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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/UnrealEd/UHT/IPropertyAccessCompiler.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 "IPropertyAccessCompiler.h"
#ifdef UNREALED_IPropertyAccessCompiler_generated_h
#error "IPropertyAccessCompiler.generated.h already included, missing '#pragma once' in IPropertyAccessCompiler.h"
#endif
#define UNREALED_IPropertyAccessCompiler_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_Editor_UnrealEd_Public_IPropertyAccessCompiler_h
// ********** Begin Enum EPropertyAccessBatchType **************************************************
#define FOREACH_ENUM_EPROPERTYACCESSBATCHTYPE(op) \
op(EPropertyAccessBatchType::Unbatched) \
op(EPropertyAccessBatchType::Batched)
enum class EPropertyAccessBatchType : uint8;
template<> struct TIsUEnumClass<EPropertyAccessBatchType> { enum { Value = true }; };
template<> UNREALED_NON_ATTRIBUTED_API UEnum* StaticEnum<EPropertyAccessBatchType>();
// ********** End Enum EPropertyAccessBatchType ****************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS