67 lines
3.7 KiB
C++
67 lines
3.7 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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#include "UObject/GeneratedCppIncludes.h"
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#include "StateStreamHandle.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
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void EmptyLinkFunctionForGeneratedCodeStateStreamHandle() {}
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// ********** Begin Cross Module References ********************************************************
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STATESTREAM_API UScriptStruct* Z_Construct_UScriptStruct_FStateStreamHandle();
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UPackage* Z_Construct_UPackage__Script_StateStream();
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// ********** End Cross Module References **********************************************************
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// ********** Begin ScriptStruct FStateStreamHandle ************************************************
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struct Z_Construct_UScriptStruct_FStateStreamHandle_Statics
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{
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struct FStateStreamHandle
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{
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};
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static_assert(sizeof(FStateStreamHandle) < MAX_uint16);
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static_assert(alignof(FStateStreamHandle) < MAX_uint8);
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static inline consteval int32 GetStructSize() { return sizeof(FStateStreamHandle); }
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static inline consteval int16 GetStructAlignment() { return alignof(FStateStreamHandle); }
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Struct_MetaDataParams[] = {
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{ "Comment", "////////////////////////////////////////////////////////////////////////////////////////////////////\n// Base type for state stream handles. This code is not supposed to be used directly.\n// To create your new state stream you will need a handle dedicated to that state stream. Example:\n// \n// USTRUCT(StateStreamHandle)\n// struct FFooHandle : public FStateStreamHandle\n// {\n// GENERATED_USTRUCT_BODY()\n// };\n//\n" },
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{ "ModuleRelativePath", "Public/StateStreamHandle.h" },
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{ "ToolTip", "/\n Base type for state stream handles. This code is not supposed to be used directly.\n To create your new state stream you will need a handle dedicated to that state stream. Example:\n\n USTRUCT(StateStreamHandle)\n struct FFooHandle : public FStateStreamHandle\n {\n GENERATED_USTRUCT_BODY()\n };" },
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};
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#endif // WITH_METADATA
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// ********** Begin ScriptStruct FStateStreamHandle constinit property declarations ****************
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// ********** End ScriptStruct FStateStreamHandle constinit property declarations ******************
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static const UECodeGen_Private::FStructParams StructParams;
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}; // struct Z_Construct_UScriptStruct_FStateStreamHandle_Statics
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const UECodeGen_Private::FStructParams Z_Construct_UScriptStruct_FStateStreamHandle_Statics::StructParams = {
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(UObject* (*)())Z_Construct_UPackage__Script_StateStream,
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nullptr,
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nullptr,
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"StateStreamHandle",
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nullptr,
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0,
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sizeof(FStateStreamHandle),
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alignof(FStateStreamHandle),
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RF_Public|RF_Transient|RF_MarkAsNative,
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EStructFlags(0x00000008),
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METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FStateStreamHandle_Statics::Struct_MetaDataParams), Z_Construct_UScriptStruct_FStateStreamHandle_Statics::Struct_MetaDataParams)
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};
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UScriptStruct* Z_Construct_UScriptStruct_FStateStreamHandle()
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{
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static UScriptStruct* ReturnStruct = nullptr;
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if (!ReturnStruct)
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{
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UECodeGen_Private::ConstructUScriptStruct(ReturnStruct, Z_Construct_UScriptStruct_FStateStreamHandle_Statics::StructParams);
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}
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return CastChecked<UScriptStruct>(ReturnStruct);
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}
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// ********** End ScriptStruct FStateStreamHandle **************************************************
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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