refactor: Update API macro from FRAMEWORK_API to PG_FRAMEWORK_API across multiple headers

This commit is contained in:
Lefteris Notas
2026-05-21 17:15:25 +03:00
parent 6132571f8d
commit cd0ebf2233
22 changed files with 39 additions and 39 deletions

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@@ -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()

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@@ -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()

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@@ -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()

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@@ -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()

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@@ -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()

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@@ -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()

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@@ -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()