// 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 "StoryFlowRuntime/Public/Data/StoryFlowSaveGame.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeStoryFlowSaveGame() {}

// Begin Cross Module References
ENGINE_API UClass* Z_Construct_UClass_USaveGame();
STORYFLOWRUNTIME_API UClass* Z_Construct_UClass_UStoryFlowSaveGame();
STORYFLOWRUNTIME_API UClass* Z_Construct_UClass_UStoryFlowSaveGame_NoRegister();
UPackage* Z_Construct_UPackage__Script_StoryFlowRuntime();
// End Cross Module References

// Begin Class UStoryFlowSaveGame
void UStoryFlowSaveGame::StaticRegisterNativesUStoryFlowSaveGame()
{
}
IMPLEMENT_CLASS_NO_AUTO_REGISTRATION(UStoryFlowSaveGame);
UClass* Z_Construct_UClass_UStoryFlowSaveGame_NoRegister()
{
	return UStoryFlowSaveGame::StaticClass();
}
struct Z_Construct_UClass_UStoryFlowSaveGame_Statics
{
#if WITH_METADATA
	static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
		{ "Comment", "/**\n * Save game object for StoryFlow state persistence.\n *\n * Stores global variables, runtime characters, and once-only option tracking\n * as a JSON string. JSON is used because FStoryFlowVariant::ArrayValue is not\n * a UPROPERTY (UHT can't handle recursive struct arrays), so Unreal's built-in\n * serialization silently drops array data.\n */" },
		{ "IncludePath", "Data/StoryFlowSaveGame.h" },
		{ "ModuleRelativePath", "Public/Data/StoryFlowSaveGame.h" },
		{ "ToolTip", "Save game object for StoryFlow state persistence.\n\nStores global variables, runtime characters, and once-only option tracking\nas a JSON string. JSON is used because FStoryFlowVariant::ArrayValue is not\na UPROPERTY (UHT can't handle recursive struct arrays), so Unreal's built-in\nserialization silently drops array data." },
	};
	static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SaveDataJson_MetaData[] = {
		{ "Comment", "/** JSON-encoded save data containing globals, characters, and once-only options */" },
		{ "ModuleRelativePath", "Public/Data/StoryFlowSaveGame.h" },
		{ "ToolTip", "JSON-encoded save data containing globals, characters, and once-only options" },
	};
	static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_SaveVersion_MetaData[] = {
		{ "Comment", "/** Save format version for future compatibility */" },
		{ "ModuleRelativePath", "Public/Data/StoryFlowSaveGame.h" },
		{ "ToolTip", "Save format version for future compatibility" },
	};
#endif // WITH_METADATA
	static const UECodeGen_Private::FStrPropertyParams NewProp_SaveDataJson;
	static const UECodeGen_Private::FStrPropertyParams NewProp_SaveVersion;
	static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
	static UObject* (*const DependentSingletons[])();
	static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
		TCppClassTypeTraits<UStoryFlowSaveGame>::IsAbstract,
	};
	static const UECodeGen_Private::FClassParams ClassParams;
};
const UECodeGen_Private::FStrPropertyParams Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveDataJson = { "SaveDataJson", nullptr, (EPropertyFlags)0x0010000000000000, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UStoryFlowSaveGame, SaveDataJson), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SaveDataJson_MetaData), NewProp_SaveDataJson_MetaData) };
const UECodeGen_Private::FStrPropertyParams Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveVersion = { "SaveVersion", nullptr, (EPropertyFlags)0x0010000000000000, UECodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(UStoryFlowSaveGame, SaveVersion), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SaveVersion_MetaData), NewProp_SaveVersion_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_UStoryFlowSaveGame_Statics::PropPointers[] = {
	(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveDataJson,
	(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveVersion,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UStoryFlowSaveGame_Statics::PropPointers) < 2048);
UObject* (*const Z_Construct_UClass_UStoryFlowSaveGame_Statics::DependentSingletons[])() = {
	(UObject* (*)())Z_Construct_UClass_USaveGame,
	(UObject* (*)())Z_Construct_UPackage__Script_StoryFlowRuntime,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UStoryFlowSaveGame_Statics::DependentSingletons) < 16);
const UECodeGen_Private::FClassParams Z_Construct_UClass_UStoryFlowSaveGame_Statics::ClassParams = {
	&UStoryFlowSaveGame::StaticClass,
	nullptr,
	&StaticCppClassTypeInfo,
	DependentSingletons,
	nullptr,
	Z_Construct_UClass_UStoryFlowSaveGame_Statics::PropPointers,
	nullptr,
	UE_ARRAY_COUNT(DependentSingletons),
	0,
	UE_ARRAY_COUNT(Z_Construct_UClass_UStoryFlowSaveGame_Statics::PropPointers),
	0,
	0x001000A0u,
	METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UStoryFlowSaveGame_Statics::Class_MetaDataParams), Z_Construct_UClass_UStoryFlowSaveGame_Statics::Class_MetaDataParams)
};
UClass* Z_Construct_UClass_UStoryFlowSaveGame()
{
	if (!Z_Registration_Info_UClass_UStoryFlowSaveGame.OuterSingleton)
	{
		UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UStoryFlowSaveGame.OuterSingleton, Z_Construct_UClass_UStoryFlowSaveGame_Statics::ClassParams);
	}
	return Z_Registration_Info_UClass_UStoryFlowSaveGame.OuterSingleton;
}
template<> STORYFLOWRUNTIME_API UClass* StaticClass<UStoryFlowSaveGame>()
{
	return UStoryFlowSaveGame::StaticClass();
}
UStoryFlowSaveGame::UStoryFlowSaveGame(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {}
DEFINE_VTABLE_PTR_HELPER_CTOR(UStoryFlowSaveGame);
UStoryFlowSaveGame::~UStoryFlowSaveGame() {}
// End Class UStoryFlowSaveGame

// Begin Registration
struct Z_CompiledInDeferFile_FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_5_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics
{
	static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
		{ Z_Construct_UClass_UStoryFlowSaveGame, UStoryFlowSaveGame::StaticClass, TEXT("UStoryFlowSaveGame"), &Z_Registration_Info_UClass_UStoryFlowSaveGame, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UStoryFlowSaveGame), 1791225045U) },
	};
};
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_5_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_176716070(TEXT("/Script/StoryFlowRuntime"),
	Z_CompiledInDeferFile_FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_5_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_5_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics::ClassInfo),
	nullptr, 0,
	nullptr, 0);
// End Registration
PRAGMA_ENABLE_DEPRECATION_WARNINGS
