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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/Engine/UHT/SkinnedMeshStateStream.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 "StateStream/SkinnedMeshStateStream.h"
#ifdef ENGINE_SkinnedMeshStateStream_generated_h
#error "SkinnedMeshStateStream.generated.h already included, missing '#pragma once' in SkinnedMeshStateStream.h"
#endif
#define ENGINE_SkinnedMeshStateStream_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FSkinnedMeshStaticState *******************************************
struct Z_Construct_UScriptStruct_FSkinnedMeshStaticState_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_StateStream_SkinnedMeshStateStream_h_20_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FSkinnedMeshStaticState_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
enum Fields \
{ \
Field_MaterialRelevance = 1, \
}; \
uint32 ModifiedFlags = 0; \
FSkinnedMeshStaticState() = default; \
FSkinnedMeshStaticState(FStateStreamCopyContext& Context, const FSkinnedMeshStaticState& Other) \
: ModifiedFlags(Other.ModifiedFlags) \
, MaterialRelevance(Other.MaterialRelevance) \
{} \
inline bool MaterialRelevanceModified() const { return !!(ModifiedFlags & Field_MaterialRelevance); } \
inline void SetMaterialRelevance(const uint64& In) { MaterialRelevance = In; ModifiedFlags |= Field_MaterialRelevance; } \
inline const uint64& GetMaterialRelevance() const { return MaterialRelevance; } \
uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
{ \
return 0; \
} \
void Apply(FStateStreamCopyContext& Context, const FSkinnedMeshStaticState& Other) \
{ \
if (Other.MaterialRelevanceModified() && !StateStreamEquals(MaterialRelevance, Other.MaterialRelevance)) \
{ \
MaterialRelevance = Other.MaterialRelevance; \
ModifiedFlags |= Field_MaterialRelevance; \
} \
} \
void Interpolate(FStateStreamInterpolateContext& Context, const FSkinnedMeshStaticState& From, const FSkinnedMeshStaticState& To) \
{ \
ModifiedFlags = 0; \
if (To.MaterialRelevanceModified()) \
{ \
ModifiedFlags |= Field_MaterialRelevance; \
StateStreamInterpolate(Context, MaterialRelevance, From.MaterialRelevance, To.MaterialRelevance); \
} \
}
struct FSkinnedMeshStaticState;
// ********** End ScriptStruct FSkinnedMeshStaticState *********************************************
// ********** Begin ScriptStruct FSkinnedMeshDynamicState ******************************************
struct Z_Construct_UScriptStruct_FSkinnedMeshDynamicState_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_StateStream_SkinnedMeshStateStream_h_33_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FSkinnedMeshDynamicState_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
enum Fields \
{ \
Field_Transform = 1, \
Field_SkinnedAsset = 2, \
Field_OverrideMaterials = 4, \
}; \
uint32 ModifiedFlags = 0; \
FSkinnedMeshDynamicState() = default; \
FSkinnedMeshDynamicState(FStateStreamCopyContext& Context, const FSkinnedMeshDynamicState& Other) \
: ModifiedFlags(Other.ModifiedFlags) \
, Transform(Context, Other.Transform) \
, SkinnedAsset(Other.SkinnedAsset) \
, OverrideMaterials(Other.OverrideMaterials) \
{} \
inline bool TransformModified() const { return !!(ModifiedFlags & Field_Transform); } \
inline void SetTransform(const FTransformHandle& In) { Transform = In; ModifiedFlags |= Field_Transform; } \
inline const FTransformHandle& GetTransform() const { return Transform; } \
inline bool SkinnedAssetModified() const { return !!(ModifiedFlags & Field_SkinnedAsset); } \
inline void SetSkinnedAsset(const TObjectPtr<USkinnedAsset>& In) { SkinnedAsset = In; ModifiedFlags |= Field_SkinnedAsset; } \
inline const TObjectPtr<USkinnedAsset>& GetSkinnedAsset() const { return SkinnedAsset; } \
inline bool OverrideMaterialsModified() const { return !!(ModifiedFlags & Field_OverrideMaterials); } \
inline void SetOverrideMaterials(const TArray<TObjectPtr<UMaterialInterface>>& In) { OverrideMaterials = In; ModifiedFlags |= Field_OverrideMaterials; } \
inline const TArray<TObjectPtr<UMaterialInterface>>& GetOverrideMaterials() const { return OverrideMaterials; } \
uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
{ \
OutHandles[0] = &Transform; \
return 1; \
} \
void Apply(FStateStreamCopyContext& Context, const FSkinnedMeshDynamicState& Other) \
{ \
if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \
{ \
Transform.Apply(Context, Other.Transform); \
ModifiedFlags |= Field_Transform; \
} \
if (Other.SkinnedAssetModified() && !StateStreamEquals(SkinnedAsset, Other.SkinnedAsset)) \
{ \
SkinnedAsset = Other.SkinnedAsset; \
ModifiedFlags |= Field_SkinnedAsset; \
} \
if (Other.OverrideMaterialsModified() && !StateStreamEquals(OverrideMaterials, Other.OverrideMaterials)) \
{ \
OverrideMaterials = Other.OverrideMaterials; \
ModifiedFlags |= Field_OverrideMaterials; \
} \
} \
void Interpolate(FStateStreamInterpolateContext& Context, const FSkinnedMeshDynamicState& From, const FSkinnedMeshDynamicState& To) \
{ \
ModifiedFlags = 0; \
if (To.TransformModified()) \
{ \
ModifiedFlags |= Field_Transform; \
Transform.Apply(Context, To.Transform); \
} \
if (To.SkinnedAssetModified()) \
{ \
ModifiedFlags |= Field_SkinnedAsset; \
StateStreamInterpolate(Context, SkinnedAsset, From.SkinnedAsset, To.SkinnedAsset); \
} \
if (To.OverrideMaterialsModified()) \
{ \
ModifiedFlags |= Field_OverrideMaterials; \
StateStreamInterpolate(Context, OverrideMaterials, From.OverrideMaterials, To.OverrideMaterials); \
} \
}
struct FSkinnedMeshDynamicState;
// ********** End ScriptStruct FSkinnedMeshDynamicState ********************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_SkinnedMeshStateStream_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS