// 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 "Data/StoryFlowSaveGame.h"

PRAGMA_DISABLE_DEPRECATION_WARNINGS
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_UOBJECT");
void EmptyLinkFunctionForGeneratedCodeStoryFlowSaveGame() {}

// ********** Begin Cross Module References ********************************************************
ENGINE_API UClass* Z_Construct_UClass_USaveGame(ETypeConstructPhase);
// ********** End Cross Module References **********************************************************

// ********** Begin Same Module References *********************************************************
UPackage* Z_Construct_UPackage__Script_StoryFlowRuntime(ETypeConstructPhase);
STORYFLOWRUNTIME_API UClass* Z_Construct_UClass_UStoryFlowSaveGame(ETypeConstructPhase);
STORYFLOWRUNTIME_API UClass* Z_Construct_UClass_UStoryFlowSaveGame(ETypeConstructPhase);
// ********** End Same Module References ***********************************************************
#define UHT_STRUCT_BASE(INIT) UE::CodeGen::ConstInit::TCompiledInObjectPtr<const FStructBaseChain>(UE::Private::AsStructBaseChain(INIT))

// ********** Begin Class UStoryFlowSaveGame *******************************************************
#ifdef UHT_STATICS
#error UHT_STATICS already defined
#endif
#define UHT_STATICS Z_Construct_UClass_UStoryFlowSaveGame_Statics
struct UHT_STATICS
{
#if WITH_METADATA
	static constexpr UECodeGen_Private::FMetaDataPairParam Type_MetaData[] = {
		{ "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

// ********** Begin Class UStoryFlowSaveGame constinit property declarations ***********************
	static const UECodeGen_Private::FStrPropertyParams NewProp_SaveDataJson;
	static const UECodeGen_Private::FStrPropertyParams NewProp_SaveVersion;
	static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
// ********** End Class UStoryFlowSaveGame constinit property declarations *************************
	static FTypeConstructFunc* DependentSingletons[];
	static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
		TCppClassTypeTraits<UStoryFlowSaveGame>::IsAbstract,
	};
	static const UECodeGen_Private::FClassParams ClassParams;
}; // struct UHT_STATICS

// ********** Begin Class UStoryFlowSaveGame Property Definitions **********************************
const UECodeGen_Private::FStrPropertyParams UHT_STATICS::NewProp_SaveDataJson = { "SaveDataJson", nullptr, (EPropertyFlags)0x0010000000000000, UECodeGen_Private::EPropertyGenFlags::Str, nullptr, nullptr, 1, STRUCT_OFFSET(UStoryFlowSaveGame, SaveDataJson), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SaveDataJson_MetaData), NewProp_SaveDataJson_MetaData) };
const UECodeGen_Private::FStrPropertyParams UHT_STATICS::NewProp_SaveVersion = { "SaveVersion", nullptr, (EPropertyFlags)0x0010000000000000, UECodeGen_Private::EPropertyGenFlags::Str, nullptr, nullptr, 1, STRUCT_OFFSET(UStoryFlowSaveGame, SaveVersion), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_SaveVersion_MetaData), NewProp_SaveVersion_MetaData) };
const UECodeGen_Private::FPropertyParamsBase* const UHT_STATICS::PropPointers[] = {
	(const UECodeGen_Private::FPropertyParamsBase*)&UHT_STATICS::NewProp_SaveDataJson,
	(const UECodeGen_Private::FPropertyParamsBase*)&UHT_STATICS::NewProp_SaveVersion,
};
static_assert(UE_ARRAY_COUNT(UHT_STATICS::PropPointers) < 2048);
// ********** End Class UStoryFlowSaveGame Property Definitions ************************************
FTypeConstructFunc* UHT_STATICS::DependentSingletons[] = {
	(FTypeConstructFunc*)Z_Construct_UClass_USaveGame,
	(FTypeConstructFunc*)Z_Construct_UPackage__Script_StoryFlowRuntime,
};
static_assert(UE_ARRAY_COUNT(UHT_STATICS::DependentSingletons) < 16);
const UECodeGen_Private::FClassParams UHT_STATICS::ClassParams = {
	&Z_Construct_UClass_UStoryFlowSaveGame,
	nullptr,
	&StaticCppClassTypeInfo,
	DependentSingletons,
	nullptr,
	UHT_STATICS::PropPointers,
	nullptr,
	UE_ARRAY_COUNT(DependentSingletons),
	0,
	UE_ARRAY_COUNT(UHT_STATICS::PropPointers),
	0,
	0x001000A0u,
	METADATA_PARAMS(UE_ARRAY_COUNT(UHT_STATICS::Type_MetaData), UHT_STATICS::Type_MetaData)
};
FClassRegistrationInfo Z_Registration_Info_UClass_UStoryFlowSaveGame;
UClass* Z_Construct_UClass_UStoryFlowSaveGame(ETypeConstructPhase Phase)
{
	if (Phase == ETypeConstructPhase::Inner)
	{
		using TClass = UStoryFlowSaveGame;
		if (!Z_Registration_Info_UClass_UStoryFlowSaveGame.InnerSingleton)
		{
			GetPrivateStaticClassBody(
				TClass::StaticPackage(),
				TEXT("StoryFlowSaveGame"),
				Z_Registration_Info_UClass_UStoryFlowSaveGame.InnerSingleton,
				nullptr,
				DataSizeOf<TClass>(),
				alignof(TClass),
				TClass::StaticClassFlags,
				TClass::StaticClassCastFlags(),
				TClass::StaticConfigName(),
				(UClass::ClassConstructorType)InternalConstructor<TClass>,
				(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
				UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
				&TClass::Super::StaticClass,
				&TClass::WithinClass::StaticClass
			);
		}
		return Z_Registration_Info_UClass_UStoryFlowSaveGame.InnerSingleton;
	}
	if (!Z_Registration_Info_UClass_UStoryFlowSaveGame.OuterSingleton)
	{
		UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UStoryFlowSaveGame.OuterSingleton, UHT_STATICS::ClassParams);
	}
	return Z_Registration_Info_UClass_UStoryFlowSaveGame.OuterSingleton;
}
#undef UHT_STATICS
UStoryFlowSaveGame::UStoryFlowSaveGame(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {}
DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UStoryFlowSaveGame);
UStoryFlowSaveGame::~UStoryFlowSaveGame() {}
// ********** End Class UStoryFlowSaveGame *********************************************************

// ********** Begin Registration *******************************************************************
#ifdef UHT_STATICS
#error UHT_STATICS already defined
#endif
#define UHT_STATICS Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_8_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h__Script_StoryFlowRuntime_Statics
struct UHT_STATICS
{
	static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
		{ Z_Construct_UClass_UStoryFlowSaveGame, TEXT("UStoryFlowSaveGame"), &Z_Registration_Info_UClass_UStoryFlowSaveGame, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UStoryFlowSaveGame), 3948129459U) },
	};
}; // UHT_STATICS 
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_8_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Data_StoryFlowSaveGame_h__Script_StoryFlowRuntime_95ad95963fce9a3aa4976a6146fe0616c3c007a9{
	TEXT("/Script/StoryFlowRuntime"),
	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
