example blueprint native compile

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#include "NativizedAssets.h"
#include "Example__pf389835624.h"
#include "GeneratedCodeHelpers.h"
#include "Example__pf389835624.h"
#include "Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h"
#include "Runtime/Engine/Classes/Kismet/BlueprintFunctionLibrary.h"
#include "Runtime/Engine/Classes/Engine/EngineTypes.h"
#include "Runtime/Engine/Classes/GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Components/SceneComponent.h"
#include "Runtime/Engine/Classes/Components/ActorComponent.h"
#include "Runtime/Engine/Classes/Engine/EngineBaseTypes.h"
#include "Runtime/Engine/Classes/EdGraph/EdGraphPin.h"
#include "Runtime/Engine/Classes/Engine/AssetUserData.h"
#include "Runtime/Engine/Classes/Interfaces/Interface_AssetUserData.h"
#include "Runtime/Engine/Classes/GameFramework/PhysicsVolume.h"
#include "Runtime/Engine/Classes/GameFramework/Volume.h"
#include "Runtime/Engine/Classes/Engine/Brush.h"
#include "Runtime/Engine/Classes/Components/BrushComponent.h"
#include "Runtime/Engine/Classes/Components/PrimitiveComponent.h"
#include "Runtime/Engine/Classes/GameFramework/Pawn.h"
#include "Runtime/Engine/Classes/GameFramework/Controller.h"
#include "Runtime/Engine/Classes/GameFramework/PlayerController.h"
#include "Runtime/Engine/Classes/GameFramework/TouchInterface.h"
#include "Runtime/InputCore/Classes/InputCoreTypes.h"
#include "Runtime/Engine/Classes/Engine/Texture2D.h"
#include "Runtime/Engine/Classes/Engine/Texture.h"
#include "Runtime/Engine/Classes/GameFramework/OnlineReplStructs.h"
#include "Runtime/CoreUObject/Public/UObject/CoreOnline.h"
#include "Runtime/Engine/Classes/Camera/CameraTypes.h"
#include "Runtime/Engine/Classes/Camera/CameraAnim.h"
#include "Runtime/Engine/Classes/Matinee/InterpGroup.h"
#include "Runtime/Engine/Classes/Matinee/InterpTrack.h"
#include "Runtime/Engine/Classes/Matinee/InterpTrackInst.h"
#include "Runtime/Engine/Classes/Camera/CameraShake.h"
#include "Runtime/Engine/Classes/Engine/Scene.h"
#include "Runtime/Engine/Classes/Engine/TextureCube.h"
#include "Runtime/Engine/Classes/Camera/CameraAnimInst.h"
#include "Runtime/Engine/Classes/Matinee/InterpTrackInstMove.h"
#include "Runtime/Engine/Classes/Matinee/InterpTrackMove.h"
#include "Runtime/Engine/Classes/Matinee/InterpGroupInst.h"
#include "Runtime/Engine/Classes/Camera/PlayerCameraManager.h"
#include "Runtime/Engine/Classes/Particles/EmitterCameraLensEffectBase.h"
#include "Runtime/Engine/Classes/Particles/Emitter.h"
#include "Runtime/Engine/Classes/PhysicalMaterials/PhysicalMaterial.h"
#include "Runtime/Engine/Classes/Vehicles/TireType.h"
#include "Runtime/Engine/Classes/Engine/DataAsset.h"
#include "Runtime/Engine/Classes/PhysicalMaterials/PhysicalMaterialPropertyBase.h"
#include "Runtime/Engine/Classes/PhysicsEngine/PhysicsSettingsEnums.h"
#include "Runtime/Engine/Classes/Particles/ParticleSystemComponent.h"
#include "Runtime/Engine/Classes/Materials/MaterialInterface.h"
#include "Runtime/Engine/Classes/Engine/SubsurfaceProfile.h"
#include "Runtime/Engine/Classes/Materials/Material.h"
#include "Runtime/Engine/Classes/Materials/MaterialExpression.h"
#include "Runtime/Engine/Public/MaterialShared.h"
#include "Runtime/Engine/Classes/Engine/BlendableInterface.h"
#include "Runtime/Engine/Public/ParticleHelper.h"
#include "Runtime/Engine/Classes/Components/SkeletalMeshComponent.h"
#include "Runtime/Engine/Classes/Components/SkinnedMeshComponent.h"
#include "Runtime/Engine/Classes/Components/MeshComponent.h"
#include "Runtime/Engine/Classes/Engine/SkeletalMesh.h"
#include "Runtime/Engine/Public/Animation/NodeMappingContainer.h"
#include "Runtime/Engine/Classes/Engine/Blueprint.h"
#include "Runtime/Engine/Classes/Engine/BlueprintCore.h"
#include "Runtime/Engine/Classes/PhysicsEngine/PhysicsAsset.h"
#include "Runtime/Engine/Classes/PhysicsEngine/BodySetup.h"
#include "Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h"
#include "Runtime/Engine/Classes/PhysicsEngine/BodySetupEnums.h"
#include "Runtime/Engine/Classes/PhysicsEngine/AggregateGeom.h"
#include "Runtime/Engine/Classes/PhysicsEngine/ConvexElem.h"
#include "Runtime/Engine/Classes/PhysicsEngine/ShapeElem.h"
#include "Runtime/Engine/Classes/PhysicsEngine/SphylElem.h"
#include "Runtime/Engine/Classes/PhysicsEngine/BoxElem.h"
#include "Runtime/Engine/Classes/PhysicsEngine/SphereElem.h"
#include "Runtime/Engine/Classes/Animation/AnimSequence.h"
#include "Runtime/Engine/Classes/Animation/AnimSequenceBase.h"
#include "Runtime/Engine/Classes/Animation/AnimationAsset.h"
#include "Runtime/Engine/Classes/Animation/AnimMetaData.h"
#include "Runtime/Engine/Classes/Animation/Skeleton.h"
#include "Runtime/Engine/Classes/Animation/BlendProfile.h"
#include "Runtime/Engine/Public/BoneContainer.h"
#include "Runtime/Engine/Classes/Animation/SmartName.h"
#include "Runtime/Engine/Classes/Engine/SkeletalMeshSocket.h"
#include "Runtime/Engine/Public/Animation/AnimCurveTypes.h"
#include "Runtime/Engine/Classes/Curves/RichCurve.h"
#include "Runtime/Engine/Classes/Curves/IndexedCurve.h"
#include "Runtime/Engine/Classes/Curves/KeyHandle.h"
#include "Runtime/Engine/Public/Animation/AnimTypes.h"
#include "Runtime/Engine/Classes/Animation/AnimLinkableElement.h"
#include "Runtime/Engine/Classes/Animation/AnimMontage.h"
#include "Runtime/Engine/Classes/Animation/AnimCompositeBase.h"
#include "Runtime/Engine/Classes/Animation/AnimEnums.h"
#include "Runtime/Engine/Public/AlphaBlend.h"
#include "Runtime/Engine/Classes/Curves/CurveFloat.h"
#include "Runtime/Engine/Classes/Curves/CurveBase.h"
#include "Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotifyState.h"
#include "Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotify.h"
#include "Runtime/Engine/Classes/Interfaces/Interface_CollisionDataProvider.h"
#include "Runtime/Engine/Classes/Animation/AnimInstance.h"
#include "Runtime/Engine/Public/Animation/PoseSnapshot.h"
#include "Runtime/Engine/Classes/Particles/ParticleSystem.h"
#include "Runtime/Engine/Classes/Particles/ParticleEmitter.h"
#include "Runtime/Engine/Classes/Materials/MaterialInstanceDynamic.h"
#include "Runtime/Engine/Classes/Materials/MaterialInstance.h"
#include "Runtime/Engine/Classes/Materials/MaterialInstanceBasePropertyOverrides.h"
#include "Runtime/Engine/Classes/Engine/Font.h"
#include "Runtime/SlateCore/Public/Fonts/CompositeFont.h"
#include "Runtime/Engine/Classes/Engine/FontImportOptions.h"
#include "Runtime/SlateCore/Public/Fonts/FontProviderInterface.h"
#include "Runtime/Engine/Classes/Camera/CameraModifier.h"
#include "Runtime/Engine/Classes/Camera/CameraActor.h"
#include "Runtime/Engine/Classes/Camera/CameraComponent.h"
#include "Runtime/Engine/Classes/Camera/CameraModifier_CameraShake.h"
#include "Runtime/Engine/Classes/GameFramework/PlayerState.h"
#include "Runtime/Engine/Classes/GameFramework/Info.h"
#include "Runtime/Engine/Classes/Components/BillboardComponent.h"
#include "Runtime/Engine/Classes/GameFramework/LocalMessage.h"
#include "Runtime/Engine/Classes/GameFramework/EngineMessage.h"
#include "Runtime/Engine/Classes/GameFramework/ForceFeedbackEffect.h"
#include "Runtime/Engine/Classes/Sound/SoundBase.h"
#include "Runtime/Engine/Classes/Sound/SoundEffectSource.h"
#include "Runtime/Engine/Classes/Sound/SoundEffectPreset.h"
#include "Runtime/Engine/Classes/Sound/SoundSubmix.h"
#include "Runtime/Engine/Classes/Sound/SoundEffectSubmix.h"
#include "Runtime/Engine/Classes/Sound/SoundAttenuation.h"
#include "Runtime/Engine/Classes/Engine/Attenuation.h"
#include "Runtime/Engine/Public/IAudioExtensionPlugin.h"
#include "Runtime/Engine/Classes/Sound/SoundConcurrency.h"
#include "Runtime/Engine/Classes/Sound/SoundClass.h"
#include "Runtime/Engine/Classes/Sound/SoundMix.h"
#include "Runtime/Engine/Classes/GameFramework/HUD.h"
#include "Runtime/Engine/Classes/GameFramework/DebugTextInfo.h"
#include "Runtime/Engine/Classes/Engine/Canvas.h"
#include "Runtime/Engine/Classes/Debug/ReporterGraph.h"
#include "Runtime/Engine/Classes/Debug/ReporterBase.h"
#include "Runtime/Engine/Classes/Engine/NetSerialization.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"
#include "Runtime/Engine/Classes/GameFramework/SpectatorPawn.h"
#include "Runtime/Engine/Classes/GameFramework/DefaultPawn.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/Engine/Classes/Engine/StaticMesh.h"
#include "Runtime/Engine/Classes/Components/SphereComponent.h"
#include "Runtime/Engine/Classes/Components/ShapeComponent.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavAreas/NavArea.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavAreas/NavArea_Obstacle.h"
#include "Runtime/Engine/Classes/GameFramework/PawnMovementComponent.h"
#include "Runtime/Engine/Classes/GameFramework/NavMovementComponent.h"
#include "Runtime/Engine/Classes/GameFramework/MovementComponent.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavigationData.h"
#include "Runtime/Engine/Classes/AI/Navigation/RecastNavMesh.h"
#include "Runtime/Engine/Classes/GameFramework/FloatingPawnMovement.h"
#include "Runtime/AIModule/Classes/AIController.h"
#include "Runtime/GameplayTasks/Classes/GameplayTaskResource.h"
#include "Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h"
#include "Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h"
#include "Runtime/AIModule/Classes/Perception/AISense.h"
#include "Runtime/AIModule/Classes/Perception/AIPerceptionSystem.h"
#include "Runtime/AIModule/Classes/Perception/AISenseEvent.h"
#include "Runtime/AIModule/Classes/Perception/AISenseConfig.h"
#include "Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h"
#include "Runtime/AIModule/Classes/AIResourceInterface.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavFilters/NavigationQueryFilter.h"
#include "Runtime/GameplayTasks/Classes/GameplayTask.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h"
#include "Runtime/AIModule/Classes/BehaviorTree/Blackboard/BlackboardKeyType.h"
#include "Runtime/AIModule/Classes/BrainComponent.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BTNode.h"
#include "Runtime/GameplayTasks/Classes/GameplayTaskOwnerInterface.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BTService.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h"
#include "Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h"
#include "Runtime/AIModule/Classes/AITypes.h"
#include "Runtime/GameplayTasks/Classes/GameplayTasksComponent.h"
#include "Runtime/AIModule/Classes/Actions/PawnActionsComponent.h"
#include "Runtime/AIModule/Classes/Actions/PawnAction.h"
#include "Runtime/AIModule/Classes/Perception/AIPerceptionListenerInterface.h"
#include "Runtime/AIModule/Classes/GenericTeamAgentInterface.h"
#include "Runtime/Engine/Public/VisualLogger/VisualLoggerDebugSnapshotInterface.h"
#include "Runtime/Engine/Classes/GameFramework/SpectatorPawnMovement.h"
#include "Runtime/Engine/Classes/Engine/LatentActionManager.h"
#include "Runtime/Engine/Classes/Haptics/HapticFeedbackEffect_Base.h"
#include "Runtime/Engine/Classes/Engine/NetConnection.h"
#include "Runtime/Engine/Classes/Engine/Player.h"
#include "Runtime/Engine/Classes/Engine/Channel.h"
#include "Runtime/Engine/Classes/Engine/NetDriver.h"
#include "Runtime/Engine/Classes/Engine/World.h"
#include "Runtime/Engine/Classes/Engine/ChildConnection.h"
#include "Runtime/Engine/Classes/GameFramework/PlayerInput.h"
#include "Runtime/Engine/Classes/GameFramework/CheatManager.h"
#include "Runtime/Engine/Classes/Engine/DebugCameraController.h"
#include "Runtime/Engine/Classes/Components/DrawFrustumComponent.h"
#include "Runtime/Engine/Classes/Matinee/InterpTrackInstDirector.h"
#include "Runtime/Engine/Classes/GameFramework/DamageType.h"
#include "Runtime/Engine/Classes/GameFramework/Character.h"
#include "Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h"
#include "Runtime/Engine/Classes/GameFramework/RootMotionSource.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavigationAvoidanceTypes.h"
#include "Runtime/Engine/Public/AI/RVOAvoidanceInterface.h"
#include "Runtime/Engine/Classes/Interfaces/NetworkPredictionInterface.h"
#include "Runtime/Engine/Classes/Components/CapsuleComponent.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavAgentInterface.h"
#include "Runtime/Engine/Classes/AI/Navigation/NavRelevantInterface.h"
#include "Runtime/Engine/Classes/Components/ChildActorComponent.h"
#include "Runtime/Engine/Classes/Engine/CollisionProfile.h"
#include "Runtime/Engine/Classes/Kismet/KismetMathLibrary.h"
#include "Runtime/Engine/Classes/Kismet/KismetStringLibrary.h"
#include "Runtime/Engine/Classes/Kismet/KismetArrayLibrary.h"


#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
UExample_C__pf389835624::UExample_C__pf389835624(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	if (HasAnyFlags(RF_ClassDefaultObject) && (UExample_C__pf389835624::StaticClass() == GetClass()))
	{
		UExample_C__pf389835624::__CustomDynamicClassInitialization(CastChecked<UDynamicClass>(GetClass()));
	}

}
void UExample_C__pf389835624::PostLoadSubobjects(FObjectInstancingGraph* OuterInstanceGraph)
{
	Super::PostLoadSubobjects(OuterInstanceGraph);
}
void UExample_C__pf389835624::__CustomDynamicClassInitialization(UDynamicClass* InDynamicClass)
{
	ensure(0 == InDynamicClass->ReferencedConvertedFields.Num());
	ensure(0 == InDynamicClass->MiscConvertedSubobjects.Num());
	ensure(0 == InDynamicClass->DynamicBindingObjects.Num());
	ensure(0 == InDynamicClass->ComponentTemplates.Num());
	ensure(0 == InDynamicClass->Timelines.Num());
	ensure(nullptr == InDynamicClass->AnimClassImplementation);
	InDynamicClass->AssembleReferenceTokenStream();
	FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass(InDynamicClass, &__StaticDependencies_DirectlyUsedAssets);
}
void UExample_C__pf389835624::bpf__doxprint__pfT()
{
	TArray<int32> bpfv__numbers__pf{};
	int32 bpfv__b__pf{};
	int32 bpfv__a__pf{};
	int32 bpfv__Temp_int_Array_Index_Variable__pf{};
	int32 bpfv__Temp_int_Loop_Counter_Variable__pf{};
	int32 bpfv__CallFunc_Add_IntInt_ReturnValue__pf{};
	int32 bpfv__CallFunc_Array_Get_Item__pf{};
	FString bpfv__CallFunc_Conv_IntToString_ReturnValue__pf{};
	int32 bpfv__CallFunc_Add_IntInt_ReturnValue2__pf{};
	FString bpfv__CallFunc_Concat_StrStr_ReturnValue__pf{};
	FString bpfv__CallFunc_Conv_IntToString_ReturnValue2__pf{};
	FString bpfv__CallFunc_Concat_StrStr_ReturnValue2__pf{};
	int32 bpfv__CallFunc_Array_Length_ReturnValue__pf{};
	bool bpfv__CallFunc_Less_IntInt_ReturnValue__pf{};
	FString bpfv__CallFunc_Conv_IntToString_ReturnValue3__pf{};
	FString bpfv__CallFunc_Concat_StrStr_ReturnValue3__pf{};
	int32 bpfv__CallFunc_Add_IntInt_ReturnValue3__pf{};
	bool bpfv__CallFunc_GreaterEqual_IntInt_ReturnValue__pf{};
	TArray< int32, TInlineAllocator<8> > __StateStack;

	int32 __CurrentState = 1;
	do
	{
		switch (__CurrentState)
		{
		case 1:
		{
			bpfv__b__pf = 420;
		}
		case 2:
		{
			bpfv__a__pf = 69;
		}
		case 3:
		{
			UKismetSystemLibrary::PrintString(this, FString(TEXT("Hello world")), true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
		}
		case 4:
		{
			bpfv__CallFunc_Add_IntInt_ReturnValue3__pf = UKismetMathLibrary::Add_IntInt(bpfv__a__pf, bpfv__b__pf);
			bpfv__CallFunc_GreaterEqual_IntInt_ReturnValue__pf = UKismetMathLibrary::GreaterEqual_IntInt(bpfv__CallFunc_Add_IntInt_ReturnValue3__pf, 420);
			if (!bpfv__CallFunc_GreaterEqual_IntInt_ReturnValue__pf)
			{
				__CurrentState = 13;
				break;
			}
		}
		case 5:
		{
			bpfv__CallFunc_Conv_IntToString_ReturnValue3__pf = UKismetStringLibrary::Conv_IntToString(bpfv__a__pf);
			bpfv__CallFunc_Concat_StrStr_ReturnValue3__pf = UKismetStringLibrary::Concat_StrStr(FString(TEXT("A:")), bpfv__CallFunc_Conv_IntToString_ReturnValue3__pf);
			UKismetSystemLibrary::PrintString(((UObject*)nullptr), bpfv__CallFunc_Concat_StrStr_ReturnValue3__pf, true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
		}
		case 6:
		{
			bpfv__Temp_int_Loop_Counter_Variable__pf = 0;
		}
		case 7:
		{
			bpfv__Temp_int_Array_Index_Variable__pf = 0;
		}
		case 8:
		{
			bpfv__CallFunc_Array_Length_ReturnValue__pf = FCustomThunkTemplates::Array_Length(bpfv__numbers__pf);
			bpfv__CallFunc_Less_IntInt_ReturnValue__pf = UKismetMathLibrary::Less_IntInt(bpfv__Temp_int_Loop_Counter_Variable__pf, bpfv__CallFunc_Array_Length_ReturnValue__pf);
			if (!bpfv__CallFunc_Less_IntInt_ReturnValue__pf)
			{
				__CurrentState = (__StateStack.Num() > 0) ? __StateStack.Pop(/*bAllowShrinking=*/ false) : -1;
				break;
			}
		}
		case 9:
		{
			bpfv__Temp_int_Array_Index_Variable__pf = bpfv__Temp_int_Loop_Counter_Variable__pf;
		}
		case 10:
		{
			__StateStack.Push(14);
		}
		case 11:
		{
			UKismetSystemLibrary::PrintString(((UObject*)nullptr), FString(TEXT("NUMBER + 10 =")), true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
		}
		case 12:
		{
			FCustomThunkTemplates::Array_Get(bpfv__numbers__pf, bpfv__Temp_int_Array_Index_Variable__pf, /*out*/ bpfv__CallFunc_Array_Get_Item__pf);
			bpfv__CallFunc_Add_IntInt_ReturnValue2__pf = UKismetMathLibrary::Add_IntInt(bpfv__CallFunc_Array_Get_Item__pf, 10);
			bpfv__CallFunc_Conv_IntToString_ReturnValue2__pf = UKismetStringLibrary::Conv_IntToString(bpfv__CallFunc_Add_IntInt_ReturnValue2__pf);
			UKismetSystemLibrary::PrintString(((UObject*)nullptr), bpfv__CallFunc_Conv_IntToString_ReturnValue2__pf, true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
			__CurrentState = (__StateStack.Num() > 0) ? __StateStack.Pop(/*bAllowShrinking=*/ false) : -1;
			break;
		}
		case 13:
		{
			bpfv__CallFunc_Conv_IntToString_ReturnValue__pf = UKismetStringLibrary::Conv_IntToString(bpfv__b__pf);
			bpfv__CallFunc_Concat_StrStr_ReturnValue__pf = UKismetStringLibrary::Concat_StrStr(FString(TEXT("False:")), bpfv__CallFunc_Conv_IntToString_ReturnValue__pf);
			bpfv__CallFunc_Concat_StrStr_ReturnValue2__pf = UKismetStringLibrary::Concat_StrStr(bpfv__CallFunc_Concat_StrStr_ReturnValue__pf, FString(TEXT("_blah")));
			UKismetSystemLibrary::PrintString(((UObject*)nullptr), bpfv__CallFunc_Concat_StrStr_ReturnValue2__pf, true, true, FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), 2.000000);
			__CurrentState = 6;
			break;
		}
		case 14:
		{
			bpfv__CallFunc_Add_IntInt_ReturnValue__pf = UKismetMathLibrary::Add_IntInt(bpfv__Temp_int_Loop_Counter_Variable__pf, 1);
			bpfv__Temp_int_Loop_Counter_Variable__pf = bpfv__CallFunc_Add_IntInt_ReturnValue__pf;
			__CurrentState = 8;
			break;
		}
		default:
			check(false); // Invalid state
			break;
		}
	} while (__CurrentState != -1);
}
void UExample_C__pf389835624::__StaticDependencies_DirectlyUsedAssets(TArray<FBlueprintDependencyData>& AssetsToLoad)
{
}
void UExample_C__pf389835624::__StaticDependenciesAssets(TArray<FBlueprintDependencyData>& AssetsToLoad)
{
	__StaticDependencies_DirectlyUsedAssets(AssetsToLoad);
	const FCompactBlueprintDependencyData LocCompactBlueprintDependencyData[] =
	{
		{ 4, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetSystemLibrary 
		{ 8, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetMathLibrary 
		{ 5, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetStringLibrary 
		{ 12, FBlueprintDependencyType(false, true, false, false), FBlueprintDependencyType(false, false, false, false) },  //  Class /Script/Engine.KismetArrayLibrary 
	};
	for (const FCompactBlueprintDependencyData CompactData : LocCompactBlueprintDependencyData)
	{
		AssetsToLoad.Add(FBlueprintDependencyData(
			F__NativeDependencies::Get(CompactData.ObjectRefIndex)
			, CompactData.ClassDependency
			, CompactData.CDODependency
			, CompactData.ObjectRefIndex
		));
	}
}
struct FRegisterHelper__UExample_C__pf389835624
{
	FRegisterHelper__UExample_C__pf389835624()
	{
		FConvertedBlueprintsDependencies::Get().RegisterConvertedClass(TEXT("/Game/Rose/Blueprints/Example"), &UExample_C__pf389835624::__StaticDependenciesAssets);
	}
	static FRegisterHelper__UExample_C__pf389835624 Instance;
};
FRegisterHelper__UExample_C__pf389835624 FRegisterHelper__UExample_C__pf389835624::Instance;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif

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