39 lines
1.7 KiB
C
39 lines
1.7 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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// IWYU pragma: private, include "DisplayNodes/VariantManagerDisplayNode.h"
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#ifdef VARIANTMANAGER_VariantManagerDisplayNode_generated_h
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#error "VariantManagerDisplayNode.generated.h already included, missing '#pragma once' in VariantManagerDisplayNode.h"
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#endif
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#define VARIANTMANAGER_VariantManagerDisplayNode_generated_h
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#include "Templates/IsUEnumClass.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ReflectedTypeAccessors.h"
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#include "Templates/NoDestroy.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Plugins_Enterprise_VariantManager_Source_VariantManager_Private_DisplayNodes_VariantManagerDisplayNode_h
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// ********** Begin Enum EVariantManagerNodeType ***************************************************
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#define FOREACH_ENUM_EVARIANTMANAGERNODETYPE(op) \
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op(EVariantManagerNodeType::VariantSet) \
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op(EVariantManagerNodeType::Variant) \
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op(EVariantManagerNodeType::Actor) \
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op(EVariantManagerNodeType::Property) \
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op(EVariantManagerNodeType::Function) \
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op(EVariantManagerNodeType::Spacer)
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enum class EVariantManagerNodeType : uint8;
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template<> struct TIsUEnumClass<EVariantManagerNodeType> { enum { Value = true }; };
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template<> VARIANTMANAGER_NON_ATTRIBUTED_API UEnum* StaticEnum<EVariantManagerNodeType>();
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// ********** End Enum EVariantManagerNodeType *****************************************************
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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