// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
	Generated code exported from UnrealHeaderTool.
	DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/

// IWYU pragma: private, include "Data/StoryFlowSaveGame.h"

#ifdef STORYFLOWRUNTIME_StoryFlowSaveGame_generated_h
#error "StoryFlowSaveGame.generated.h already included, missing '#pragma once' in StoryFlowSaveGame.h"
#endif
#define STORYFLOWRUNTIME_StoryFlowSaveGame_generated_h

#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"

PRAGMA_DISABLE_DEPRECATION_WARNINGS

// ********** Begin Class UStoryFlowSaveGame *******************************************************
STORYFLOWRUNTIME_API UClass* Z_Construct_UClass_UStoryFlowSaveGame_NoRegister();

#define FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_21_INCLASS_NO_PURE_DECLS \
private: \
	static void StaticRegisterNativesUStoryFlowSaveGame(); \
	friend struct Z_Construct_UClass_UStoryFlowSaveGame_Statics; \
	static UClass* GetPrivateStaticClass(); \
	friend STORYFLOWRUNTIME_API UClass* Z_Construct_UClass_UStoryFlowSaveGame_NoRegister(); \
public: \
	DECLARE_CLASS2(UStoryFlowSaveGame, USaveGame, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/StoryFlowRuntime"), Z_Construct_UClass_UStoryFlowSaveGame_NoRegister) \
	DECLARE_SERIALIZER(UStoryFlowSaveGame)


#define FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_21_ENHANCED_CONSTRUCTORS \
	/** Standard constructor, called after all reflected properties have been initialized */ \
	NO_API UStoryFlowSaveGame(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
	/** Deleted move- and copy-constructors, should never be used */ \
	UStoryFlowSaveGame(UStoryFlowSaveGame&&) = delete; \
	UStoryFlowSaveGame(const UStoryFlowSaveGame&) = delete; \
	DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UStoryFlowSaveGame); \
	DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UStoryFlowSaveGame); \
	DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UStoryFlowSaveGame) \
	NO_API virtual ~UStoryFlowSaveGame();


#define FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_18_PROLOG
#define FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_21_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
	FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_21_INCLASS_NO_PURE_DECLS \
	FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_21_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS


class UStoryFlowSaveGame;

// ********** End Class UStoryFlowSaveGame *********************************************************

#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Users_souls_Documents_storyflow_storyflow_unreal_Builds_StoryFlowPlugin_5_6_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h

PRAGMA_ENABLE_DEPRECATION_WARNINGS
