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

747 lines
51 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/GameStateBase.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
void EmptyLinkFunctionForGeneratedCodeGameStateBase() {}
// ********** Begin Cross Module References ********************************************************
COREUOBJECT_API UClass* Z_Construct_UClass_UClass_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_AController_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_AGameModeBase_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_AGameStateBase();
ENGINE_API UClass* Z_Construct_UClass_AGameStateBase_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_AInfo();
ENGINE_API UClass* Z_Construct_UClass_APlayerState_NoRegister();
ENGINE_API UClass* Z_Construct_UClass_ASpectatorPawn_NoRegister();
UPackage* Z_Construct_UPackage__Script_Engine();
// ********** End Cross Module References **********************************************************
// ********** Begin Class AGameStateBase Function GetPlayerRespawnDelay ****************************
struct Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics
{
struct GameStateBase_eventGetPlayerRespawnDelay_Parms
{
AController* Controller;
float ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Category", "GameState" },
{ "Comment", "/** Returns how much time needs to be spent before a player can respawn */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Returns how much time needs to be spent before a player can respawn" },
};
#endif // WITH_METADATA
// ********** Begin Function GetPlayerRespawnDelay constinit property declarations *****************
static const UECodeGen_Private::FObjectPropertyParams NewProp_Controller;
static const UECodeGen_Private::FFloatPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function GetPlayerRespawnDelay constinit property declarations *******************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function GetPlayerRespawnDelay Property Definitions ****************************
const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_Controller = { "Controller", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerRespawnDelay_Parms, Controller), Z_Construct_UClass_AController_NoRegister, METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerRespawnDelay_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_Controller,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers) < 2048);
// ********** End Function GetPlayerRespawnDelay Property Definitions ******************************
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "GetPlayerRespawnDelay", Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::PropPointers),
sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::GameStateBase_eventGetPlayerRespawnDelay_Parms),
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::Function_MetaDataParams)}, };
static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::GameStateBase_eventGetPlayerRespawnDelay_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execGetPlayerRespawnDelay)
{
P_GET_OBJECT(AController,Z_Param_Controller);
P_FINISH;
P_NATIVE_BEGIN;
*(float*)Z_Param__Result=P_THIS->GetPlayerRespawnDelay(Z_Param_Controller);
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function GetPlayerRespawnDelay ******************************
// ********** Begin Class AGameStateBase Function GetPlayerStartTime *******************************
struct Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics
{
struct GameStateBase_eventGetPlayerStartTime_Parms
{
AController* Controller;
float ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Category", "GameState" },
{ "Comment", "/** Returns the time that should be used as when a player started */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Returns the time that should be used as when a player started" },
};
#endif // WITH_METADATA
// ********** Begin Function GetPlayerStartTime constinit property declarations ********************
static const UECodeGen_Private::FObjectPropertyParams NewProp_Controller;
static const UECodeGen_Private::FFloatPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function GetPlayerStartTime constinit property declarations **********************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function GetPlayerStartTime Property Definitions *******************************
const UECodeGen_Private::FObjectPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_Controller = { "Controller", nullptr, (EPropertyFlags)0x0010000000000080, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerStartTime_Parms, Controller), Z_Construct_UClass_AController_NoRegister, METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetPlayerStartTime_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_Controller,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers) < 2048);
// ********** End Function GetPlayerStartTime Property Definitions *********************************
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "GetPlayerStartTime", Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::PropPointers),
sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::GameStateBase_eventGetPlayerStartTime_Parms),
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::Function_MetaDataParams)}, };
static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::GameStateBase_eventGetPlayerStartTime_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execGetPlayerStartTime)
{
P_GET_OBJECT(AController,Z_Param_Controller);
P_FINISH;
P_NATIVE_BEGIN;
*(float*)Z_Param__Result=P_THIS->GetPlayerStartTime(Z_Param_Controller);
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function GetPlayerStartTime *********************************
// ********** Begin Class AGameStateBase Function GetServerWorldTimeSeconds ************************
struct Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics
{
struct GameStateBase_eventGetServerWorldTimeSeconds_Parms
{
double ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Category", "GameState" },
{ "Comment", "/** Returns the simulated TimeSeconds on the server, will be synchronized on client and server */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Returns the simulated TimeSeconds on the server, will be synchronized on client and server" },
};
#endif // WITH_METADATA
// ********** Begin Function GetServerWorldTimeSeconds constinit property declarations *************
static const UECodeGen_Private::FDoublePropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function GetServerWorldTimeSeconds constinit property declarations ***************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function GetServerWorldTimeSeconds Property Definitions ************************
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(GameStateBase_eventGetServerWorldTimeSeconds_Parms, ReturnValue), METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers) < 2048);
// ********** End Function GetServerWorldTimeSeconds Property Definitions **************************
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "GetServerWorldTimeSeconds", Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::PropPointers),
sizeof(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::GameStateBase_eventGetServerWorldTimeSeconds_Parms),
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::Function_MetaDataParams)}, };
static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::GameStateBase_eventGetServerWorldTimeSeconds_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execGetServerWorldTimeSeconds)
{
P_FINISH;
P_NATIVE_BEGIN;
*(double*)Z_Param__Result=P_THIS->GetServerWorldTimeSeconds();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function GetServerWorldTimeSeconds **************************
// ********** Begin Class AGameStateBase Function HasBegunPlay *************************************
struct Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics
{
struct GameStateBase_eventHasBegunPlay_Parms
{
bool ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Category", "GameState" },
{ "Comment", "/** Returns true if the world has started play (called BeginPlay on actors) */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Returns true if the world has started play (called BeginPlay on actors)" },
};
#endif // WITH_METADATA
// ********** Begin Function HasBegunPlay constinit property declarations **************************
static void NewProp_ReturnValue_SetBit(void* Obj);
static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function HasBegunPlay constinit property declarations ****************************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function HasBegunPlay Property Definitions *************************************
void Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue_SetBit(void* Obj)
{
((GameStateBase_eventHasBegunPlay_Parms*)Obj)->ReturnValue = 1;
}
const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameStateBase_eventHasBegunPlay_Parms), &Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers) < 2048);
// ********** End Function HasBegunPlay Property Definitions ***************************************
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "HasBegunPlay", Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::PropPointers),
sizeof(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::GameStateBase_eventHasBegunPlay_Parms),
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::Function_MetaDataParams)}, };
static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::GameStateBase_eventHasBegunPlay_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_AGameStateBase_HasBegunPlay()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_HasBegunPlay_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execHasBegunPlay)
{
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)Z_Param__Result=P_THIS->HasBegunPlay();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function HasBegunPlay ***************************************
// ********** Begin Class AGameStateBase Function HasMatchEnded ************************************
struct Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics
{
struct GameStateBase_eventHasMatchEnded_Parms
{
bool ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Category", "Game" },
{ "Comment", "/** Returns true if the match can be considered ended. Defaults to false. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Returns true if the match can be considered ended. Defaults to false." },
};
#endif // WITH_METADATA
// ********** Begin Function HasMatchEnded constinit property declarations *************************
static void NewProp_ReturnValue_SetBit(void* Obj);
static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function HasMatchEnded constinit property declarations ***************************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function HasMatchEnded Property Definitions ************************************
void Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue_SetBit(void* Obj)
{
((GameStateBase_eventHasMatchEnded_Parms*)Obj)->ReturnValue = 1;
}
const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameStateBase_eventHasMatchEnded_Parms), &Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers) < 2048);
// ********** End Function HasMatchEnded Property Definitions **************************************
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "HasMatchEnded", Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::PropPointers),
sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::GameStateBase_eventHasMatchEnded_Parms),
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::Function_MetaDataParams)}, };
static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::GameStateBase_eventHasMatchEnded_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_AGameStateBase_HasMatchEnded()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_HasMatchEnded_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execHasMatchEnded)
{
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)Z_Param__Result=P_THIS->HasMatchEnded();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function HasMatchEnded **************************************
// ********** Begin Class AGameStateBase Function HasMatchStarted **********************************
struct Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics
{
struct GameStateBase_eventHasMatchStarted_Parms
{
bool ReturnValue;
};
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Category", "GameState" },
{ "Comment", "/** Returns true if the world has started match (called MatchStarted callbacks) */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Returns true if the world has started match (called MatchStarted callbacks)" },
};
#endif // WITH_METADATA
// ********** Begin Function HasMatchStarted constinit property declarations ***********************
static void NewProp_ReturnValue_SetBit(void* Obj);
static const UECodeGen_Private::FBoolPropertyParams NewProp_ReturnValue;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Function HasMatchStarted constinit property declarations *************************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
// ********** Begin Function HasMatchStarted Property Definitions **********************************
void Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue_SetBit(void* Obj)
{
((GameStateBase_eventHasMatchStarted_Parms*)Obj)->ReturnValue = 1;
}
const UECodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(GameStateBase_eventHasMatchStarted_Parms), &Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::NewProp_ReturnValue,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers) < 2048);
// ********** End Function HasMatchStarted Property Definitions ************************************
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "HasMatchStarted", Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers,
UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::PropPointers),
sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::GameStateBase_eventHasMatchStarted_Parms),
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x54020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::Function_MetaDataParams)}, };
static_assert(sizeof(Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::GameStateBase_eventHasMatchStarted_Parms) < MAX_uint16);
UFunction* Z_Construct_UFunction_AGameStateBase_HasMatchStarted()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_HasMatchStarted_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execHasMatchStarted)
{
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)Z_Param__Result=P_THIS->HasMatchStarted();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function HasMatchStarted ************************************
// ********** Begin Class AGameStateBase Function OnRep_GameModeClass ******************************
struct Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Comment", "/** GameModeBase class notification callback. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "GameModeBase class notification callback." },
};
#endif // WITH_METADATA
// ********** Begin Function OnRep_GameModeClass constinit property declarations *******************
// ********** End Function OnRep_GameModeClass constinit property declarations *********************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_GameModeClass", nullptr,
0,
0,
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::Function_MetaDataParams)}, };
UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execOnRep_GameModeClass)
{
P_FINISH;
P_NATIVE_BEGIN;
P_THIS->OnRep_GameModeClass();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function OnRep_GameModeClass ********************************
// ********** Begin Class AGameStateBase Function OnRep_ReplicatedHasBegunPlay *********************
struct Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Comment", "/** By default calls BeginPlay and StartMatch */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "By default calls BeginPlay and StartMatch" },
};
#endif // WITH_METADATA
// ********** Begin Function OnRep_ReplicatedHasBegunPlay constinit property declarations **********
// ********** End Function OnRep_ReplicatedHasBegunPlay constinit property declarations ************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_ReplicatedHasBegunPlay", nullptr,
0,
0,
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::Function_MetaDataParams)}, };
UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execOnRep_ReplicatedHasBegunPlay)
{
P_FINISH;
P_NATIVE_BEGIN;
P_THIS->OnRep_ReplicatedHasBegunPlay();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function OnRep_ReplicatedHasBegunPlay ***********************
// ********** Begin Class AGameStateBase Function OnRep_ReplicatedWorldTimeSecondsDouble ***********
struct Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Comment", "/** Allows clients to calculate ServerWorldTimeSecondsDelta */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Allows clients to calculate ServerWorldTimeSecondsDelta" },
};
#endif // WITH_METADATA
// ********** Begin Function OnRep_ReplicatedWorldTimeSecondsDouble constinit property declarations
// ********** End Function OnRep_ReplicatedWorldTimeSecondsDouble constinit property declarations **
static const UECodeGen_Private::FFunctionParams FuncParams;
};
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_ReplicatedWorldTimeSecondsDouble", nullptr,
0,
0,
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::Function_MetaDataParams)}, };
UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execOnRep_ReplicatedWorldTimeSecondsDouble)
{
P_FINISH;
P_NATIVE_BEGIN;
P_THIS->OnRep_ReplicatedWorldTimeSecondsDouble();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function OnRep_ReplicatedWorldTimeSecondsDouble *************
// ********** Begin Class AGameStateBase Function OnRep_SpectatorClass *****************************
struct Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
{ "Comment", "/** Callback when we receive the spectator class */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Callback when we receive the spectator class" },
};
#endif // WITH_METADATA
// ********** Begin Function OnRep_SpectatorClass constinit property declarations ******************
// ********** End Function OnRep_SpectatorClass constinit property declarations ********************
static const UECodeGen_Private::FFunctionParams FuncParams;
};
const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameStateBase, nullptr, "OnRep_SpectatorClass", nullptr,
0,
0,
RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00080402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::Function_MetaDataParams)}, };
UFunction* Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass_Statics::FuncParams);
}
return ReturnFunction;
}
DEFINE_FUNCTION(AGameStateBase::execOnRep_SpectatorClass)
{
P_FINISH;
P_NATIVE_BEGIN;
P_THIS->OnRep_SpectatorClass();
P_NATIVE_END;
}
// ********** End Class AGameStateBase Function OnRep_SpectatorClass *******************************
// ********** Begin Class AGameStateBase ***********************************************************
FClassRegistrationInfo Z_Registration_Info_UClass_AGameStateBase;
UClass* AGameStateBase::GetPrivateStaticClass()
{
using TClass = AGameStateBase;
if (!Z_Registration_Info_UClass_AGameStateBase.InnerSingleton)
{
GetPrivateStaticClassBody(
TClass::StaticPackage(),
TEXT("GameStateBase"),
Z_Registration_Info_UClass_AGameStateBase.InnerSingleton,
StaticRegisterNativesAGameStateBase,
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_AGameStateBase.InnerSingleton;
}
UClass* Z_Construct_UClass_AGameStateBase_NoRegister()
{
return AGameStateBase::GetPrivateStaticClass();
}
struct Z_Construct_UClass_AGameStateBase_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
{ "BlueprintType", "true" },
{ "Comment", "/**\n * GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.\n * It exists on both the client and the server and is fully replicated.\n */" },
{ "HideCategories", "Input Movement Collision Rendering HLOD WorldPartition DataLayers Transformation" },
{ "IncludePath", "GameFramework/GameStateBase.h" },
{ "IsBlueprintBase", "true" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ShowCategories", "Input|MouseInput Input|TouchInput" },
{ "ToolTip", "GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.\nIt exists on both the client and the server and is fully replicated." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_GameModeClass_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** Class of the server's game mode, assigned by GameModeBase. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Class of the server's game mode, assigned by GameModeBase." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_AuthorityGameMode_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** Instance of the current game mode, exists only on the server. For non-authority clients, this will be NULL. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Instance of the current game mode, exists only on the server. For non-authority clients, this will be NULL." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SpectatorClass_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** Class used by spectators, assigned by GameModeBase. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Class used by spectators, assigned by GameModeBase." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_PlayerArray_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant) */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant)" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_bReplicatedHasBegunPlay_MetaData[] = {
{ "Comment", "/** Replicated when GameModeBase->StartPlay has been called so the client will also start play */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Replicated when GameModeBase->StartPlay has been called so the client will also start play" },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ReplicatedWorldTimeSecondsDouble_MetaData[] = {
{ "Comment", "/** Server TimeSeconds. Useful for syncing up animation and gameplay. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "Server TimeSeconds. Useful for syncing up animation and gameplay." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ServerWorldTimeSecondsDelta_MetaData[] = {
{ "Comment", "/** The difference from the local world's TimeSeconds and the server world's TimeSeconds. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "The difference from the local world's TimeSeconds and the server world's TimeSeconds." },
};
static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ServerWorldTimeSecondsUpdateFrequency_MetaData[] = {
{ "Category", "GameState" },
{ "Comment", "/** How often the server updates the replicated TimeSeconds from the world. Values mean \"update every X seconds\", so 0.5 means update every half second. Set to zero to disable periodic updates. */" },
{ "ModuleRelativePath", "Classes/GameFramework/GameStateBase.h" },
{ "ToolTip", "How often the server updates the replicated TimeSeconds from the world. Values mean \"update every X seconds\", so 0.5 means update every half second. Set to zero to disable periodic updates." },
};
#endif // WITH_METADATA
// ********** Begin Class AGameStateBase constinit property declarations ***************************
static const UECodeGen_Private::FClassPropertyParams NewProp_GameModeClass;
static const UECodeGen_Private::FObjectPropertyParams NewProp_AuthorityGameMode;
static const UECodeGen_Private::FClassPropertyParams NewProp_SpectatorClass;
static const UECodeGen_Private::FObjectPropertyParams NewProp_PlayerArray_Inner;
static const UECodeGen_Private::FArrayPropertyParams NewProp_PlayerArray;
static void NewProp_bReplicatedHasBegunPlay_SetBit(void* Obj);
static const UECodeGen_Private::FBoolPropertyParams NewProp_bReplicatedHasBegunPlay;
static const UECodeGen_Private::FDoublePropertyParams NewProp_ReplicatedWorldTimeSecondsDouble;
static const UECodeGen_Private::FFloatPropertyParams NewProp_ServerWorldTimeSecondsDelta;
static const UECodeGen_Private::FFloatPropertyParams NewProp_ServerWorldTimeSecondsUpdateFrequency;
static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Class AGameStateBase constinit property declarations *****************************
static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = {
{ .NameUTF8 = UTF8TEXT("GetPlayerRespawnDelay"), .Pointer = &AGameStateBase::execGetPlayerRespawnDelay },
{ .NameUTF8 = UTF8TEXT("GetPlayerStartTime"), .Pointer = &AGameStateBase::execGetPlayerStartTime },
{ .NameUTF8 = UTF8TEXT("GetServerWorldTimeSeconds"), .Pointer = &AGameStateBase::execGetServerWorldTimeSeconds },
{ .NameUTF8 = UTF8TEXT("HasBegunPlay"), .Pointer = &AGameStateBase::execHasBegunPlay },
{ .NameUTF8 = UTF8TEXT("HasMatchEnded"), .Pointer = &AGameStateBase::execHasMatchEnded },
{ .NameUTF8 = UTF8TEXT("HasMatchStarted"), .Pointer = &AGameStateBase::execHasMatchStarted },
{ .NameUTF8 = UTF8TEXT("OnRep_GameModeClass"), .Pointer = &AGameStateBase::execOnRep_GameModeClass },
{ .NameUTF8 = UTF8TEXT("OnRep_ReplicatedHasBegunPlay"), .Pointer = &AGameStateBase::execOnRep_ReplicatedHasBegunPlay },
{ .NameUTF8 = UTF8TEXT("OnRep_ReplicatedWorldTimeSecondsDouble"), .Pointer = &AGameStateBase::execOnRep_ReplicatedWorldTimeSecondsDouble },
{ .NameUTF8 = UTF8TEXT("OnRep_SpectatorClass"), .Pointer = &AGameStateBase::execOnRep_SpectatorClass },
};
static UObject* (*const DependentSingletons[])();
static constexpr FClassFunctionLinkInfo FuncInfo[] = {
{ &Z_Construct_UFunction_AGameStateBase_GetPlayerRespawnDelay, "GetPlayerRespawnDelay" }, // 4102164297
{ &Z_Construct_UFunction_AGameStateBase_GetPlayerStartTime, "GetPlayerStartTime" }, // 956806648
{ &Z_Construct_UFunction_AGameStateBase_GetServerWorldTimeSeconds, "GetServerWorldTimeSeconds" }, // 2481568726
{ &Z_Construct_UFunction_AGameStateBase_HasBegunPlay, "HasBegunPlay" }, // 178026132
{ &Z_Construct_UFunction_AGameStateBase_HasMatchEnded, "HasMatchEnded" }, // 4234940634
{ &Z_Construct_UFunction_AGameStateBase_HasMatchStarted, "HasMatchStarted" }, // 1444418777
{ &Z_Construct_UFunction_AGameStateBase_OnRep_GameModeClass, "OnRep_GameModeClass" }, // 840209129
{ &Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedHasBegunPlay, "OnRep_ReplicatedHasBegunPlay" }, // 2890789276
{ &Z_Construct_UFunction_AGameStateBase_OnRep_ReplicatedWorldTimeSecondsDouble, "OnRep_ReplicatedWorldTimeSecondsDouble" }, // 2700597302
{ &Z_Construct_UFunction_AGameStateBase_OnRep_SpectatorClass, "OnRep_SpectatorClass" }, // 79043104
};
static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048);
static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
TCppClassTypeTraits<AGameStateBase>::IsAbstract,
};
static const UECodeGen_Private::FClassParams ClassParams;
}; // struct Z_Construct_UClass_AGameStateBase_Statics
// ********** Begin Class AGameStateBase Property Definitions **************************************
const UECodeGen_Private::FClassPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_GameModeClass = { "GameModeClass", "OnRep_GameModeClass", (EPropertyFlags)0x0014000100002034, UECodeGen_Private::EPropertyGenFlags::Class, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, GameModeClass), Z_Construct_UClass_UClass_NoRegister, Z_Construct_UClass_AGameModeBase_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_GameModeClass_MetaData), NewProp_GameModeClass_MetaData) };
const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_AuthorityGameMode = { "AuthorityGameMode", nullptr, (EPropertyFlags)0x0114000000002014, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, AuthorityGameMode), Z_Construct_UClass_AGameModeBase_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_AuthorityGameMode_MetaData), NewProp_AuthorityGameMode_MetaData) };
const UECodeGen_Private::FClassPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_SpectatorClass = { "SpectatorClass", "OnRep_SpectatorClass", (EPropertyFlags)0x0014000100002034, UECodeGen_Private::EPropertyGenFlags::Class, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, SpectatorClass), Z_Construct_UClass_UClass_NoRegister, Z_Construct_UClass_ASpectatorPawn_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SpectatorClass_MetaData), NewProp_SpectatorClass_MetaData) };
const UECodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray_Inner = { "PlayerArray", nullptr, (EPropertyFlags)0x0104000000000000, UECodeGen_Private::EPropertyGenFlags::Object | UECodeGen_Private::EPropertyGenFlags::ObjectPtr, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, 0, Z_Construct_UClass_APlayerState_NoRegister, METADATA_PARAMS(0, nullptr) };
const UECodeGen_Private::FArrayPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray = { "PlayerArray", nullptr, (EPropertyFlags)0x0114000000002014, UECodeGen_Private::EPropertyGenFlags::Array, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, PlayerArray), EArrayPropertyFlags::None, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_PlayerArray_MetaData), NewProp_PlayerArray_MetaData) };
void Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay_SetBit(void* Obj)
{
((AGameStateBase*)Obj)->bReplicatedHasBegunPlay = 1;
}
const UECodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay = { "bReplicatedHasBegunPlay", "OnRep_ReplicatedHasBegunPlay", (EPropertyFlags)0x0020080100002020, UECodeGen_Private::EPropertyGenFlags::Bool | UECodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(bool), sizeof(AGameStateBase), &Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay_SetBit, METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_bReplicatedHasBegunPlay_MetaData), NewProp_bReplicatedHasBegunPlay_MetaData) };
const UECodeGen_Private::FDoublePropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_ReplicatedWorldTimeSecondsDouble = { "ReplicatedWorldTimeSecondsDouble", "OnRep_ReplicatedWorldTimeSecondsDouble", (EPropertyFlags)0x0020080100002020, UECodeGen_Private::EPropertyGenFlags::Double, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, ReplicatedWorldTimeSecondsDouble), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ReplicatedWorldTimeSecondsDouble_MetaData), NewProp_ReplicatedWorldTimeSecondsDouble_MetaData) };
const UECodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsDelta = { "ServerWorldTimeSecondsDelta", nullptr, (EPropertyFlags)0x0020080000002000, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, ServerWorldTimeSecondsDelta), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ServerWorldTimeSecondsDelta_MetaData), NewProp_ServerWorldTimeSecondsDelta_MetaData) };
const UECodeGen_Private::FFloatPropertyParams Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsUpdateFrequency = { "ServerWorldTimeSecondsUpdateFrequency", nullptr, (EPropertyFlags)0x0020080000010001, UECodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameStateBase, ServerWorldTimeSecondsUpdateFrequency), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ServerWorldTimeSecondsUpdateFrequency_MetaData), NewProp_ServerWorldTimeSecondsUpdateFrequency_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AGameStateBase_Statics::PropPointers[] = {
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_GameModeClass,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_AuthorityGameMode,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_SpectatorClass,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray_Inner,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_PlayerArray,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_bReplicatedHasBegunPlay,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_ReplicatedWorldTimeSecondsDouble,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsDelta,
(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameStateBase_Statics::NewProp_ServerWorldTimeSecondsUpdateFrequency,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::PropPointers) < 2048);
// ********** End Class AGameStateBase Property Definitions ****************************************
UObject* (*const Z_Construct_UClass_AGameStateBase_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_AInfo,
(UObject* (*)())Z_Construct_UPackage__Script_Engine,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::DependentSingletons) < 16);
const UECodeGen_Private::FClassParams Z_Construct_UClass_AGameStateBase_Statics::ClassParams = {
&AGameStateBase::StaticClass,
"Game",
&StaticCppClassTypeInfo,
DependentSingletons,
FuncInfo,
Z_Construct_UClass_AGameStateBase_Statics::PropPointers,
nullptr,
UE_ARRAY_COUNT(DependentSingletons),
UE_ARRAY_COUNT(FuncInfo),
UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::PropPointers),
0,
0x008802A4u,
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_AGameStateBase_Statics::Class_MetaDataParams), Z_Construct_UClass_AGameStateBase_Statics::Class_MetaDataParams)
};
void AGameStateBase::StaticRegisterNativesAGameStateBase()
{
UClass* Class = AGameStateBase::StaticClass();
FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_AGameStateBase_Statics::Funcs));
}
UClass* Z_Construct_UClass_AGameStateBase()
{
if (!Z_Registration_Info_UClass_AGameStateBase.OuterSingleton)
{
UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_AGameStateBase.OuterSingleton, Z_Construct_UClass_AGameStateBase_Statics::ClassParams);
}
return Z_Registration_Info_UClass_AGameStateBase.OuterSingleton;
}
#if VALIDATE_CLASS_REPS
void AGameStateBase::ValidateGeneratedRepEnums(const TArray<struct FRepRecord>& ClassReps) const
{
static FName Name_GameModeClass(TEXT("GameModeClass"));
static FName Name_SpectatorClass(TEXT("SpectatorClass"));
static FName Name_bReplicatedHasBegunPlay(TEXT("bReplicatedHasBegunPlay"));
static FName Name_ReplicatedWorldTimeSecondsDouble(TEXT("ReplicatedWorldTimeSecondsDouble"));
const bool bIsValid = true
&& Name_GameModeClass == ClassReps[(int32)ENetFields_Private::GameModeClass].Property->GetFName()
&& Name_SpectatorClass == ClassReps[(int32)ENetFields_Private::SpectatorClass].Property->GetFName()
&& Name_bReplicatedHasBegunPlay == ClassReps[(int32)ENetFields_Private::bReplicatedHasBegunPlay].Property->GetFName()
&& Name_ReplicatedWorldTimeSecondsDouble == ClassReps[(int32)ENetFields_Private::ReplicatedWorldTimeSecondsDouble].Property->GetFName();
checkf(bIsValid, TEXT("UHT Generated Rep Indices do not match runtime populated Rep Indices for properties in AGameStateBase"));
}
#endif
DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, AGameStateBase);
AGameStateBase::~AGameStateBase() {}
// ********** End Class AGameStateBase *************************************************************
// ********** Begin Registration *******************************************************************
struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics
{
static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
{ Z_Construct_UClass_AGameStateBase, AGameStateBase::StaticClass, TEXT("AGameStateBase"), &Z_Registration_Info_UClass_AGameStateBase, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(AGameStateBase), 4180251872U) },
};
}; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_2605718369{
TEXT("/Script/Engine"),
Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h__Script_Engine_Statics::ClassInfo),
nullptr, 0,
nullptr, 0,
};
// ********** End Registration *********************************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS