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!
===========================================================================*/
// IWYU pragma: private, include "GameFramework/Actor.h"
#ifdef ENGINE_Actor_generated_h
#error "Actor.generated.h already included, missing '#pragma once' in Actor.h"
#endif
#define ENGINE_Actor_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
#include "Net/Core/PushModel/PushModelMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class AActor;
class AController;
class APawn;
class APlayerController;
class UActorComponent;
class UChildActorComponent;
class UClass;
class UDamageType;
class UInputComponent;
class UInterface;
class ULevel;
class UObject;
class UPrimitiveComponent;
class USceneComponent;
enum class EAttachmentRule : uint8;
enum class EDetachmentRule : uint8;
enum class EPhysicsReplicationMode : uint8;
struct FHitResult;
struct FKey;
// ********** Begin SparseDelegate FTakeAnyDamageSignature *****************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_165_DELEGATE \
ENGINE_API void FTakeAnyDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& TakeAnyDamageSignature, AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser);
// ********** End SparseDelegate FTakeAnyDamageSignature *******************************************
// ********** Begin SparseDelegate FTakePointDamageSignature ***************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_166_DELEGATE \
ENGINE_API void FTakePointDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& TakePointDamageSignature, AActor* DamagedActor, float Damage, AController* InstigatedBy, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector ShotFromDirection, const UDamageType* DamageType, AActor* DamageCauser);
// ********** End SparseDelegate FTakePointDamageSignature *****************************************
// ********** Begin SparseDelegate FTakeRadialDamageSignature **************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_167_DELEGATE \
ENGINE_API void FTakeRadialDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& TakeRadialDamageSignature, AActor* DamagedActor, float Damage, const UDamageType* DamageType, FVector Origin, FHitResult const& HitInfo, AController* InstigatedBy, AActor* DamageCauser);
// ********** End SparseDelegate FTakeRadialDamageSignature ****************************************
// ********** Begin SparseDelegate FActorBeginOverlapSignature *************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_168_DELEGATE \
ENGINE_API void FActorBeginOverlapSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorBeginOverlapSignature, AActor* OverlappedActor, AActor* OtherActor);
// ********** End SparseDelegate FActorBeginOverlapSignature ***************************************
// ********** Begin SparseDelegate FActorEndOverlapSignature ***************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_169_DELEGATE \
ENGINE_API void FActorEndOverlapSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndOverlapSignature, AActor* OverlappedActor, AActor* OtherActor);
// ********** End SparseDelegate FActorEndOverlapSignature *****************************************
// ********** Begin SparseDelegate FActorHitSignature **********************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_170_DELEGATE \
ENGINE_API void FActorHitSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorHitSignature, AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, FHitResult const& Hit);
// ********** End SparseDelegate FActorHitSignature ************************************************
// ********** Begin SparseDelegate FActorBeginCursorOverSignature **********************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_172_DELEGATE \
ENGINE_API void FActorBeginCursorOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorBeginCursorOverSignature, AActor* TouchedActor);
// ********** End SparseDelegate FActorBeginCursorOverSignature ************************************
// ********** Begin SparseDelegate FActorEndCursorOverSignature ************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_173_DELEGATE \
ENGINE_API void FActorEndCursorOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndCursorOverSignature, AActor* TouchedActor);
// ********** End SparseDelegate FActorEndCursorOverSignature **************************************
// ********** Begin SparseDelegate FActorOnClickedSignature ****************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_174_DELEGATE \
ENGINE_API void FActorOnClickedSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnClickedSignature, AActor* TouchedActor, FKey ButtonPressed);
// ********** End SparseDelegate FActorOnClickedSignature ******************************************
// ********** Begin SparseDelegate FActorOnReleasedSignature ***************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_175_DELEGATE \
ENGINE_API void FActorOnReleasedSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnReleasedSignature, AActor* TouchedActor, FKey ButtonReleased);
// ********** End SparseDelegate FActorOnReleasedSignature *****************************************
// ********** Begin SparseDelegate FActorOnInputTouchBeginSignature ********************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_176_DELEGATE \
ENGINE_API void FActorOnInputTouchBeginSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnInputTouchBeginSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor);
// ********** End SparseDelegate FActorOnInputTouchBeginSignature **********************************
// ********** Begin SparseDelegate FActorOnInputTouchEndSignature **********************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_177_DELEGATE \
ENGINE_API void FActorOnInputTouchEndSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnInputTouchEndSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor);
// ********** End SparseDelegate FActorOnInputTouchEndSignature ************************************
// ********** Begin SparseDelegate FActorBeginTouchOverSignature ***********************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_178_DELEGATE \
ENGINE_API void FActorBeginTouchOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorBeginTouchOverSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor);
// ********** End SparseDelegate FActorBeginTouchOverSignature *************************************
// ********** Begin SparseDelegate FActorEndTouchOverSignature *************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_179_DELEGATE \
ENGINE_API void FActorEndTouchOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndTouchOverSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor);
// ********** End SparseDelegate FActorEndTouchOverSignature ***************************************
// ********** Begin SparseDelegate FActorDestroyedSignature ****************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_181_DELEGATE \
ENGINE_API void FActorDestroyedSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorDestroyedSignature, AActor* DestroyedActor);
// ********** End SparseDelegate FActorDestroyedSignature ******************************************
// ********** Begin SparseDelegate FActorEndPlaySignature ******************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_182_DELEGATE \
ENGINE_API void FActorEndPlaySignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndPlaySignature, AActor* Actor, EEndPlayReason::Type EndPlayReason);
// ********** End SparseDelegate FActorEndPlaySignature ********************************************
// ********** Begin Class AActor *******************************************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS \
DECLARE_FUNCTION(execGetNetCullDistanceSquared); \
DECLARE_FUNCTION(execSetNetCullDistanceSquared); \
DECLARE_FUNCTION(execGetMinNetUpdateFrequency); \
DECLARE_FUNCTION(execSetMinNetUpdateFrequency); \
DECLARE_FUNCTION(execGetNetUpdateFrequency); \
DECLARE_FUNCTION(execSetNetUpdateFrequency); \
DECLARE_FUNCTION(execMakeNoise); \
DECLARE_FUNCTION(execGetComponentsByInterface); \
DECLARE_FUNCTION(execGetComponentsByTag); \
DECLARE_FUNCTION(execFindComponentByTag); \
DECLARE_FUNCTION(execK2_GetComponentsByClass); \
DECLARE_FUNCTION(execGetComponentByClass); \
DECLARE_FUNCTION(execGetActorEyesViewPoint); \
DECLARE_FUNCTION(execPrestreamTextures); \
DECLARE_FUNCTION(execForceNetUpdate); \
DECLARE_FUNCTION(execWasRecentlyRendered); \
DECLARE_FUNCTION(execSetTickGroup); \
DECLARE_FUNCTION(execGetAttachedActors); \
DECLARE_FUNCTION(execGetAttachParentSocketName); \
DECLARE_FUNCTION(execGetAttachParentActor); \
DECLARE_FUNCTION(execGetLevelTransform); \
DECLARE_FUNCTION(execGetLevel); \
DECLARE_FUNCTION(execK2_TeleportTo); \
DECLARE_FUNCTION(execGetParentActor); \
DECLARE_FUNCTION(execGetParentComponent); \
DECLARE_FUNCTION(execGetAllChildActors); \
DECLARE_FUNCTION(execIsChildActor); \
DECLARE_FUNCTION(execFlushNetDormancy); \
DECLARE_FUNCTION(execSetNetDormancy); \
DECLARE_FUNCTION(execIsOverlappingActor); \
DECLARE_FUNCTION(execGetOwner); \
DECLARE_FUNCTION(execSetOwner); \
DECLARE_FUNCTION(execOnRep_ReplicatedMovement); \
DECLARE_FUNCTION(execGetActorTickInterval); \
DECLARE_FUNCTION(execSetActorTickInterval); \
DECLARE_FUNCTION(execIsActorTickEnabled); \
DECLARE_FUNCTION(execSetActorTickEnabled); \
DECLARE_FUNCTION(execGetLifeSpan); \
DECLARE_FUNCTION(execSetLifeSpan); \
DECLARE_FUNCTION(execGetOverlappingComponents); \
DECLARE_FUNCTION(execGetOverlappingActors); \
DECLARE_FUNCTION(execIsActorBeingDestroyed); \
DECLARE_FUNCTION(execGetGameTimeSinceCreation); \
DECLARE_FUNCTION(execSetTickableWhenPaused); \
DECLARE_FUNCTION(execGetTickableWhenPaused); \
DECLARE_FUNCTION(execRemoveTickPrerequisiteComponent); \
DECLARE_FUNCTION(execRemoveTickPrerequisiteActor); \
DECLARE_FUNCTION(execAddTickPrerequisiteComponent); \
DECLARE_FUNCTION(execAddTickPrerequisiteActor); \
DECLARE_FUNCTION(execGetActorTimeDilation); \
DECLARE_FUNCTION(execActorHasTag); \
DECLARE_FUNCTION(execK2_DetachFromActor); \
DECLARE_FUNCTION(execDetachRootComponentFromParent); \
DECLARE_FUNCTION(execK2_AttachToActor); \
DECLARE_FUNCTION(execK2_AttachRootComponentToActor); \
DECLARE_FUNCTION(execK2_AttachToComponent); \
DECLARE_FUNCTION(execK2_AttachRootComponentTo); \
DECLARE_FUNCTION(execFinishAddComponent); \
DECLARE_FUNCTION(execAddComponentByClass); \
DECLARE_FUNCTION(execAddComponent); \
DECLARE_FUNCTION(execHasAuthority); \
DECLARE_FUNCTION(execK2_DestroyActor); \
DECLARE_FUNCTION(execGetActorEnableCollision); \
DECLARE_FUNCTION(execSetActorEnableCollision); \
DECLARE_FUNCTION(execSetActorHiddenInGame); \
DECLARE_FUNCTION(execGetActorRelativeScale3D); \
DECLARE_FUNCTION(execSetActorRelativeScale3D); \
DECLARE_FUNCTION(execK2_SetActorRelativeTransform); \
DECLARE_FUNCTION(execK2_SetActorRelativeRotation); \
DECLARE_FUNCTION(execK2_SetActorRelativeLocation); \
DECLARE_FUNCTION(execK2_AddActorLocalTransform); \
DECLARE_FUNCTION(execK2_AddActorLocalRotation); \
DECLARE_FUNCTION(execK2_AddActorLocalOffset); \
DECLARE_FUNCTION(execK2_SetActorTransform); \
DECLARE_FUNCTION(execK2_AddActorWorldTransformKeepScale); \
DECLARE_FUNCTION(execK2_AddActorWorldTransform); \
DECLARE_FUNCTION(execK2_AddActorWorldRotation); \
DECLARE_FUNCTION(execK2_AddActorWorldOffset); \
DECLARE_FUNCTION(execGetHorizontalDotProductTo); \
DECLARE_FUNCTION(execGetDotProductTo); \
DECLARE_FUNCTION(execGetVerticalDistanceTo); \
DECLARE_FUNCTION(execGetSquaredHorizontalDistanceTo); \
DECLARE_FUNCTION(execGetHorizontalDistanceTo); \
DECLARE_FUNCTION(execGetSquaredDistanceTo); \
DECLARE_FUNCTION(execGetDistanceTo); \
DECLARE_FUNCTION(execGetActorScale3D); \
DECLARE_FUNCTION(execSetActorScale3D); \
DECLARE_FUNCTION(execK2_SetActorLocationAndRotation); \
DECLARE_FUNCTION(execK2_SetActorRotation); \
DECLARE_FUNCTION(execGetVelocity); \
DECLARE_FUNCTION(execK2_GetRootComponent); \
DECLARE_FUNCTION(execGetActorBounds); \
DECLARE_FUNCTION(execGetActorRightVector); \
DECLARE_FUNCTION(execGetActorUpVector); \
DECLARE_FUNCTION(execGetActorForwardVector); \
DECLARE_FUNCTION(execK2_GetActorRotation); \
DECLARE_FUNCTION(execK2_SetActorLocation); \
DECLARE_FUNCTION(execK2_GetActorLocation); \
DECLARE_FUNCTION(execGetTransform); \
DECLARE_FUNCTION(execGetInstigatorController); \
DECLARE_FUNCTION(execGetInstigator); \
DECLARE_FUNCTION(execGetInputVectorAxisValue); \
DECLARE_FUNCTION(execGetInputAxisKeyValue); \
DECLARE_FUNCTION(execGetInputAxisValue); \
DECLARE_FUNCTION(execDisableInput); \
DECLARE_FUNCTION(execCreateInputComponent); \
DECLARE_FUNCTION(execEnableInput); \
DECLARE_FUNCTION(execGetRayTracingGroupId); \
DECLARE_FUNCTION(execSetRayTracingGroupId); \
DECLARE_FUNCTION(execOnRep_Instigator); \
DECLARE_FUNCTION(execGetResimulationThreshold); \
DECLARE_FUNCTION(execCanTriggerResimulation); \
DECLARE_FUNCTION(execUnregisterAsFocalPointInPhysicsReplicationLOD); \
DECLARE_FUNCTION(execRegisterAsFocalPointInPhysicsReplicationLOD); \
DECLARE_FUNCTION(execGetPhysicsReplicationMode); \
DECLARE_FUNCTION(execSetPhysicsReplicationMode); \
DECLARE_FUNCTION(execOnRep_AttachmentReplication); \
DECLARE_FUNCTION(execGetRemoteRole); \
DECLARE_FUNCTION(execGetLocalRole); \
DECLARE_FUNCTION(execSetReplicateMovement); \
DECLARE_FUNCTION(execSetReplicates); \
DECLARE_FUNCTION(execOnRep_Owner); \
DECLARE_FUNCTION(execSetAutoDestroyWhenFinished); \
DECLARE_FUNCTION(execTearOff); \
DECLARE_FUNCTION(execOnRep_ReplicateMovement);
#if WITH_EDITOR
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS_EOD \
DECLARE_FUNCTION(execSetFolderPath); \
DECLARE_FUNCTION(execGetFolderPath); \
DECLARE_FUNCTION(execSetActorLabel); \
DECLARE_FUNCTION(execGetActorLabel); \
DECLARE_FUNCTION(execGetDefaultActorLabel); \
DECLARE_FUNCTION(execIsSelectable); \
DECLARE_FUNCTION(execIsEditable); \
DECLARE_FUNCTION(execIsTemporarilyHiddenInEditor); \
DECLARE_FUNCTION(execSetIsTemporarilyHiddenInEditor); \
DECLARE_FUNCTION(execIsHiddenEd); \
DECLARE_FUNCTION(execIsHiddenEdAtStartup);
#else // WITH_EDITOR
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS_EOD
#endif // WITH_EDITOR
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_CALLBACK_WRAPPERS
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ARCHIVESERIALIZER \
DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(AActor, ENGINE_API)
struct Z_Construct_UClass_AActor_Statics;
ENGINE_API UClass* Z_Construct_UClass_AActor_NoRegister();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesAActor(); \
friend struct ::Z_Construct_UClass_AActor_Statics; \
static UClass* GetPrivateStaticClass(); \
friend ENGINE_API UClass* ::Z_Construct_UClass_AActor_NoRegister(); \
public: \
DECLARE_CLASS2(AActor, UObject, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_AActor, TEXT("/Script/Engine"), Z_Construct_UClass_AActor_NoRegister) \
DECLARE_SERIALIZER(AActor) \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ARCHIVESERIALIZER \
enum class ENetFields_Private : uint16 \
{ \
NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \
bReplicateMovement=NETFIELD_REP_START, \
bHidden, \
bTearOff, \
bCanBeDamaged, \
RemoteRole, \
AttachmentReplication, \
ReplicatedMovement, \
Owner, \
Role, \
Instigator, \
NETFIELD_REP_END=Instigator }; \
DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) \
private: \
REPLICATED_BASE_CLASS(AActor) \
public:
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ENHANCED_CONSTRUCTORS \
/** Deleted move- and copy-constructors, should never be used */ \
AActor(AActor&&) = delete; \
AActor(const AActor&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AActor); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AActor); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AActor) \
ENGINE_API virtual ~AActor();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_255_PROLOG
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS_EOD \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_CALLBACK_WRAPPERS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_INCLASS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class AActor;
// ********** End Class AActor *********************************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h
// ********** Begin Enum EActorUpdateOverlapsMethod ************************************************
#define FOREACH_ENUM_EACTORUPDATEOVERLAPSMETHOD(op) \
op(EActorUpdateOverlapsMethod::UseConfigDefault) \
op(EActorUpdateOverlapsMethod::AlwaysUpdate) \
op(EActorUpdateOverlapsMethod::OnlyUpdateMovable) \
op(EActorUpdateOverlapsMethod::NeverUpdate)
enum class EActorUpdateOverlapsMethod : uint8;
template<> struct TIsUEnumClass<EActorUpdateOverlapsMethod> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EActorUpdateOverlapsMethod>();
// ********** End Enum EActorUpdateOverlapsMethod **************************************************
// ********** Begin Enum ESpawnActorScaleMethod ****************************************************
#define FOREACH_ENUM_ESPAWNACTORSCALEMETHOD(op) \
op(ESpawnActorScaleMethod::OverrideRootScale) \
op(ESpawnActorScaleMethod::MultiplyWithRoot) \
op(ESpawnActorScaleMethod::SelectDefaultAtRuntime)
enum class ESpawnActorScaleMethod : uint8;
template<> struct TIsUEnumClass<ESpawnActorScaleMethod> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<ESpawnActorScaleMethod>();
// ********** End Enum ESpawnActorScaleMethod ******************************************************
// ********** Begin Enum ELevelInstanceType ********************************************************
#define FOREACH_ENUM_ELEVELINSTANCETYPE(op) \
op(ELevelInstanceType::None) \
op(ELevelInstanceType::LevelInstance) \
op(ELevelInstanceType::LevelInstanceEdit) \
op(ELevelInstanceType::LevelInstancePropertyOverride)
enum class ELevelInstanceType : uint8;
template<> struct TIsUEnumClass<ELevelInstanceType> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<ELevelInstanceType>();
// ********** End Enum ELevelInstanceType **********************************************************
// ********** Begin Enum ELevelInstanceFlags *******************************************************
#define FOREACH_ENUM_ELEVELINSTANCEFLAGS(op) \
op(ELevelInstanceFlags::None) \
op(ELevelInstanceFlags::IsInEditHierarchy) \
op(ELevelInstanceFlags::HasPropertyOverrides) \
op(ELevelInstanceFlags::HasEditablePropertyOverrides)
enum class ELevelInstanceFlags : uint8;
template<> struct TIsUEnumClass<ELevelInstanceFlags> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<ELevelInstanceFlags>();
// ********** End Enum ELevelInstanceFlags *********************************************************
// ********** Begin Enum EActorGridPlacement *******************************************************
#if WITH_EDITORONLY_DATA
#define FOREACH_ENUM_EACTORGRIDPLACEMENT(op) \
op(EActorGridPlacement::Bounds) \
op(EActorGridPlacement::Location) \
op(EActorGridPlacement::AlwaysLoaded) \
op(EActorGridPlacement::None)
enum class EActorGridPlacement : uint8;
template<> struct TIsUEnumClass<EActorGridPlacement> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EActorGridPlacement>();
#endif // WITH_EDITORONLY_DATA
// ********** End Enum EActorGridPlacement *********************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS