ::Z_Construct_UClass_UAsyncActionHandleSaveGame_Statics; \
static UClass* GetPrivateStaticClass(); \
friend ENGINE_API UClass* ::Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister(); \
public: \
DECLARE_CLASS2(UAsyncActionHandleSaveGame, UBlueprintAsyncActionBase, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UAsyncActionHandleSaveGame_NoRegister) \
DECLARE_SERIALIZER(UAsyncActionHandleSaveGame)
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
ENGINE_API UAsyncActionHandleSaveGame(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
/** Deleted move- and copy-constructors, should never be used */ \
UAsyncActionHandleSaveGame(UAsyncActionHandleSaveGame&&) = delete; \
UAsyncActionHandleSaveGame(const UAsyncActionHandleSaveGame&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UAsyncActionHandleSaveGame); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAsyncActionHandleSaveGame); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAsyncActionHandleSaveGame) \
ENGINE_API virtual ~UAsyncActionHandleSaveGame();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_16_PROLOG
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_RPC_WRAPPERS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_INCLASS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h_19_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UAsyncActionHandleSaveGame;
// ********** End Class UAsyncActionHandleSaveGame *************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_AsyncActionHandleSaveGame_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS