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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/ControlRig/UHT/RigUnit_BoneHarmonics.generated.h

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// 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 "Units/Highlevel/Harmonics/RigUnit_BoneHarmonics.h"
#ifdef CONTROLRIG_RigUnit_BoneHarmonics_generated_h
#error "RigUnit_BoneHarmonics.generated.h already included, missing '#pragma once' in RigUnit_BoneHarmonics.h"
#endif
#define CONTROLRIG_RigUnit_BoneHarmonics_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FRigUnit_BoneHarmonics_BoneTarget *********************************
struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_BoneTarget_Statics;
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_14_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_BoneTarget_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct();
struct FRigUnit_BoneHarmonics_BoneTarget;
// ********** End ScriptStruct FRigUnit_BoneHarmonics_BoneTarget ***********************************
// ********** Begin ScriptStruct FRigUnit_Harmonics_TargetItem *************************************
struct Z_Construct_UScriptStruct_FRigUnit_Harmonics_TargetItem_Statics;
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_39_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_Harmonics_TargetItem_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct();
struct FRigUnit_Harmonics_TargetItem;
// ********** End ScriptStruct FRigUnit_Harmonics_TargetItem ***************************************
// ********** Begin ScriptStruct FRigUnit_BoneHarmonics_WorkData ***********************************
struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_WorkData_Statics;
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_64_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_WorkData_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct();
struct FRigUnit_BoneHarmonics_WorkData;
// ********** End ScriptStruct FRigUnit_BoneHarmonics_WorkData *************************************
// ********** Begin ScriptStruct FRigUnit_BoneHarmonics ********************************************
struct Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_Statics;
#define FRigUnit_BoneHarmonics_Execute() \
void FRigUnit_BoneHarmonics::StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const TArrayView<const FRigUnit_BoneHarmonics_BoneTarget>& Bones, \
const FVector& WaveSpeed, \
const FVector& WaveFrequency, \
const FVector& WaveAmplitude, \
const FVector& WaveOffset, \
const FVector& WaveNoise, \
const ERigVMAnimEasingType WaveEase, \
const float WaveMinimum, \
const float WaveMaximum, \
const EEulerRotationOrder RotationOrder, \
const bool bPropagateToChildren, \
FRigUnit_BoneHarmonics_WorkData& WorkData \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_84_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneHarmonics_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \
UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const TArrayView<const FRigUnit_BoneHarmonics_BoneTarget>& Bones, \
const FVector& WaveSpeed, \
const FVector& WaveFrequency, \
const FVector& WaveAmplitude, \
const FVector& WaveOffset, \
const FVector& WaveNoise, \
const ERigVMAnimEasingType WaveEase, \
const float WaveMinimum, \
const float WaveMaximum, \
const EEulerRotationOrder RotationOrder, \
const bool bPropagateToChildren, \
FRigUnit_BoneHarmonics_WorkData& WorkData \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
TArray<FRigUnit_BoneHarmonics_BoneTarget>& Bones = *(TArray<FRigUnit_BoneHarmonics_BoneTarget>*)RigVMMemoryHandles[0].GetInputData(); \
const FVector& WaveSpeed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \
const FVector& WaveFrequency = *(FVector*)RigVMMemoryHandles[2].GetInputData(); \
const FVector& WaveAmplitude = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
const FVector& WaveOffset = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \
const FVector& WaveNoise = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \
const ERigVMAnimEasingType WaveEase = *(ERigVMAnimEasingType*)RigVMMemoryHandles[6].GetInputData(); \
const float WaveMinimum = *(float*)RigVMMemoryHandles[7].GetInputData(); \
const float WaveMaximum = *(float*)RigVMMemoryHandles[8].GetInputData(); \
const EEulerRotationOrder RotationOrder = *(EEulerRotationOrder*)RigVMMemoryHandles[9].GetInputData(); \
const bool bPropagateToChildren = *(bool*)RigVMMemoryHandles[10].GetInputData(); \
FRigUnit_BoneHarmonics_WorkData& WorkData = *(FRigUnit_BoneHarmonics_WorkData*)RigVMMemoryHandles[11].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
Bones, \
WaveSpeed, \
WaveFrequency, \
WaveAmplitude, \
WaveOffset, \
WaveNoise, \
WaveEase, \
WaveMinimum, \
WaveMaximum, \
RotationOrder, \
bPropagateToChildren, \
WorkData \
); \
} \
typedef FRigUnit_HighlevelBaseMutable Super;
struct FRigUnit_BoneHarmonics;
// ********** End ScriptStruct FRigUnit_BoneHarmonics **********************************************
// ********** Begin ScriptStruct FRigUnit_ItemHarmonics ********************************************
struct Z_Construct_UScriptStruct_FRigUnit_ItemHarmonics_Statics;
#define FRigUnit_ItemHarmonics_Execute() \
void FRigUnit_ItemHarmonics::StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const TArrayView<const FRigUnit_Harmonics_TargetItem>& Targets, \
const FVector& WaveSpeed, \
const FVector& WaveFrequency, \
const FVector& WaveAmplitude, \
const FVector& WaveOffset, \
const FVector& WaveNoise, \
const ERigVMAnimEasingType WaveEase, \
const float WaveMinimum, \
const float WaveMaximum, \
const EEulerRotationOrder RotationOrder, \
FRigUnit_BoneHarmonics_WorkData& WorkData \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h_156_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_ItemHarmonics_Statics; \
CONTROLRIG_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \
UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \
static void UE_API StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const TArrayView<const FRigUnit_Harmonics_TargetItem>& Targets, \
const FVector& WaveSpeed, \
const FVector& WaveFrequency, \
const FVector& WaveAmplitude, \
const FVector& WaveOffset, \
const FVector& WaveNoise, \
const ERigVMAnimEasingType WaveEase, \
const float WaveMinimum, \
const float WaveMaximum, \
const EEulerRotationOrder RotationOrder, \
FRigUnit_BoneHarmonics_WorkData& WorkData \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
TArray<FRigUnit_Harmonics_TargetItem>& Targets = *(TArray<FRigUnit_Harmonics_TargetItem>*)RigVMMemoryHandles[0].GetInputData(); \
const FVector& WaveSpeed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \
const FVector& WaveFrequency = *(FVector*)RigVMMemoryHandles[2].GetInputData(); \
const FVector& WaveAmplitude = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \
const FVector& WaveOffset = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \
const FVector& WaveNoise = *(FVector*)RigVMMemoryHandles[5].GetInputData(); \
const ERigVMAnimEasingType WaveEase = *(ERigVMAnimEasingType*)RigVMMemoryHandles[6].GetInputData(); \
const float WaveMinimum = *(float*)RigVMMemoryHandles[7].GetInputData(); \
const float WaveMaximum = *(float*)RigVMMemoryHandles[8].GetInputData(); \
const EEulerRotationOrder RotationOrder = *(EEulerRotationOrder*)RigVMMemoryHandles[9].GetInputData(); \
FRigUnit_BoneHarmonics_WorkData& WorkData = *(FRigUnit_BoneHarmonics_WorkData*)RigVMMemoryHandles[10].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
Targets, \
WaveSpeed, \
WaveFrequency, \
WaveAmplitude, \
WaveOffset, \
WaveNoise, \
WaveEase, \
WaveMinimum, \
WaveMaximum, \
RotationOrder, \
WorkData \
); \
} \
typedef FRigUnit_HighlevelBaseMutable Super;
struct FRigUnit_ItemHarmonics;
// ********** End ScriptStruct FRigUnit_ItemHarmonics **********************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_BoneHarmonics_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS