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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/AutomationTest/UHT/AutomationState.generated.h

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2026-01-28 19:08:51 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "AutomationState.h"
#ifdef AUTOMATIONTEST_AutomationState_generated_h
#error "AutomationState.generated.h already included, missing '#pragma once' in AutomationState.h"
#endif
#define AUTOMATIONTEST_AutomationState_generated_h
#include "Templates/IsUEnumClass.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ReflectedTypeAccessors.h"
#include "Templates/NoDestroy.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_AutomationTest_Public_AutomationState_h
// ********** Begin Enum EAutomationState **********************************************************
#define FOREACH_ENUM_EAUTOMATIONSTATE(op) \
op(EAutomationState::NotRun) \
op(EAutomationState::InProcess) \
op(EAutomationState::Fail) \
op(EAutomationState::Success) \
op(EAutomationState::Skipped)
enum class EAutomationState : uint8;
template<> struct TIsUEnumClass<EAutomationState> { enum { Value = true }; };
template<> AUTOMATIONTEST_NON_ATTRIBUTED_API UEnum* StaticEnum<EAutomationState>();
// ********** End Enum EAutomationState ************************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS