Initial Commit

This commit is contained in:
Norman Lansing
2026-01-28 19:08:51 -05:00
commit ecb33115bf
54042 changed files with 9695586 additions and 0 deletions

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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!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeGameplayInsightsEditor_init() {}
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); static FPackageRegistrationInfo Z_Registration_Info_UPackage__Script_GameplayInsightsEditor;
FORCENOINLINE UPackage* Z_Construct_UPackage__Script_GameplayInsightsEditor()
{
if (!Z_Registration_Info_UPackage__Script_GameplayInsightsEditor.OuterSingleton)
{
static const UECodeGen_Private::FPackageParams PackageParams = {
"/Script/GameplayInsightsEditor",
nullptr,
0,
PKG_CompiledIn | 0x00000040,
0x004E7199,
0xC9B1122A,
METADATA_PARAMS(0, nullptr)
};
UECodeGen_Private::ConstructUPackage(Z_Registration_Info_UPackage__Script_GameplayInsightsEditor.OuterSingleton, PackageParams);
}
return Z_Registration_Info_UPackage__Script_GameplayInsightsEditor.OuterSingleton;
}
static FRegisterCompiledInInfo Z_CompiledInDeferPackage_UPackage__Script_GameplayInsightsEditor(Z_Construct_UPackage__Script_GameplayInsightsEditor, TEXT("/Script/GameplayInsightsEditor"), Z_Registration_Info_UPackage__Script_GameplayInsightsEditor, CONSTRUCT_RELOAD_VERSION_INFO(FPackageReloadVersionInfo, 0x004E7199, 0xC9B1122A));
PRAGMA_ENABLE_DEPRECATION_WARNINGS

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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!
===========================================================================*/
#pragma once

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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!
===========================================================================*/
#include "UObject/GeneratedCppIncludes.h"
#include "InsightsSkeletalMeshComponent.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
void EmptyLinkFunctionForGeneratedCodeInsightsSkeletalMeshComponent() {}
// ********** Begin Cross Module References ********************************************************
ENGINE_API UClass* Z_Construct_UClass_USkeletalMeshComponent();
GAMEPLAYINSIGHTSEDITOR_API UClass* Z_Construct_UClass_UInsightsSkeletalMeshComponent();
GAMEPLAYINSIGHTSEDITOR_API UClass* Z_Construct_UClass_UInsightsSkeletalMeshComponent_NoRegister();
UPackage* Z_Construct_UPackage__Script_GameplayInsightsEditor();
// ********** End Cross Module References **********************************************************
// ********** Begin Class UInsightsSkeletalMeshComponent *******************************************
FClassRegistrationInfo Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent;
UClass* UInsightsSkeletalMeshComponent::GetPrivateStaticClass()
{
using TClass = UInsightsSkeletalMeshComponent;
if (!Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent.InnerSingleton)
{
GetPrivateStaticClassBody(
TClass::StaticPackage(),
TEXT("InsightsSkeletalMeshComponent"),
Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent.InnerSingleton,
StaticRegisterNativesUInsightsSkeletalMeshComponent,
sizeof(TClass),
alignof(TClass),
TClass::StaticClassFlags,
TClass::StaticClassCastFlags(),
TClass::StaticConfigName(),
(UClass::ClassConstructorType)InternalConstructor<TClass>,
(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
&TClass::Super::StaticClass,
&TClass::WithinClass::StaticClass
);
}
return Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent.InnerSingleton;
}
UClass* Z_Construct_UClass_UInsightsSkeletalMeshComponent_NoRegister()
{
return UInsightsSkeletalMeshComponent::GetPrivateStaticClass();
}
struct Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics
{
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
{ "HideCategories", "Object Mesh|SkeletalAsset Object Mobility Trigger" },
{ "IncludePath", "InsightsSkeletalMeshComponent.h" },
{ "ModuleRelativePath", "Public/InsightsSkeletalMeshComponent.h" },
};
#endif // WITH_METADATA
// ********** Begin Class UInsightsSkeletalMeshComponent constinit property declarations ***********
// ********** End Class UInsightsSkeletalMeshComponent constinit property declarations *************
static UObject* (*const DependentSingletons[])();
static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
TCppClassTypeTraits<UInsightsSkeletalMeshComponent>::IsAbstract,
};
static const UECodeGen_Private::FClassParams ClassParams;
}; // struct Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics
UObject* (*const Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_USkeletalMeshComponent,
(UObject* (*)())Z_Construct_UPackage__Script_GameplayInsightsEditor,
};
static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics::DependentSingletons) < 16);
const UECodeGen_Private::FClassParams Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics::ClassParams = {
&UInsightsSkeletalMeshComponent::StaticClass,
"Engine",
&StaticCppClassTypeInfo,
DependentSingletons,
nullptr,
nullptr,
nullptr,
UE_ARRAY_COUNT(DependentSingletons),
0,
0,
0,
0x01A810A4u,
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics::Class_MetaDataParams), Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics::Class_MetaDataParams)
};
void UInsightsSkeletalMeshComponent::StaticRegisterNativesUInsightsSkeletalMeshComponent()
{
}
UClass* Z_Construct_UClass_UInsightsSkeletalMeshComponent()
{
if (!Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent.OuterSingleton)
{
UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent.OuterSingleton, Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics::ClassParams);
}
return Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent.OuterSingleton;
}
UInsightsSkeletalMeshComponent::UInsightsSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {}
DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, UInsightsSkeletalMeshComponent);
UInsightsSkeletalMeshComponent::~UInsightsSkeletalMeshComponent() {}
// ********** End Class UInsightsSkeletalMeshComponent *********************************************
// ********** Begin Registration *******************************************************************
struct Z_CompiledInDeferFile_FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h__Script_GameplayInsightsEditor_Statics
{
static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
{ Z_Construct_UClass_UInsightsSkeletalMeshComponent, UInsightsSkeletalMeshComponent::StaticClass, TEXT("UInsightsSkeletalMeshComponent"), &Z_Registration_Info_UClass_UInsightsSkeletalMeshComponent, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(UInsightsSkeletalMeshComponent), 2471745988U) },
};
}; // Z_CompiledInDeferFile_FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h__Script_GameplayInsightsEditor_Statics
static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h__Script_GameplayInsightsEditor_4005293290{
TEXT("/Script/GameplayInsightsEditor"),
Z_CompiledInDeferFile_FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h__Script_GameplayInsightsEditor_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h__Script_GameplayInsightsEditor_Statics::ClassInfo),
nullptr, 0,
nullptr, 0,
};
// ********** End Registration *********************************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS

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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 "InsightsSkeletalMeshComponent.h"
#ifdef GAMEPLAYINSIGHTSEDITOR_InsightsSkeletalMeshComponent_generated_h
#error "InsightsSkeletalMeshComponent.generated.h already included, missing '#pragma once' in InsightsSkeletalMeshComponent.h"
#endif
#define GAMEPLAYINSIGHTSEDITOR_InsightsSkeletalMeshComponent_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin Class UInsightsSkeletalMeshComponent *******************************************
struct Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics;
GAMEPLAYINSIGHTSEDITOR_API UClass* Z_Construct_UClass_UInsightsSkeletalMeshComponent_NoRegister();
#define FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h_18_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUInsightsSkeletalMeshComponent(); \
friend struct ::Z_Construct_UClass_UInsightsSkeletalMeshComponent_Statics; \
static UClass* GetPrivateStaticClass(); \
friend GAMEPLAYINSIGHTSEDITOR_API UClass* ::Z_Construct_UClass_UInsightsSkeletalMeshComponent_NoRegister(); \
public: \
DECLARE_CLASS2(UInsightsSkeletalMeshComponent, USkeletalMeshComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/GameplayInsightsEditor"), Z_Construct_UClass_UInsightsSkeletalMeshComponent_NoRegister) \
DECLARE_SERIALIZER(UInsightsSkeletalMeshComponent)
#define FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h_18_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
GAMEPLAYINSIGHTSEDITOR_API UInsightsSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
/** Deleted move- and copy-constructors, should never be used */ \
UInsightsSkeletalMeshComponent(UInsightsSkeletalMeshComponent&&) = delete; \
UInsightsSkeletalMeshComponent(const UInsightsSkeletalMeshComponent&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(GAMEPLAYINSIGHTSEDITOR_API, UInsightsSkeletalMeshComponent); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UInsightsSkeletalMeshComponent); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UInsightsSkeletalMeshComponent) \
GAMEPLAYINSIGHTSEDITOR_API virtual ~UInsightsSkeletalMeshComponent();
#define FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h_15_PROLOG
#define FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h_18_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h_18_INCLASS_NO_PURE_DECLS \
FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h_18_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UInsightsSkeletalMeshComponent;
// ********** End Class UInsightsSkeletalMeshComponent *********************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Plugins_Animation_GameplayInsights_Source_GameplayInsightsEditor_Public_InsightsSkeletalMeshComponent_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS

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D:\UE_5_7_1\Engine\Plugins\Animation\GameplayInsights\Source\GameplayInsightsEditor\Public\InsightsSkeletalMeshComponent.h