74 lines
3.9 KiB
C++
74 lines
3.9 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 "GameplayDebuggerPlayerManager.h"
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#ifdef GAMEPLAYDEBUGGER_GameplayDebuggerPlayerManager_generated_h
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#error "GameplayDebuggerPlayerManager.generated.h already included, missing '#pragma once' in GameplayDebuggerPlayerManager.h"
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#endif
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#define GAMEPLAYDEBUGGER_GameplayDebuggerPlayerManager_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 ScriptStruct FGameplayDebuggerPlayerData ***************************************
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struct Z_Construct_UScriptStruct_FGameplayDebuggerPlayerData_Statics;
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#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_20_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FGameplayDebuggerPlayerData_Statics; \
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GAMEPLAYDEBUGGER_API static class UScriptStruct* StaticStruct();
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struct FGameplayDebuggerPlayerData;
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// ********** End ScriptStruct FGameplayDebuggerPlayerData *****************************************
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// ********** Begin Class AGameplayDebuggerPlayerManager *******************************************
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struct Z_Construct_UClass_AGameplayDebuggerPlayerManager_Statics;
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GAMEPLAYDEBUGGER_API UClass* Z_Construct_UClass_AGameplayDebuggerPlayerManager_NoRegister();
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#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_INCLASS \
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private: \
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static void StaticRegisterNativesAGameplayDebuggerPlayerManager(); \
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friend struct ::Z_Construct_UClass_AGameplayDebuggerPlayerManager_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend GAMEPLAYDEBUGGER_API UClass* ::Z_Construct_UClass_AGameplayDebuggerPlayerManager_NoRegister(); \
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public: \
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DECLARE_CLASS2(AGameplayDebuggerPlayerManager, AActor, COMPILED_IN_FLAGS(0 | CLASS_Transient | CLASS_Config), CASTCLASS_None, TEXT("/Script/GameplayDebugger"), Z_Construct_UClass_AGameplayDebuggerPlayerManager_NoRegister) \
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DECLARE_SERIALIZER(AGameplayDebuggerPlayerManager)
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#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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GAMEPLAYDEBUGGER_API AGameplayDebuggerPlayerManager(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameplayDebuggerPlayerManager) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(GAMEPLAYDEBUGGER_API, AGameplayDebuggerPlayerManager); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameplayDebuggerPlayerManager); \
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/** Deleted move- and copy-constructors, should never be used */ \
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AGameplayDebuggerPlayerManager(AGameplayDebuggerPlayerManager&&) = delete; \
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AGameplayDebuggerPlayerManager(const AGameplayDebuggerPlayerManager&) = delete; \
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GAMEPLAYDEBUGGER_API virtual ~AGameplayDebuggerPlayerManager();
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#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_32_PROLOG
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#define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_GENERATED_BODY_LEGACY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_INCLASS \
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FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h_35_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class AGameplayDebuggerPlayerManager;
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// ********** End Class AGameplayDebuggerPlayerManager *********************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerPlayerManager_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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