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"
#include "StateStreamHandle.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
void EmptyLinkFunctionForGeneratedCodeStateStreamHandle() {}
// ********** Begin Cross Module References ********************************************************
STATESTREAM_API UScriptStruct* Z_Construct_UScriptStruct_FStateStreamHandle();
UPackage* Z_Construct_UPackage__Script_StateStream();
// ********** End Cross Module References **********************************************************
// ********** Begin ScriptStruct FStateStreamHandle ************************************************
struct Z_Construct_UScriptStruct_FStateStreamHandle_Statics
{
struct FStateStreamHandle
{
};
static_assert(sizeof(FStateStreamHandle) < MAX_uint16);
static_assert(alignof(FStateStreamHandle) < MAX_uint8);
static inline consteval int32 GetStructSize() { return sizeof(FStateStreamHandle); }
static inline consteval int16 GetStructAlignment() { return alignof(FStateStreamHandle); }
#if WITH_METADATA
static constexpr UECodeGen_Private::FMetaDataPairParam Struct_MetaDataParams[] = {
{ "Comment", "////////////////////////////////////////////////////////////////////////////////////////////////////\n// Base type for state stream handles. This code is not supposed to be used directly.\n// To create your new state stream you will need a handle dedicated to that state stream. Example:\n// \n// USTRUCT(StateStreamHandle)\n// struct FFooHandle : public FStateStreamHandle\n// {\n// GENERATED_USTRUCT_BODY()\n// };\n//\n" },
{ "ModuleRelativePath", "Public/StateStreamHandle.h" },
{ "ToolTip", "/\n Base type for state stream handles. This code is not supposed to be used directly.\n To create your new state stream you will need a handle dedicated to that state stream. Example:\n\n USTRUCT(StateStreamHandle)\n struct FFooHandle : public FStateStreamHandle\n {\n GENERATED_USTRUCT_BODY()\n };" },
};
#endif // WITH_METADATA
// ********** Begin ScriptStruct FStateStreamHandle constinit property declarations ****************
// ********** End ScriptStruct FStateStreamHandle constinit property declarations ******************
static const UECodeGen_Private::FStructParams StructParams;
}; // struct Z_Construct_UScriptStruct_FStateStreamHandle_Statics
const UECodeGen_Private::FStructParams Z_Construct_UScriptStruct_FStateStreamHandle_Statics::StructParams = {
(UObject* (*)())Z_Construct_UPackage__Script_StateStream,
nullptr,
nullptr,
"StateStreamHandle",
nullptr,
0,
sizeof(FStateStreamHandle),
alignof(FStateStreamHandle),
RF_Public|RF_Transient|RF_MarkAsNative,
EStructFlags(0x00000008),
METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FStateStreamHandle_Statics::Struct_MetaDataParams), Z_Construct_UScriptStruct_FStateStreamHandle_Statics::Struct_MetaDataParams)
};
UScriptStruct* Z_Construct_UScriptStruct_FStateStreamHandle()
{
static UScriptStruct* ReturnStruct = nullptr;
if (!ReturnStruct)
{
UECodeGen_Private::ConstructUScriptStruct(ReturnStruct, Z_Construct_UScriptStruct_FStateStreamHandle_Statics::StructParams);
}
return CastChecked<UScriptStruct>(ReturnStruct);
}
// ********** End ScriptStruct FStateStreamHandle **************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS