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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/Engine/UHT/SkeletalMeshComponent.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 "Components/SkeletalMeshComponent.h"
#ifdef ENGINE_SkeletalMeshComponent_generated_h
#error "SkeletalMeshComponent.generated.h already included, missing '#pragma once' in SkeletalMeshComponent.h"
#endif
#define ENGINE_SkeletalMeshComponent_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class UAnimationAsset;
class UAnimInstance;
class UClass;
class UClothingSimulationInteractor;
class UObject;
class UPhysicsAsset;
class USkeletalMesh;
class USkeletalMeshComponent;
enum class ECustomBoneAttributeLookup : uint8;
enum class ETeleportType : uint8;
struct FConstraintInstanceAccessor;
struct FPoseSnapshot;
// ********** Begin Delegate FOnAnimInitialized ****************************************************
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_63_DELEGATE \
ENGINE_API void FOnAnimInitialized_DelegateWrapper(const FMulticastScriptDelegate& OnAnimInitialized);
// ********** End Delegate FOnAnimInitialized ******************************************************
// ********** Begin Delegate FOnBoneTransformsFinalized ********************************************
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_69_DELEGATE \
ENGINE_API void FOnBoneTransformsFinalized_DelegateWrapper(const FMulticastScriptDelegate& OnBoneTransformsFinalized);
// ********** End Delegate FOnBoneTransformsFinalized **********************************************
// ********** Begin ScriptStruct FSkeletalMeshComponentEndPhysicsTickFunction **********************
struct Z_Construct_UScriptStruct_FSkeletalMeshComponentEndPhysicsTickFunction_Statics;
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_221_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FSkeletalMeshComponentEndPhysicsTickFunction_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
typedef FTickFunction Super;
struct FSkeletalMeshComponentEndPhysicsTickFunction;
// ********** End ScriptStruct FSkeletalMeshComponentEndPhysicsTickFunction ************************
// ********** Begin ScriptStruct FSkeletalMeshComponentClothTickFunction ***************************
struct Z_Construct_UScriptStruct_FSkeletalMeshComponentClothTickFunction_Statics;
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_255_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FSkeletalMeshComponentClothTickFunction_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
typedef FTickFunction Super;
struct FSkeletalMeshComponentClothTickFunction;
// ********** End ScriptStruct FSkeletalMeshComponentClothTickFunction *****************************
// ********** Begin Class USkeletalMeshComponent ***************************************************
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS \
DECLARE_FUNCTION(execResetClothCollisionSources); \
DECLARE_FUNCTION(execRemoveClothCollisionSource); \
DECLARE_FUNCTION(execRemoveClothCollisionSources); \
DECLARE_FUNCTION(execAddClothCollisionSource); \
DECLARE_FUNCTION(execRecreateClothingActors); \
DECLARE_FUNCTION(execGetCurrentJointAngles); \
DECLARE_FUNCTION(execSetAngularLimits); \
DECLARE_FUNCTION(execGetConstraintsFromBody); \
DECLARE_FUNCTION(execGetConstraints); \
DECLARE_FUNCTION(execGetConstraintByName); \
DECLARE_FUNCTION(execBreakConstraint); \
DECLARE_FUNCTION(execFindConstraintBoneName); \
DECLARE_FUNCTION(execSetConstraintProfileForAll); \
DECLARE_FUNCTION(execSetConstraintProfile); \
DECLARE_FUNCTION(execSetAllMotorsAngularDriveParams); \
DECLARE_FUNCTION(execSetAllMotorsAngularVelocityDrive); \
DECLARE_FUNCTION(execSetAllMotorsAngularPositionDrive); \
DECLARE_FUNCTION(execAccumulateAllBodiesBelowPhysicsBlendWeight); \
DECLARE_FUNCTION(execSetAllBodiesBelowPhysicsBlendWeight); \
DECLARE_FUNCTION(execSetAllBodiesPhysicsBlendWeight); \
DECLARE_FUNCTION(execResetAllBodiesSimulatePhysics); \
DECLARE_FUNCTION(execSetBodySimulatePhysics); \
DECLARE_FUNCTION(execSetAllBodiesBelowSimulatePhysics); \
DECLARE_FUNCTION(execGetBoneLinearVelocity); \
DECLARE_FUNCTION(execSetAllBodiesBelowLinearVelocity); \
DECLARE_FUNCTION(execSetAllBodiesBelowPhysicsDisabled); \
DECLARE_FUNCTION(execSetEnablePhysicsBlending); \
DECLARE_FUNCTION(execSetPhysicsBlendWeight); \
DECLARE_FUNCTION(execSetAllBodiesSimulatePhysics); \
DECLARE_FUNCTION(execTermBodiesBelow); \
DECLARE_FUNCTION(execAddImpulseToAllBodiesBelow); \
DECLARE_FUNCTION(execAddForceToAllBodiesBelow); \
DECLARE_FUNCTION(execGetSkeletalCenterOfMass); \
DECLARE_FUNCTION(execGetBoneMass); \
DECLARE_FUNCTION(execK2_GetClosestPointOnPhysicsAsset); \
DECLARE_FUNCTION(execSetEnableGravityOnAllBodiesBelow); \
DECLARE_FUNCTION(execIsBodyGravityEnabled); \
DECLARE_FUNCTION(execSetEnableBodyGravity); \
DECLARE_FUNCTION(execSetEnablePerPolyCollision); \
DECLARE_FUNCTION(execSetNotifyRigidBodyCollisionBelow); \
DECLARE_FUNCTION(execSetBodyNotifyRigidBodyCollision); \
DECLARE_FUNCTION(execGetClothingSimulationInteractor); \
DECLARE_FUNCTION(execSetTeleportDistanceThreshold); \
DECLARE_FUNCTION(execGetTeleportDistanceThreshold); \
DECLARE_FUNCTION(execSetTeleportRotationThreshold); \
DECLARE_FUNCTION(execGetTeleportRotationThreshold); \
DECLARE_FUNCTION(execSetAllowedAnimCurvesEvaluation); \
DECLARE_FUNCTION(execResetAllowedAnimCurveEvaluation); \
DECLARE_FUNCTION(execAllowAnimCurveEvaluation); \
DECLARE_FUNCTION(execGetAllowedAnimCurveEvaluate); \
DECLARE_FUNCTION(execSetAllowAnimCurveEvaluation); \
DECLARE_FUNCTION(execGetDisableAnimCurves); \
DECLARE_FUNCTION(execSetDisableAnimCurves); \
DECLARE_FUNCTION(execSetUpdateClothInEditor); \
DECLARE_FUNCTION(execSetUpdateAnimationInEditor); \
DECLARE_FUNCTION(execGetAllowRigidBodyAnimNode); \
DECLARE_FUNCTION(execSetAllowRigidBodyAnimNode); \
DECLARE_FUNCTION(execUnbindClothFromLeaderPoseComponent); \
DECLARE_FUNCTION(execBindClothToLeaderPoseComponent); \
DECLARE_FUNCTION(execResetClothTeleportMode); \
DECLARE_FUNCTION(execIsClothingSimulationSuspended); \
DECLARE_FUNCTION(execResumeClothingSimulation); \
DECLARE_FUNCTION(execSuspendClothingSimulation); \
DECLARE_FUNCTION(execForceClothNextUpdateTeleportAndReset); \
DECLARE_FUNCTION(execForceClothNextUpdateTeleport); \
DECLARE_FUNCTION(execSetClothMaxDistanceScale); \
DECLARE_FUNCTION(execGetClothMaxDistanceScale); \
DECLARE_FUNCTION(execGetAllowClothActors); \
DECLARE_FUNCTION(execSetAllowClothActors); \
DECLARE_FUNCTION(execSnapshotPose); \
DECLARE_FUNCTION(execGetMorphTarget); \
DECLARE_FUNCTION(execClearMorphTargets); \
DECLARE_FUNCTION(execSetMorphTarget); \
DECLARE_FUNCTION(execOverrideAnimationData); \
DECLARE_FUNCTION(execGetPlayRate); \
DECLARE_FUNCTION(execSetPlayRate); \
DECLARE_FUNCTION(execGetPosition); \
DECLARE_FUNCTION(execSetPosition); \
DECLARE_FUNCTION(execIsPlaying); \
DECLARE_FUNCTION(execStop); \
DECLARE_FUNCTION(execPlay); \
DECLARE_FUNCTION(execSetAnimation); \
DECLARE_FUNCTION(execPlayAnimation); \
DECLARE_FUNCTION(execGetAnimationMode); \
DECLARE_FUNCTION(execSetAnimationMode); \
DECLARE_FUNCTION(execResetAnimInstanceDynamics); \
DECLARE_FUNCTION(execHasValidAnimationInstance); \
DECLARE_FUNCTION(execGetLinkedAnimLayerInstanceByClass); \
DECLARE_FUNCTION(execGetLinkedAnimLayerInstanceByGroup); \
DECLARE_FUNCTION(execUnlinkAnimClassLayers); \
DECLARE_FUNCTION(execLinkAnimClassLayers); \
DECLARE_FUNCTION(execLinkAnimGraphByTag); \
DECLARE_FUNCTION(execGetLinkedAnimGraphInstancesByTag); \
DECLARE_FUNCTION(execGetLinkedAnimGraphInstanceByTag); \
DECLARE_FUNCTION(execGetPostProcessInstance); \
DECLARE_FUNCTION(execGetAnimInstance); \
DECLARE_FUNCTION(execSetEnableAnimation); \
DECLARE_FUNCTION(execSetAnimInstanceClass); \
DECLARE_FUNCTION(execGetAnimClass); \
DECLARE_FUNCTION(execGetCurveValue); \
DECLARE_FUNCTION(execGetStringAttribute); \
DECLARE_FUNCTION(execGetIntegerAttribute); \
DECLARE_FUNCTION(execGetTransformAttribute); \
DECLARE_FUNCTION(execGetFloatAttribute); \
DECLARE_FUNCTION(execGetStringAttribute_Ref); \
DECLARE_FUNCTION(execGetIntegerAttribute_Ref); \
DECLARE_FUNCTION(execGetTransformAttribute_Ref); \
DECLARE_FUNCTION(execGetFloatAttribute_Ref); \
DECLARE_FUNCTION(execSetDisablePostProcessBlueprint); \
DECLARE_FUNCTION(execGetDisablePostProcessBlueprint); \
DECLARE_FUNCTION(execToggleDisablePostProcessBlueprint); \
DECLARE_FUNCTION(execSetOverridePostProcessAnimBP); \
DECLARE_FUNCTION(execGetSkeletalMeshAsset); \
DECLARE_FUNCTION(execSetSkeletalMeshAsset);
#if WITH_EDITOR
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD \
DECLARE_FUNCTION(execGetDefaultAnimatingRig); \
DECLARE_FUNCTION(execGetDefaultAnimatingRigOverride); \
DECLARE_FUNCTION(execSetDefaultAnimatingRigOverride);
#else // WITH_EDITOR
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD
#endif // WITH_EDITOR
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ACCESSORS \
static void GetSkeletalMeshAsset_WrapperImpl(const void* Object, void* OutValue); \
static void SetSkeletalMeshAsset_WrapperImpl(void* Object, const void* InValue); \
static void SetAnimClass_WrapperImpl(void* Object, const void* InValue);
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ARCHIVESERIALIZER \
DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(USkeletalMeshComponent, ENGINE_API)
struct Z_Construct_UClass_USkeletalMeshComponent_Statics;
ENGINE_API UClass* Z_Construct_UClass_USkeletalMeshComponent_NoRegister();
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_INCLASS \
private: \
static void StaticRegisterNativesUSkeletalMeshComponent(); \
friend struct ::Z_Construct_UClass_USkeletalMeshComponent_Statics; \
static UClass* GetPrivateStaticClass(); \
friend ENGINE_API UClass* ::Z_Construct_UClass_USkeletalMeshComponent_NoRegister(); \
public: \
DECLARE_CLASS2(USkeletalMeshComponent, USkinnedMeshComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_USkeletalMeshComponent, TEXT("/Script/Engine"), Z_Construct_UClass_USkeletalMeshComponent_NoRegister) \
DECLARE_SERIALIZER(USkeletalMeshComponent) \
FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ARCHIVESERIALIZER \
virtual UObject* _getUObject() const override { return const_cast<USkeletalMeshComponent*>(this); }
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
ENGINE_API USkeletalMeshComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(USkeletalMeshComponent) \
DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, USkeletalMeshComponent); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(USkeletalMeshComponent); \
/** Deleted move- and copy-constructors, should never be used */ \
USkeletalMeshComponent(USkeletalMeshComponent&&) = delete; \
USkeletalMeshComponent(const USkeletalMeshComponent&) = delete; \
ENGINE_API virtual ~USkeletalMeshComponent();
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_317_PROLOG
#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS \
FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD \
FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ACCESSORS \
FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_INCLASS \
FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class USkeletalMeshComponent;
// ********** End Class USkeletalMeshComponent *****************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h
// ********** Begin Enum ECustomBoneAttributeLookup ************************************************
#define FOREACH_ENUM_ECUSTOMBONEATTRIBUTELOOKUP(op) \
op(ECustomBoneAttributeLookup::BoneOnly) \
op(ECustomBoneAttributeLookup::ImmediateParent) \
op(ECustomBoneAttributeLookup::ParentHierarchy)
enum class ECustomBoneAttributeLookup : uint8;
template<> struct TIsUEnumClass<ECustomBoneAttributeLookup> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<ECustomBoneAttributeLookup>();
// ********** End Enum ECustomBoneAttributeLookup **************************************************
// ********** Begin Enum EKinematicBonesUpdateToPhysics ********************************************
#define FOREACH_ENUM_EKINEMATICBONESUPDATETOPHYSICS(op) \
op(EKinematicBonesUpdateToPhysics::SkipSimulatingBones) \
op(EKinematicBonesUpdateToPhysics::SkipAllBones)
namespace EKinematicBonesUpdateToPhysics { enum Type : int; }
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EKinematicBonesUpdateToPhysics::Type>();
// ********** End Enum EKinematicBonesUpdateToPhysics **********************************************
// ********** Begin Enum EAnimationMode ************************************************************
#define FOREACH_ENUM_EANIMATIONMODE(op) \
op(EAnimationMode::AnimationBlueprint) \
op(EAnimationMode::AnimationSingleNode) \
op(EAnimationMode::AnimationCustomMode)
namespace EAnimationMode { enum Type : int; }
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EAnimationMode::Type>();
// ********** End Enum EAnimationMode **************************************************************
// ********** Begin Enum EPhysicsTransformUpdateMode ***********************************************
#define FOREACH_ENUM_EPHYSICSTRANSFORMUPDATEMODE(op) \
op(EPhysicsTransformUpdateMode::SimulationUpatesComponentTransform) \
op(EPhysicsTransformUpdateMode::ComponentTransformIsKinematic)
namespace EPhysicsTransformUpdateMode { enum Type : int; }
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EPhysicsTransformUpdateMode::Type>();
// ********** End Enum EPhysicsTransformUpdateMode *************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS