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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/Engine/UHT/ParticleSystemStateStream.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 "StateStream/ParticleSystemStateStream.h"
#ifdef ENGINE_ParticleSystemStateStream_generated_h
#error "ParticleSystemStateStream.generated.h already included, missing '#pragma once' in ParticleSystemStateStream.h"
#endif
#define ENGINE_ParticleSystemStateStream_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FParticleSystemStaticState ****************************************
struct Z_Construct_UScriptStruct_FParticleSystemStaticState_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h_18_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FParticleSystemStaticState_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
enum Fields \
{ \
}; \
uint32 ModifiedFlags = 0; \
FParticleSystemStaticState() = default; \
FParticleSystemStaticState(FStateStreamCopyContext& Context, const FParticleSystemStaticState& Other) \
: ModifiedFlags(Other.ModifiedFlags) \
{} \
uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
{ \
return 0; \
} \
void Apply(FStateStreamCopyContext& Context, const FParticleSystemStaticState& Other) \
{ \
} \
void Interpolate(FStateStreamInterpolateContext& Context, const FParticleSystemStaticState& From, const FParticleSystemStaticState& To) \
{ \
ModifiedFlags = 0; \
}
struct FParticleSystemStaticState;
// ********** End ScriptStruct FParticleSystemStaticState ******************************************
// ********** Begin ScriptStruct FParticleSystemDynamicState ***************************************
struct Z_Construct_UScriptStruct_FParticleSystemDynamicState_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h_28_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FParticleSystemDynamicState_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
enum Fields \
{ \
Field_Transform = 1, \
Field_SystemAsset = 2, \
}; \
uint32 ModifiedFlags = 0; \
FParticleSystemDynamicState() = default; \
FParticleSystemDynamicState(FStateStreamCopyContext& Context, const FParticleSystemDynamicState& Other) \
: ModifiedFlags(Other.ModifiedFlags) \
, Transform(Context, Other.Transform) \
, SystemAsset(Other.SystemAsset) \
{} \
inline bool TransformModified() const { return !!(ModifiedFlags & Field_Transform); } \
inline void SetTransform(const FTransformHandle& In) { Transform = In; ModifiedFlags |= Field_Transform; } \
inline const FTransformHandle& GetTransform() const { return Transform; } \
inline bool SystemAssetModified() const { return !!(ModifiedFlags & Field_SystemAsset); } \
inline void SetSystemAsset(const TObjectPtr<UFXSystemAsset>& In) { SystemAsset = In; ModifiedFlags |= Field_SystemAsset; } \
inline const TObjectPtr<UFXSystemAsset>& GetSystemAsset() const { return SystemAsset; } \
uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
{ \
OutHandles[0] = &Transform; \
return 1; \
} \
void Apply(FStateStreamCopyContext& Context, const FParticleSystemDynamicState& Other) \
{ \
if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \
{ \
Transform.Apply(Context, Other.Transform); \
ModifiedFlags |= Field_Transform; \
} \
if (Other.SystemAssetModified() && !StateStreamEquals(SystemAsset, Other.SystemAsset)) \
{ \
SystemAsset = Other.SystemAsset; \
ModifiedFlags |= Field_SystemAsset; \
} \
} \
void Interpolate(FStateStreamInterpolateContext& Context, const FParticleSystemDynamicState& From, const FParticleSystemDynamicState& To) \
{ \
ModifiedFlags = 0; \
if (To.TransformModified()) \
{ \
ModifiedFlags |= Field_Transform; \
Transform.Apply(Context, To.Transform); \
} \
if (To.SystemAssetModified()) \
{ \
ModifiedFlags |= Field_SystemAsset; \
StateStreamInterpolate(Context, SystemAsset, From.SystemAsset, To.SystemAsset); \
} \
}
struct FParticleSystemDynamicState;
// ********** End ScriptStruct FParticleSystemDynamicState *****************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS