// 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 "Core/DescentSimSubsystem.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_UOBJECT"); void EmptyLinkFunctionForGeneratedCodeDescentSimSubsystem() {} // ********** Begin Cross Module References ******************************************************** // ********** End Cross Module References ********************************************************** // ********** Begin Same Module References ********************************************************* UPackage* Z_Construct_UPackage__Script_TheDescent(ETypeConstructPhase); THEDESCENT_API UClass* Z_Construct_UClass_UDescentSimSubsystem(ETypeConstructPhase); THEDESCENT_API UClass* Z_Construct_UClass_UDescentWorldSubsystem(ETypeConstructPhase); THEDESCENT_API UClass* Z_Construct_UClass_UDescentSimSubsystem(ETypeConstructPhase); // ********** End Same Module References *********************************************************** #define UHT_STRUCT_BASE(INIT) UE::CodeGen::ConstInit::TCompiledInObjectPtr(UE::Private::AsStructBaseChain(INIT)) // ********** Begin Class UDescentSimSubsystem ***************************************************** #ifdef UHT_STATICS #error UHT_STATICS already defined #endif #define UHT_STATICS Z_Construct_UClass_UDescentSimSubsystem_Statics struct UHT_STATICS { #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Type_MetaData[] = { #if !UE_BUILD_SHIPPING { "Comment", "/**\n * The one place game state advances (DESIGN_UE.md section 1.4): \"anything that changes game state is stepped by\n * UDescentSimSubsystem, in one fixed order, with one dt\". Actor and component Tick are for cosmetics only.\n *\n * - `SimTick` (TG_PrePhysics) calls Step(DeltaSeconds) unless the sim is paused; `LateTick` (TG_PostUpdateWork)\n * calls LateStep(DeltaSeconds) always, paused or not, so the HUD keeps updating under a pause menu.\n * - Step(dt) clamps dt to [0, MaxStepDt], advances the sim clock, latches the intent, then runs the registered\n * callbacks of every EDescentSimStep entry in enum order. Step itself ignores pause (pause only stops the tick\n * function), so tests and FastForward can always drive it.\n * - FastForward(seconds, dt) calls Step in a loop inside one frame: no rendering, no character movement. The\n * same (seconds, dt) always runs the same steps and ends on the same clock.\n * - Intent: the player controller writes SetLiveIntent every frame; a debug command writes SetDebugIntent, which\n * wins for its sim duration. Systems read GetIntent() (the latched value) from their step callbacks.\n */" }, #endif { "IncludePath", "Core/DescentSimSubsystem.h" }, { "ModuleRelativePath", "Core/DescentSimSubsystem.h" }, #if !UE_BUILD_SHIPPING { "ToolTip", "The one place game state advances (DESIGN_UE.md section 1.4): \"anything that changes game state is stepped by\nUDescentSimSubsystem, in one fixed order, with one dt\". Actor and component Tick are for cosmetics only.\n\n - `SimTick` (TG_PrePhysics) calls Step(DeltaSeconds) unless the sim is paused; `LateTick` (TG_PostUpdateWork)\n calls LateStep(DeltaSeconds) always, paused or not, so the HUD keeps updating under a pause menu.\n - Step(dt) clamps dt to [0, MaxStepDt], advances the sim clock, latches the intent, then runs the registered\n callbacks of every EDescentSimStep entry in enum order. Step itself ignores pause (pause only stops the tick\n function), so tests and FastForward can always drive it.\n - FastForward(seconds, dt) calls Step in a loop inside one frame: no rendering, no character movement. The\n same (seconds, dt) always runs the same steps and ends on the same clock.\n - Intent: the player controller writes SetLiveIntent every frame; a debug command writes SetDebugIntent, which\n wins for its sim duration. Systems read GetIntent() (the latched value) from their step callbacks." }, #endif }; #endif // WITH_METADATA // ********** Begin Class UDescentSimSubsystem constinit property declarations ********************* // ********** End Class UDescentSimSubsystem constinit property declarations *********************** static FTypeConstructFunc* DependentSingletons[]; static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; static const UECodeGen_Private::FClassParams ClassParams; }; // struct UHT_STATICS FTypeConstructFunc* UHT_STATICS::DependentSingletons[] = { (FTypeConstructFunc*)Z_Construct_UClass_UDescentWorldSubsystem, (FTypeConstructFunc*)Z_Construct_UPackage__Script_TheDescent, }; static_assert(UE_ARRAY_COUNT(UHT_STATICS::DependentSingletons) < 16); const UECodeGen_Private::FClassParams UHT_STATICS::ClassParams = { &Z_Construct_UClass_UDescentSimSubsystem, nullptr, &StaticCppClassTypeInfo, DependentSingletons, nullptr, nullptr, nullptr, UE_ARRAY_COUNT(DependentSingletons), 0, 0, 0, 0x001000A0u, METADATA_PARAMS(UE_ARRAY_COUNT(UHT_STATICS::Type_MetaData), UHT_STATICS::Type_MetaData) }; FClassRegistrationInfo Z_Registration_Info_UClass_UDescentSimSubsystem; UClass* Z_Construct_UClass_UDescentSimSubsystem(ETypeConstructPhase Phase) { if (Phase == ETypeConstructPhase::Inner) { using TClass = UDescentSimSubsystem; if (!Z_Registration_Info_UClass_UDescentSimSubsystem.InnerSingleton) { GetPrivateStaticClassBody( TClass::StaticPackage(), TEXT("DescentSimSubsystem"), Z_Registration_Info_UClass_UDescentSimSubsystem.InnerSingleton, nullptr, DataSizeOf(), alignof(TClass), TClass::StaticClassFlags, TClass::StaticClassCastFlags(), TClass::StaticConfigName(), (UClass::ClassConstructorType)InternalConstructor, (UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller, UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass), &TClass::Super::StaticClass, &TClass::WithinClass::StaticClass ); } return Z_Registration_Info_UClass_UDescentSimSubsystem.InnerSingleton; } if (!Z_Registration_Info_UClass_UDescentSimSubsystem.OuterSingleton) { UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UDescentSimSubsystem.OuterSingleton, UHT_STATICS::ClassParams); } return Z_Registration_Info_UClass_UDescentSimSubsystem.OuterSingleton; } #undef UHT_STATICS UDescentSimSubsystem::UDescentSimSubsystem(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {} DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UDescentSimSubsystem); UDescentSimSubsystem::~UDescentSimSubsystem() {} // ********** End Class UDescentSimSubsystem ******************************************************* // ********** Begin Registration ******************************************************************* #ifdef UHT_STATICS #error UHT_STATICS already defined #endif #define UHT_STATICS Z_CompiledInDeferFile_FID_TheDescentUE_Source_TheDescent_Core_DescentSimSubsystem_h__Script_TheDescent_Statics struct UHT_STATICS { static constexpr FClassRegisterCompiledInInfo ClassInfo[] = { { Z_Construct_UClass_UDescentSimSubsystem, TEXT("UDescentSimSubsystem"), &Z_Registration_Info_UClass_UDescentSimSubsystem, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UDescentSimSubsystem), 2077488340U) }, }; }; // UHT_STATICS static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_TheDescentUE_Source_TheDescent_Core_DescentSimSubsystem_h__Script_TheDescent_0a23e75555f89746640344d00d47fe14b2e939bf{ TEXT("/Script/TheDescent"), UHT_STATICS::ClassInfo, UE_ARRAY_COUNT(UHT_STATICS::ClassInfo), nullptr, 0, nullptr, 0, nullptr, 0, }; #undef UHT_STATICS // ********** End Registration ********************************************************************* #undef UHT_STRUCT_BASE PRAGMA_ENABLE_DEPRECATION_WARNINGS