// 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() {}
// 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
	void UStoryFlowSaveGame::StaticRegisterNativesUStoryFlowSaveGame()
	{
	}
	IMPLEMENT_CLASS_NO_AUTO_REGISTRATION(UStoryFlowSaveGame);
	UClass* Z_Construct_UClass_UStoryFlowSaveGame_NoRegister()
	{
		return UStoryFlowSaveGame::StaticClass();
	}
	struct Z_Construct_UClass_UStoryFlowSaveGame_Statics
	{
		static UObject* (*const DependentSingletons[])();
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam NewProp_SaveDataJson_MetaData[];
#endif
		static const UECodeGen_Private::FStrPropertyParams NewProp_SaveDataJson;
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam NewProp_SaveVersion_MetaData[];
#endif
		static const UECodeGen_Private::FStrPropertyParams NewProp_SaveVersion;
		static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
		static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
		static const UECodeGen_Private::FClassParams ClassParams;
	};
	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);
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UStoryFlowSaveGame_Statics::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." },
	};
#endif
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UStoryFlowSaveGame_Statics::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" },
	};
#endif
	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(Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveDataJson_MetaData), Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveDataJson_MetaData) };
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveVersion_MetaData[] = {
		{ "Comment", "/** Save format version for future compatibility */" },
		{ "ModuleRelativePath", "Public/Data/StoryFlowSaveGame.h" },
		{ "ToolTip", "Save format version for future compatibility" },
	};
#endif
	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(Z_Construct_UClass_UStoryFlowSaveGame_Statics::NewProp_SaveVersion_MetaData), Z_Construct_UClass_UStoryFlowSaveGame_Statics::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,
	};
	const FCppClassTypeInfoStatic Z_Construct_UClass_UStoryFlowSaveGame_Statics::StaticCppClassTypeInfo = {
		TCppClassTypeTraits<UStoryFlowSaveGame>::IsAbstract,
	};
	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)
	};
	static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UStoryFlowSaveGame_Statics::PropPointers) < 2048);
	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() {}
	struct Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_3_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics
	{
		static const FClassRegisterCompiledInInfo ClassInfo[];
	};
	const FClassRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_3_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics::ClassInfo[] = {
		{ Z_Construct_UClass_UStoryFlowSaveGame, UStoryFlowSaveGame::StaticClass, TEXT("UStoryFlowSaveGame"), &Z_Registration_Info_UClass_UStoryFlowSaveGame, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UStoryFlowSaveGame), 4077399354U) },
	};
	static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_3_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_1377957534(TEXT("/Script/StoryFlowRuntime"),
		Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_3_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_3_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h_Statics::ClassInfo),
		nullptr, 0,
		nullptr, 0);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
