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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/ControlRig/UHT/RigUnit_Physics.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 "Units/Execution/RigUnit_Physics.h"
#ifdef CONTROLRIG_RigUnit_Physics_generated_h
#error "RigUnit_Physics.generated.h already included, missing '#pragma once' in RigUnit_Physics.h"
#endif
#define CONTROLRIG_RigUnit_Physics_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FRigUnit_HierarchyAddPhysicsSolver ********************************
struct Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsSolver_Statics;
#define FRigUnit_HierarchyAddPhysicsSolver_Execute() \
void FRigUnit_HierarchyAddPhysicsSolver::StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const FName& Name, \
FRigPhysicsSolverID& Solver \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h_14_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsSolver_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 FName& Name, \
FRigPhysicsSolverID& Solver \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const FName& Name = *(FName*)RigVMMemoryHandles[0].GetInputData(); \
FRigPhysicsSolverID& Solver = *(FRigPhysicsSolverID*)RigVMMemoryHandles[1].GetOutputData(); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
Name, \
Solver \
); \
} \
typedef FRigUnit_DynamicHierarchyBaseMutable Super;
struct FRigUnit_HierarchyAddPhysicsSolver;
// ********** End ScriptStruct FRigUnit_HierarchyAddPhysicsSolver **********************************
// ********** Begin ScriptStruct FRigUnit_HierarchyAddPhysicsJoint *********************************
struct Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsJoint_Statics;
#define FRigUnit_HierarchyAddPhysicsJoint_Execute() \
void FRigUnit_HierarchyAddPhysicsJoint::StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const FTransform& Transform, \
const FRigPhysicsSolverID& Solver, \
const FRigElementKey& Parent, \
const FName& Name, \
FRigElementKey& Item \
)
#define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h_38_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsJoint_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 FTransform& Transform, \
const FRigPhysicsSolverID& Solver, \
const FRigElementKey& Parent, \
const FName& Name, \
FRigElementKey& Item \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const FTransform& Transform = *(FTransform*)RigVMMemoryHandles[0].GetInputData(); \
const FRigPhysicsSolverID& Solver = *(FRigPhysicsSolverID*)RigVMMemoryHandles[1].GetInputData(); \
const FRigElementKey& Parent = *(FRigElementKey*)RigVMMemoryHandles[2].GetInputData(); \
const FName& Name = *(FName*)RigVMMemoryHandles[3].GetInputData(); \
FRigElementKey& Item = *(FRigElementKey*)RigVMMemoryHandles[4].GetOutputData(); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
Transform, \
Solver, \
Parent, \
Name, \
Item \
); \
} \
typedef FRigUnit_HierarchyAddElement Super;
struct FRigUnit_HierarchyAddPhysicsJoint;
// ********** End ScriptStruct FRigUnit_HierarchyAddPhysicsJoint ***********************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS