diff --git a/Source/PG_Framework/Public/Core/DA_GameTagRegistry.h b/Source/PG_Framework/Public/Core/DA_GameTagRegistry.h index 1c342bd..4c13f9d 100644 --- a/Source/PG_Framework/Public/Core/DA_GameTagRegistry.h +++ b/Source/PG_Framework/Public/Core/DA_GameTagRegistry.h @@ -20,7 +20,7 @@ * bypass them entirely for performance and correctness. */ UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "DA_GameTagRegistry")) -class FRAMEWORK_API UDA_GameTagRegistry : public UPrimaryDataAsset +class PG_FRAMEWORK_API UDA_GameTagRegistry : public UPrimaryDataAsset { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Core/FL_GameUtilities.h b/Source/PG_Framework/Public/Core/FL_GameUtilities.h index 01b596d..570317f 100644 --- a/Source/PG_Framework/Public/Core/FL_GameUtilities.h +++ b/Source/PG_Framework/Public/Core/FL_GameUtilities.h @@ -21,7 +21,7 @@ class APC_CoreController; * here we get clean UFUNCTION(BlueprintCallable) with fast native paths. */ UCLASS() -class FRAMEWORK_API UFL_GameUtilities : public UBlueprintFunctionLibrary +class PG_FRAMEWORK_API UFL_GameUtilities : public UBlueprintFunctionLibrary { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Core/GI_GameFramework.h b/Source/PG_Framework/Public/Core/GI_GameFramework.h index 114859a..9e7ec08 100644 --- a/Source/PG_Framework/Public/Core/GI_GameFramework.h +++ b/Source/PG_Framework/Public/Core/GI_GameFramework.h @@ -69,7 +69,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFrameworkInitFailed, const FStrin * pattern with clean template access via GetService(). */ UCLASS(Blueprintable) -class FRAMEWORK_API UGI_GameFramework : public UGameInstance +class PG_FRAMEWORK_API UGI_GameFramework : public UGameInstance { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Core/GM_CoreGameMode.h b/Source/PG_Framework/Public/Core/GM_CoreGameMode.h index 733d5fa..0195226 100644 --- a/Source/PG_Framework/Public/Core/GM_CoreGameMode.h +++ b/Source/PG_Framework/Public/Core/GM_CoreGameMode.h @@ -33,7 +33,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag, * Set them in your BP child's Class Defaults. */ UCLASS(Blueprintable) -class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase +class PG_FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Core/GS_CoreGameState.h b/Source/PG_Framework/Public/Core/GS_CoreGameState.h index 0557f39..3a4da52 100644 --- a/Source/PG_Framework/Public/Core/GS_CoreGameState.h +++ b/Source/PG_Framework/Public/Core/GS_CoreGameState.h @@ -30,7 +30,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayTimeUpdated, float, ElapsedSe * clients and local single-player. */ UCLASS(Blueprintable) -class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase +class PG_FRAMEWORK_API AGS_CoreGameState : public AGameStateBase { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Core/I_InterfaceLibrary.h b/Source/PG_Framework/Public/Core/I_InterfaceLibrary.h index 20a6cc8..497a7a1 100644 --- a/Source/PG_Framework/Public/Core/I_InterfaceLibrary.h +++ b/Source/PG_Framework/Public/Core/I_InterfaceLibrary.h @@ -26,7 +26,7 @@ class UInteractable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IInteractable +class PG_FRAMEWORK_API IInteractable { GENERATED_BODY() @@ -66,7 +66,7 @@ class UInspectable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IInspectable +class PG_FRAMEWORK_API IInspectable { GENERATED_BODY() @@ -97,7 +97,7 @@ class UDamageable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IDamageable +class PG_FRAMEWORK_API IDamageable { GENERATED_BODY() @@ -138,7 +138,7 @@ class UHoldable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IHoldable +class PG_FRAMEWORK_API IHoldable { GENERATED_BODY() @@ -169,7 +169,7 @@ class ULockable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API ILockable +class PG_FRAMEWORK_API ILockable { GENERATED_BODY() @@ -200,7 +200,7 @@ class UUsableItem : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IUsableItem +class PG_FRAMEWORK_API IUsableItem { GENERATED_BODY() @@ -229,7 +229,7 @@ class UPersistable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IPersistable +class PG_FRAMEWORK_API IPersistable { GENERATED_BODY() @@ -261,7 +261,7 @@ class UToggleable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IToggleable +class PG_FRAMEWORK_API IToggleable { GENERATED_BODY() @@ -292,7 +292,7 @@ class UAdjustable : public UInterface GENERATED_BODY() }; -class FRAMEWORK_API IAdjustable +class PG_FRAMEWORK_API IAdjustable { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h b/Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h index c494453..160d2c7 100644 --- a/Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h +++ b/Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h @@ -34,7 +34,7 @@ enum class EInputContextPriority : uint8 * Mapping context entry in the stack. */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FInputContextEntry +struct PG_FRAMEWORK_API FInputContextEntry { GENERATED_BODY() @@ -70,7 +70,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnKeyRebound, FGameplayTag, Action * "Get Enhanced Input Local Player Subsystem" node chains. */ UCLASS() -class FRAMEWORK_API USS_EnhancedInputManager : public UGameInstanceSubsystem +class PG_FRAMEWORK_API USS_EnhancedInputManager : public UGameInstanceSubsystem { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h b/Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h index 4d661e2..b524759 100644 --- a/Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h +++ b/Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h @@ -16,7 +16,7 @@ class UDA_ItemData; * Single inventory slot entry. */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FInventorySlot +struct PG_FRAMEWORK_API FInventorySlot { GENERATED_BODY() @@ -64,7 +64,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWeightChanged, float, CurrentWei * no BP interpretive array node overhead. */ UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_InventorySystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h b/Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h index fc55497..acbaec4 100644 --- a/Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h +++ b/Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h @@ -6,7 +6,7 @@ #include "DA_EquipmentConfig.generated.h" USTRUCT(BlueprintType) -struct FRAMEWORK_API FDamageTypeResistance +struct PG_FRAMEWORK_API FDamageTypeResistance { GENERATED_BODY() @@ -18,7 +18,7 @@ struct FRAMEWORK_API FDamageTypeResistance }; UCLASS(BlueprintType) -class FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset +class PG_FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Inventory/DA_ItemData.h b/Source/PG_Framework/Public/Inventory/DA_ItemData.h index f49f5ce..381ab04 100644 --- a/Source/PG_Framework/Public/Inventory/DA_ItemData.h +++ b/Source/PG_Framework/Public/Inventory/DA_ItemData.h @@ -49,7 +49,7 @@ enum class EEquipmentSlot : uint8 * Equipment-specific data (shown when ItemType is Weapon or Tool). */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FItemEquipmentData +struct PG_FRAMEWORK_API FItemEquipmentData { GENERATED_BODY() @@ -76,7 +76,7 @@ struct FRAMEWORK_API FItemEquipmentData * Consumable-specific data (shown when ItemType is Consumable). */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FItemConsumableData +struct PG_FRAMEWORK_API FItemConsumableData { GENERATED_BODY() @@ -97,7 +97,7 @@ struct FRAMEWORK_API FItemConsumableData * Inspect-specific data (shown when bHasInspectMode is true). */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FItemInspectData +struct PG_FRAMEWORK_API FItemInspectData { GENERATED_BODY() @@ -122,7 +122,7 @@ struct FRAMEWORK_API FItemInspectData * shows relevant sub-structs based on ItemType — a massive UX win for designers. */ UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "Item Data")) -class FRAMEWORK_API UDA_ItemData : public UPrimaryDataAsset +class PG_FRAMEWORK_API UDA_ItemData : public UPrimaryDataAsset { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/BPC_HealthSystem.h b/Source/PG_Framework/Public/Player/BPC_HealthSystem.h index d8deb18..d0c7340 100644 --- a/Source/PG_Framework/Public/Player/BPC_HealthSystem.h +++ b/Source/PG_Framework/Public/Player/BPC_HealthSystem.h @@ -8,7 +8,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, CurrentHea DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDeath); UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_HealthSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_HealthSystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h b/Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h index f387a91..87b4c71 100644 --- a/Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h +++ b/Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h @@ -8,7 +8,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMovementModeChanged, FGameplayTag, NewMode, FGameplayTag, OldMode); UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/BPC_StaminaSystem.h b/Source/PG_Framework/Public/Player/BPC_StaminaSystem.h index d8fd5a2..f7969cf 100644 --- a/Source/PG_Framework/Public/Player/BPC_StaminaSystem.h +++ b/Source/PG_Framework/Public/Player/BPC_StaminaSystem.h @@ -7,7 +7,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnExhaustionStateChanged, bool, bExhausted); UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/BPC_StateManager.h b/Source/PG_Framework/Public/Player/BPC_StateManager.h index a518d9a..732c19b 100644 --- a/Source/PG_Framework/Public/Player/BPC_StateManager.h +++ b/Source/PG_Framework/Public/Player/BPC_StateManager.h @@ -66,7 +66,7 @@ enum class EHeartRateTier : uint8 * In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead. */ UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_StateManager : public UActorComponent +class PG_FRAMEWORK_API UBPC_StateManager : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/BPC_StressSystem.h b/Source/PG_Framework/Public/Player/BPC_StressSystem.h index 43f3b98..a705e74 100644 --- a/Source/PG_Framework/Public/Player/BPC_StressSystem.h +++ b/Source/PG_Framework/Public/Player/BPC_StressSystem.h @@ -17,7 +17,7 @@ enum class EStressTier : uint8 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStressTierChanged, EStressTier, NewTier); UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_StressSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_StressSystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/PC_CoreController.h b/Source/PG_Framework/Public/Player/PC_CoreController.h index 52df036..d41eff5 100644 --- a/Source/PG_Framework/Public/Player/PC_CoreController.h +++ b/Source/PG_Framework/Public/Player/PC_CoreController.h @@ -5,7 +5,7 @@ #include "PC_CoreController.generated.h" UCLASS(Blueprintable) -class FRAMEWORK_API APC_CoreController : public APlayerController +class PG_FRAMEWORK_API APC_CoreController : public APlayerController { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Player/PS_CorePlayerState.h b/Source/PG_Framework/Public/Player/PS_CorePlayerState.h index 69264dd..af3c43e 100644 --- a/Source/PG_Framework/Public/Player/PS_CorePlayerState.h +++ b/Source/PG_Framework/Public/Player/PS_CorePlayerState.h @@ -5,7 +5,7 @@ #include "PS_CorePlayerState.generated.h" UCLASS(Blueprintable) -class FRAMEWORK_API APS_CorePlayerState : public APlayerState +class PG_FRAMEWORK_API APS_CorePlayerState : public APlayerState { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Save/SS_SaveManager.h b/Source/PG_Framework/Public/Save/SS_SaveManager.h index 41b21da..6bc4277 100644 --- a/Source/PG_Framework/Public/Save/SS_SaveManager.h +++ b/Source/PG_Framework/Public/Save/SS_SaveManager.h @@ -15,7 +15,7 @@ * Save slot metadata returned by GetSlotManifest(). */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FSaveSlotInfo +struct PG_FRAMEWORK_API FSaveSlotInfo { GENERATED_BODY() @@ -54,7 +54,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSaveManifestUpdated, const TArray * and async save operations — impossible to match in Blueprint. */ UCLASS() -class FRAMEWORK_API USS_SaveManager : public UGameInstanceSubsystem +class PG_FRAMEWORK_API USS_SaveManager : public UGameInstanceSubsystem { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/State/DA_StateGatingTable.h b/Source/PG_Framework/Public/State/DA_StateGatingTable.h index df91fa9..2072530 100644 --- a/Source/PG_Framework/Public/State/DA_StateGatingTable.h +++ b/Source/PG_Framework/Public/State/DA_StateGatingTable.h @@ -6,7 +6,7 @@ #include "DA_StateGatingTable.generated.h" USTRUCT(BlueprintType) -struct FRAMEWORK_API FStateGatingRule +struct PG_FRAMEWORK_API FStateGatingRule { GENERATED_BODY() @@ -21,7 +21,7 @@ struct FRAMEWORK_API FStateGatingRule }; UCLASS(BlueprintType) -class FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset +class PG_FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h b/Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h index 2debf31..cbdea87 100644 --- a/Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h +++ b/Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h @@ -28,7 +28,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnKnockedDown, AActor*, KnockdownC * Damage modifier for a specific damage type. */ USTRUCT(BlueprintType) -struct FRAMEWORK_API FDamageModifier +struct PG_FRAMEWORK_API FDamageModifier { GENERATED_BODY() @@ -57,7 +57,7 @@ struct FRAMEWORK_API FDamageModifier * health system. In C++, the damage pipeline is native-speed vectorized math. */ UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h b/Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h index dc03fc4..bb01a00 100644 --- a/Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h +++ b/Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h @@ -6,7 +6,7 @@ #include "BPC_HitReactionSystem.generated.h" UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h b/Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h index a37bea5..7b3cc5a 100644 --- a/Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h +++ b/Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h @@ -5,7 +5,7 @@ #include "BPC_ShieldDefenseSystem.generated.h" UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) -class FRAMEWORK_API UBPC_ShieldDefenseSystem : public UActorComponent +class PG_FRAMEWORK_API UBPC_ShieldDefenseSystem : public UActorComponent { GENERATED_BODY()