Advertisement
Guest User

example blueprint native compile

a guest
Jun 13th, 2019
390
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 20.72 KB | None | 0 0
  1. #include "NativizedAssets.h"
  2. #include "Example__pf389835624.h"
  3. #include "GeneratedCodeHelpers.h"
  4. #include "Example__pf389835624.h"
  5. #include "Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h"
  6. #include "Runtime/Engine/Classes/Kismet/BlueprintFunctionLibrary.h"
  7. #include "Runtime/Engine/Classes/Engine/EngineTypes.h"
  8. #include "Runtime/Engine/Classes/GameFramework/Actor.h"
  9. #include "Runtime/Engine/Classes/Components/SceneComponent.h"
  10. #include "Runtime/Engine/Classes/Components/ActorComponent.h"
  11. #include "Runtime/Engine/Classes/Engine/EngineBaseTypes.h"
  12. #include "Runtime/Engine/Classes/EdGraph/EdGraphPin.h"
  13. #include "Runtime/Engine/Classes/Engine/AssetUserData.h"
  14. #include "Runtime/Engine/Classes/Interfaces/Interface_AssetUserData.h"
  15. #include "Runtime/Engine/Classes/GameFramework/PhysicsVolume.h"
  16. #include "Runtime/Engine/Classes/GameFramework/Volume.h"
  17. #include "Runtime/Engine/Classes/Engine/Brush.h"
  18. #include "Runtime/Engine/Classes/Components/BrushComponent.h"
  19. #include "Runtime/Engine/Classes/Components/PrimitiveComponent.h"
  20. #include "Runtime/Engine/Classes/GameFramework/Pawn.h"
  21. #include "Runtime/Engine/Classes/GameFramework/Controller.h"
  22. #include "Runtime/Engine/Classes/GameFramework/PlayerController.h"
  23. #include "Runtime/Engine/Classes/GameFramework/TouchInterface.h"
  24. #include "Runtime/InputCore/Classes/InputCoreTypes.h"
  25. #include "Runtime/Engine/Classes/Engine/Texture2D.h"
  26. #include "Runtime/Engine/Classes/Engine/Texture.h"
  27. #include "Runtime/Engine/Classes/GameFramework/OnlineReplStructs.h"
  28. #include "Runtime/CoreUObject/Public/UObject/CoreOnline.h"
  29. #include "Runtime/Engine/Classes/Camera/CameraTypes.h"
  30. #include "Runtime/Engine/Classes/Camera/CameraAnim.h"
  31. #include "Runtime/Engine/Classes/Matinee/InterpGroup.h"
  32. #include "Runtime/Engine/Classes/Matinee/InterpTrack.h"
  33. #include "Runtime/Engine/Classes/Matinee/InterpTrackInst.h"
  34. #include "Runtime/Engine/Classes/Camera/CameraShake.h"
  35. #include "Runtime/Engine/Classes/Engine/Scene.h"
  36. #include "Runtime/Engine/Classes/Engine/TextureCube.h"
  37. #include "Runtime/Engine/Classes/Camera/CameraAnimInst.h"
  38. #include "Runtime/Engine/Classes/Matinee/InterpTrackInstMove.h"
  39. #include "Runtime/Engine/Classes/Matinee/InterpTrackMove.h"
  40. #include "Runtime/Engine/Classes/Matinee/InterpGroupInst.h"
  41. #include "Runtime/Engine/Classes/Camera/PlayerCameraManager.h"
  42. #include "Runtime/Engine/Classes/Particles/EmitterCameraLensEffectBase.h"
  43. #include "Runtime/Engine/Classes/Particles/Emitter.h"
  44. #include "Runtime/Engine/Classes/PhysicalMaterials/PhysicalMaterial.h"
  45. #include "Runtime/Engine/Classes/Vehicles/TireType.h"
  46. #include "Runtime/Engine/Classes/Engine/DataAsset.h"
  47. #include "Runtime/Engine/Classes/PhysicalMaterials/PhysicalMaterialPropertyBase.h"
  48. #include "Runtime/Engine/Classes/PhysicsEngine/PhysicsSettingsEnums.h"
  49. #include "Runtime/Engine/Classes/Particles/ParticleSystemComponent.h"
  50. #include "Runtime/Engine/Classes/Materials/MaterialInterface.h"
  51. #include "Runtime/Engine/Classes/Engine/SubsurfaceProfile.h"
  52. #include "Runtime/Engine/Classes/Materials/Material.h"
  53. #include "Runtime/Engine/Classes/Materials/MaterialExpression.h"
  54. #include "Runtime/Engine/Public/MaterialShared.h"
  55. #include "Runtime/Engine/Classes/Engine/BlendableInterface.h"
  56. #include "Runtime/Engine/Public/ParticleHelper.h"
  57. #include "Runtime/Engine/Classes/Components/SkeletalMeshComponent.h"
  58. #include "Runtime/Engine/Classes/Components/SkinnedMeshComponent.h"
  59. #include "Runtime/Engine/Classes/Components/MeshComponent.h"
  60. #include "Runtime/Engine/Classes/Engine/SkeletalMesh.h"
  61. #include "Runtime/Engine/Public/Animation/NodeMappingContainer.h"
  62. #include "Runtime/Engine/Classes/Engine/Blueprint.h"
  63. #include "Runtime/Engine/Classes/Engine/BlueprintCore.h"
  64. #include "Runtime/Engine/Classes/PhysicsEngine/PhysicsAsset.h"
  65. #include "Runtime/Engine/Classes/PhysicsEngine/BodySetup.h"
  66. #include "Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h"
  67. #include "Runtime/Engine/Classes/PhysicsEngine/BodySetupEnums.h"
  68. #include "Runtime/Engine/Classes/PhysicsEngine/AggregateGeom.h"
  69. #include "Runtime/Engine/Classes/PhysicsEngine/ConvexElem.h"
  70. #include "Runtime/Engine/Classes/PhysicsEngine/ShapeElem.h"
  71. #include "Runtime/Engine/Classes/PhysicsEngine/SphylElem.h"
  72. #include "Runtime/Engine/Classes/PhysicsEngine/BoxElem.h"
  73. #include "Runtime/Engine/Classes/PhysicsEngine/SphereElem.h"
  74. #include "Runtime/Engine/Classes/Animation/AnimSequence.h"
  75. #include "Runtime/Engine/Classes/Animation/AnimSequenceBase.h"
  76. #include "Runtime/Engine/Classes/Animation/AnimationAsset.h"
  77. #include "Runtime/Engine/Classes/Animation/AnimMetaData.h"
  78. #include "Runtime/Engine/Classes/Animation/Skeleton.h"
  79. #include "Runtime/Engine/Classes/Animation/BlendProfile.h"
  80. #include "Runtime/Engine/Public/BoneContainer.h"
  81. #include "Runtime/Engine/Classes/Animation/SmartName.h"
  82. #include "Runtime/Engine/Classes/Engine/SkeletalMeshSocket.h"
  83. #include "Runtime/Engine/Public/Animation/AnimCurveTypes.h"
  84. #include "Runtime/Engine/Classes/Curves/RichCurve.h"
  85. #include "Runtime/Engine/Classes/Curves/IndexedCurve.h"
  86. #include "Runtime/Engine/Classes/Curves/KeyHandle.h"
  87. #include "Runtime/Engine/Public/Animation/AnimTypes.h"
  88. #include "Runtime/Engine/Classes/Animation/AnimLinkableElement.h"
  89. #include "Runtime/Engine/Classes/Animation/AnimMontage.h"
  90. #include "Runtime/Engine/Classes/Animation/AnimCompositeBase.h"
  91. #include "Runtime/Engine/Classes/Animation/AnimEnums.h"
  92. #include "Runtime/Engine/Public/AlphaBlend.h"
  93. #include "Runtime/Engine/Classes/Curves/CurveFloat.h"
  94. #include "Runtime/Engine/Classes/Curves/CurveBase.h"
  95. #include "Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotifyState.h"
  96. #include "Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotify.h"
  97. #include "Runtime/Engine/Classes/Interfaces/Interface_CollisionDataProvider.h"
  98. #include "Runtime/Engine/Classes/Animation/AnimInstance.h"
  99. #include "Runtime/Engine/Public/Animation/PoseSnapshot.h"
  100. #include "Runtime/Engine/Classes/Particles/ParticleSystem.h"
  101. #include "Runtime/Engine/Classes/Particles/ParticleEmitter.h"
  102. #include "Runtime/Engine/Classes/Materials/MaterialInstanceDynamic.h"
  103. #include "Runtime/Engine/Classes/Materials/MaterialInstance.h"
  104. #include "Runtime/Engine/Classes/Materials/MaterialInstanceBasePropertyOverrides.h"
  105. #include "Runtime/Engine/Classes/Engine/Font.h"
  106. #include "Runtime/SlateCore/Public/Fonts/CompositeFont.h"
  107. #include "Runtime/Engine/Classes/Engine/FontImportOptions.h"
  108. #include "Runtime/SlateCore/Public/Fonts/FontProviderInterface.h"
  109. #include "Runtime/Engine/Classes/Camera/CameraModifier.h"
  110. #include "Runtime/Engine/Classes/Camera/CameraActor.h"
  111. #include "Runtime/Engine/Classes/Camera/CameraComponent.h"
  112. #include "Runtime/Engine/Classes/Camera/CameraModifier_CameraShake.h"
  113. #include "Runtime/Engine/Classes/GameFramework/PlayerState.h"
  114. #include "Runtime/Engine/Classes/GameFramework/Info.h"
  115. #include "Runtime/Engine/Classes/Components/BillboardComponent.h"
  116. #include "Runtime/Engine/Classes/GameFramework/LocalMessage.h"
  117. #include "Runtime/Engine/Classes/GameFramework/EngineMessage.h"
  118. #include "Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h"
  119. #include "Runtime/Engine/Classes/Sound/SoundBase.h"
  120. #include "Runtime/Engine/Classes/Sound/SoundEffectSource.h"
  121. #include "Runtime/Engine/Classes/Sound/SoundEffectPreset.h"
  122. #include "Runtime/Engine/Classes/Sound/SoundSubmix.h"
  123. #include "Runtime/Engine/Classes/Sound/SoundEffectSubmix.h"
  124. #include "Runtime/Engine/Classes/Sound/SoundAttenuation.h"
  125. #include "Runtime/Engine/Classes/Engine/Attenuation.h"
  126. #include "Runtime/Engine/Public/IAudioExtensionPlugin.h"
  127. #include "Runtime/Engine/Classes/Sound/SoundConcurrency.h"
  128. #include "Runtime/Engine/Classes/Sound/SoundClass.h"
  129. #include "Runtime/Engine/Classes/Sound/SoundMix.h"
  130. #include "Runtime/Engine/Classes/GameFramework/HUD.h"
  131. #include "Runtime/Engine/Classes/GameFramework/DebugTextInfo.h"
  132. #include "Runtime/Engine/Classes/Engine/Canvas.h"
  133. #include "Runtime/Engine/Classes/Debug/ReporterGraph.h"
  134. #include "Runtime/Engine/Classes/Debug/ReporterBase.h"
  135. #include "Runtime/Engine/Classes/Engine/NetSerialization.h"
  136. #include "Runtime/Engine/Classes/Components/InputComponent.h"
  137. #include "Runtime/Engine/Classes/GameFramework/SpectatorPawn.h"
  138. #include "Runtime/Engine/Classes/GameFramework/DefaultPawn.h"
  139. #include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
  140. #include "Runtime/Engine/Classes/Engine/StaticMesh.h"
  141. #include "Runtime/Engine/Classes/Components/SphereComponent.h"
  142. #include "Runtime/Engine/Classes/Components/ShapeComponent.h"
  143. #include "Runtime/Engine/Classes/AI/Navigation/NavAreas/NavArea.h"
  144. #include "Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h"
  145. #include "Runtime/Engine/Classes/AI/Navigation/NavAreas/NavArea_Obstacle.h"
  146. #include "Runtime/Engine/Classes/GameFramework/PawnMovementComponent.h"
  147. #include "Runtime/Engine/Classes/GameFramework/NavMovementComponent.h"
  148. #include "Runtime/Engine/Classes/GameFramework/MovementComponent.h"
  149. #include "Runtime/Engine/Classes/AI/Navigation/NavigationData.h"
  150. #include "Runtime/Engine/Classes/AI/Navigation/RecastNavMesh.h"
  151. #include "Runtime/Engine/Classes/GameFramework/FloatingPawnMovement.h"
  152. #include "Runtime/AIModule/Classes/AIController.h"
  153. #include "Runtime/GameplayTasks/Classes/GameplayTaskResource.h"
  154. #include "Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h"
  155. #include "Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h"
  156. #include "Runtime/AIModule/Classes/Perception/AISense.h"
  157. #include "Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h"
  158. #include "Runtime/AIModule/Classes/Perception/AISenseEvent.h"
  159. #include "Runtime/AIModule/Classes/Perception/AISenseConfig.h"
  160. #include "Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h"
  161. #include "Runtime/AIModule/Classes/AIResourceInterface.h"
  162. #include "Runtime/Engine/Classes/AI/Navigation/NavFilters/NavigationQueryFilter.h"
  163. #include "Runtime/GameplayTasks/Classes/GameplayTask.h"
  164. #include "Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h"
  165. #include "Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h"
  166. #include "Runtime/AIModule/Classes/BehaviorTree/Blackboard/BlackboardKeyType.h"
  167. #include "Runtime/AIModule/Classes/BrainComponent.h"
  168. #include "Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h"
  169. #include "Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h"
  170. #include "Runtime/AIModule/Classes/BehaviorTree/BTNode.h"
  171. #include "Runtime/GameplayTasks/Classes/GameplayTaskOwnerInterface.h"
  172. #include "Runtime/AIModule/Classes/BehaviorTree/BTService.h"
  173. #include "Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h"
  174. #include "Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h"
  175. #include "Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h"
  176. #include "Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h"
  177. #include "Runtime/AIModule/Classes/AITypes.h"
  178. #include "Runtime/GameplayTasks/Classes/GameplayTasksComponent.h"
  179. #include "Runtime/AIModule/Classes/Actions/PawnActionsComponent.h"
  180. #include "Runtime/AIModule/Classes/Actions/PawnAction.h"
  181. #include "Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h"
  182. #include "Runtime/AIModule/Classes/GenericTeamAgentInterface.h"
  183. #include "Runtime/Engine/Public/VisualLogger/VisualLoggerDebugSnapshotInterface.h"
  184. #include "Runtime/Engine/Classes/GameFramework/SpectatorPawnMovement.h"
  185. #include "Runtime/Engine/Classes/Engine/LatentActionManager.h"
  186. #include "Runtime/Engine/Classes/Haptics/HapticFeedbackEffect_Base.h"
  187. #include "Runtime/Engine/Classes/Engine/NetConnection.h"
  188. #include "Runtime/Engine/Classes/Engine/Player.h"
  189. #include "Runtime/Engine/Classes/Engine/Channel.h"
  190. #include "Runtime/Engine/Classes/Engine/NetDriver.h"
  191. #include "Runtime/Engine/Classes/Engine/World.h"
  192. #include "Runtime/Engine/Classes/Engine/ChildConnection.h"
  193. #include "Runtime/Engine/Classes/GameFramework/PlayerInput.h"
  194. #include "Runtime/Engine/Classes/GameFramework/CheatManager.h"
  195. #include "Runtime/Engine/Classes/Engine/DebugCameraController.h"
  196. #include "Runtime/Engine/Classes/Components/DrawFrustumComponent.h"
  197. #include "Runtime/Engine/Classes/Matinee/InterpTrackInstDirector.h"
  198. #include "Runtime/Engine/Classes/GameFramework/DamageType.h"
  199. #include "Runtime/Engine/Classes/GameFramework/Character.h"
  200. #include "Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h"
  201. #include "Runtime/Engine/Classes/GameFramework/RootMotionSource.h"
  202. #include "Runtime/Engine/Classes/AI/Navigation/NavigationAvoidanceTypes.h"
  203. #include "Runtime/Engine/Public/AI/RVOAvoidanceInterface.h"
  204. #include "Runtime/Engine/Classes/Interfaces/NetworkPredictionInterface.h"
  205. #include "Runtime/Engine/Classes/Components/CapsuleComponent.h"
  206. #include "Runtime/Engine/Classes/AI/Navigation/NavAgentInterface.h"
  207. #include "Runtime/Engine/Classes/AI/Navigation/NavRelevantInterface.h"
  208. #include "Runtime/Engine/Classes/Components/ChildActorComponent.h"
  209. #include "Runtime/Engine/Classes/Engine/CollisionProfile.h"
  210. #include "Runtime/Engine/Classes/Kismet/KismetMathLibrary.h"
  211. #include "Runtime/Engine/Classes/Kismet/KismetStringLibrary.h"
  212. #include "Runtime/Engine/Classes/Kismet/KismetArrayLibrary.h"
  213.  
  214.  
  215. #ifdef _MSC_VER
  216. #pragma warning (push)
  217. #pragma warning (disable : 4883)
  218. #endif
  219. PRAGMA_DISABLE_DEPRECATION_WARNINGS
  220. UExample_C__pf389835624::UExample_C__pf389835624(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
  221. {
  222.     if (HasAnyFlags(RF_ClassDefaultObject) && (UExample_C__pf389835624::StaticClass() == GetClass()))
  223.     {
  224.         UExample_C__pf389835624::__CustomDynamicClassInitialization(CastChecked<UDynamicClass>(GetClass()));
  225.     }
  226.  
  227. }
  228. void UExample_C__pf389835624::PostLoadSubobjects(FObjectInstancingGraph* OuterInstanceGraph)
  229. {
  230.     Super::PostLoadSubobjects(OuterInstanceGraph);
  231. }
  232. void UExample_C__pf389835624::__CustomDynamicClassInitialization(UDynamicClass* InDynamicClass)
  233. {
  234.     ensure(0 == InDynamicClass->ReferencedConvertedFields.Num());
  235.     ensure(0 == InDynamicClass->MiscConvertedSubobjects.Num());
  236.     ensure(0 == InDynamicClass->DynamicBindingObjects.Num());
  237.     ensure(0 == InDynamicClass->ComponentTemplates.Num());
  238.     ensure(0 == InDynamicClass->Timelines.Num());
  239.     ensure(nullptr == InDynamicClass->AnimClassImplementation);
  240.     InDynamicClass->AssembleReferenceTokenStream();
  241.     FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass(InDynamicClass, &__StaticDependencies_DirectlyUsedAssets);
  242. }
  243. void UExample_C__pf389835624::bpf__doxprint__pfT()
  244. {
  245.     TArray<int32> bpfv__numbers__pf{};
  246.     int32 bpfv__b__pf{};
  247.     int32 bpfv__a__pf{};
  248.     int32 bpfv__Temp_int_Array_Index_Variable__pf{};
  249.     int32 bpfv__Temp_int_Loop_Counter_Variable__pf{};
  250.     int32 bpfv__CallFunc_Add_IntInt_ReturnValue__pf{};
  251.     int32 bpfv__CallFunc_Array_Get_Item__pf{};
  252.     FString bpfv__CallFunc_Conv_IntToString_ReturnValue__pf{};
  253.     int32 bpfv__CallFunc_Add_IntInt_ReturnValue2__pf{};
  254.     FString bpfv__CallFunc_Concat_StrStr_ReturnValue__pf{};
  255.     FString bpfv__CallFunc_Conv_IntToString_ReturnValue2__pf{};
  256.     FString bpfv__CallFunc_Concat_StrStr_ReturnValue2__pf{};
  257.     int32 bpfv__CallFunc_Array_Length_ReturnValue__pf{};
  258.     bool bpfv__CallFunc_Less_IntInt_ReturnValue__pf{};
  259.     FString bpfv__CallFunc_Conv_IntToString_ReturnValue3__pf{};
  260.     FString bpfv__CallFunc_Concat_StrStr_ReturnValue3__pf{};
  261.     int32 bpfv__CallFunc_Add_IntInt_ReturnValue3__pf{};
  262.     bool bpfv__CallFunc_GreaterEqual_IntInt_ReturnValue__pf{};
  263.     TArray< int32, TInlineAllocator<8> > __StateStack;
  264.  
  265.     int32 __CurrentState = 1;
  266.     do
  267.     {
  268.         switch (__CurrentState)
  269.         {
  270.         case 1:
  271.         {
  272.             bpfv__b__pf = 420;
  273.         }
  274.         case 2:
  275.         {
  276.             bpfv__a__pf = 69;
  277.         }
  278.         case 3:
  279.         {
  280.             UKismetSystemLibrary::PrintString(this, FString(TEXT("Hello world")), true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
  281.         }
  282.         case 4:
  283.         {
  284.             bpfv__CallFunc_Add_IntInt_ReturnValue3__pf = UKismetMathLibrary::Add_IntInt(bpfv__a__pf, bpfv__b__pf);
  285.             bpfv__CallFunc_GreaterEqual_IntInt_ReturnValue__pf = UKismetMathLibrary::GreaterEqual_IntInt(bpfv__CallFunc_Add_IntInt_ReturnValue3__pf, 420);
  286.             if (!bpfv__CallFunc_GreaterEqual_IntInt_ReturnValue__pf)
  287.             {
  288.                 __CurrentState = 13;
  289.                 break;
  290.             }
  291.         }
  292.         case 5:
  293.         {
  294.             bpfv__CallFunc_Conv_IntToString_ReturnValue3__pf = UKismetStringLibrary::Conv_IntToString(bpfv__a__pf);
  295.             bpfv__CallFunc_Concat_StrStr_ReturnValue3__pf = UKismetStringLibrary::Concat_StrStr(FString(TEXT("A:")), bpfv__CallFunc_Conv_IntToString_ReturnValue3__pf);
  296.             UKismetSystemLibrary::PrintString(((UObject*)nullptr), bpfv__CallFunc_Concat_StrStr_ReturnValue3__pf, true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
  297.         }
  298.         case 6:
  299.         {
  300.             bpfv__Temp_int_Loop_Counter_Variable__pf = 0;
  301.         }
  302.         case 7:
  303.         {
  304.             bpfv__Temp_int_Array_Index_Variable__pf = 0;
  305.         }
  306.         case 8:
  307.         {
  308.             bpfv__CallFunc_Array_Length_ReturnValue__pf = FCustomThunkTemplates::Array_Length(bpfv__numbers__pf);
  309.             bpfv__CallFunc_Less_IntInt_ReturnValue__pf = UKismetMathLibrary::Less_IntInt(bpfv__Temp_int_Loop_Counter_Variable__pf, bpfv__CallFunc_Array_Length_ReturnValue__pf);
  310.             if (!bpfv__CallFunc_Less_IntInt_ReturnValue__pf)
  311.             {
  312.                 __CurrentState = (__StateStack.Num() > 0) ? __StateStack.Pop(/*bAllowShrinking=*/ false) : -1;
  313.                 break;
  314.             }
  315.         }
  316.         case 9:
  317.         {
  318.             bpfv__Temp_int_Array_Index_Variable__pf = bpfv__Temp_int_Loop_Counter_Variable__pf;
  319.         }
  320.         case 10:
  321.         {
  322.             __StateStack.Push(14);
  323.         }
  324.         case 11:
  325.         {
  326.             UKismetSystemLibrary::PrintString(((UObject*)nullptr), FString(TEXT("NUMBER + 10 =")), true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
  327.         }
  328.         case 12:
  329.         {
  330.             FCustomThunkTemplates::Array_Get(bpfv__numbers__pf, bpfv__Temp_int_Array_Index_Variable__pf, /*out*/ bpfv__CallFunc_Array_Get_Item__pf);
  331.             bpfv__CallFunc_Add_IntInt_ReturnValue2__pf = UKismetMathLibrary::Add_IntInt(bpfv__CallFunc_Array_Get_Item__pf, 10);
  332.             bpfv__CallFunc_Conv_IntToString_ReturnValue2__pf = UKismetStringLibrary::Conv_IntToString(bpfv__CallFunc_Add_IntInt_ReturnValue2__pf);
  333.             UKismetSystemLibrary::PrintString(((UObject*)nullptr), bpfv__CallFunc_Conv_IntToString_ReturnValue2__pf, true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
  334.             __CurrentState = (__StateStack.Num() > 0) ? __StateStack.Pop(/*bAllowShrinking=*/ false) : -1;
  335.             break;
  336.         }
  337.         case 13:
  338.         {
  339.             bpfv__CallFunc_Conv_IntToString_ReturnValue__pf = UKismetStringLibrary::Conv_IntToString(bpfv__b__pf);
  340.             bpfv__CallFunc_Concat_StrStr_ReturnValue__pf = UKismetStringLibrary::Concat_StrStr(FString(TEXT("False:")), bpfv__CallFunc_Conv_IntToString_ReturnValue__pf);
  341.             bpfv__CallFunc_Concat_StrStr_ReturnValue2__pf = UKismetStringLibrary::Concat_StrStr(bpfv__CallFunc_Concat_StrStr_ReturnValue__pf, FString(TEXT("_blah")));
  342.             UKismetSystemLibrary::PrintString(((UObject*)nullptr), bpfv__CallFunc_Concat_StrStr_ReturnValue2__pf, true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
  343.             __CurrentState = 6;
  344.             break;
  345.         }
  346.         case 14:
  347.         {
  348.             bpfv__CallFunc_Add_IntInt_ReturnValue__pf = UKismetMathLibrary::Add_IntInt(bpfv__Temp_int_Loop_Counter_Variable__pf, 1);
  349.             bpfv__Temp_int_Loop_Counter_Variable__pf = bpfv__CallFunc_Add_IntInt_ReturnValue__pf;
  350.             __CurrentState = 8;
  351.             break;
  352.         }
  353.         default:
  354.             check(false); // Invalid state
  355.             break;
  356.         }
  357.     } while (__CurrentState != -1);
  358. }
  359. void UExample_C__pf389835624::__StaticDependencies_DirectlyUsedAssets(TArray<FBlueprintDependencyData>& AssetsToLoad)
  360. {
  361. }
  362. void UExample_C__pf389835624::__StaticDependenciesAssets(TArray<FBlueprintDependencyData>& AssetsToLoad)
  363. {
  364.     __StaticDependencies_DirectlyUsedAssets(AssetsToLoad);
  365.     const FCompactBlueprintDependencyData LocCompactBlueprintDependencyData[] =
  366.     {
  367.         { 4, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetSystemLibrary
  368.         { 8, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetMathLibrary
  369.         { 5, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetStringLibrary
  370.         { 12, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetArrayLibrary
  371.     };
  372.     for (const FCompactBlueprintDependencyData CompactData : LocCompactBlueprintDependencyData)
  373.     {
  374.         AssetsToLoad.Add(FBlueprintDependencyData(
  375.             F__NativeDependencies::Get(CompactData.ObjectRefIndex)
  376.             , CompactData.ClassDependency
  377.             , CompactData.CDODependency
  378.             , CompactData.ObjectRefIndex
  379.         ));
  380.     }
  381. }
  382. struct FRegisterHelper__UExample_C__pf389835624
  383. {
  384.     FRegisterHelper__UExample_C__pf389835624()
  385.     {
  386.         FConvertedBlueprintsDependencies::Get().RegisterConvertedClass(TEXT("/Game/Rose/Blueprints/Example"), &UExample_C__pf389835624::__StaticDependenciesAssets);
  387.     }
  388.     static FRegisterHelper__UExample_C__pf389835624 Instance;
  389. };
  390. FRegisterHelper__UExample_C__pf389835624 FRegisterHelper__UExample_C__pf389835624::Instance;
  391. PRAGMA_ENABLE_DEPRECATION_WARNINGS
  392. #ifdef _MSC_VER
  393. #pragma warning (pop)
  394. #endif
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement