// 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 "AnimStateNode.h" #ifdef ANIMGRAPH_AnimStateNode_generated_h #error "AnimStateNode.generated.h already included, missing '#pragma once' in AnimStateNode.h" #endif #define ANIMGRAPH_AnimStateNode_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class UAnimStateNode *********************************************************** struct Z_Construct_UClass_UAnimStateNode_Statics; ANIMGRAPH_API UClass* Z_Construct_UClass_UAnimStateNode_NoRegister(); #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h_26_INCLASS \ private: \ static void StaticRegisterNativesUAnimStateNode(); \ friend struct ::Z_Construct_UClass_UAnimStateNode_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ANIMGRAPH_API UClass* ::Z_Construct_UClass_UAnimStateNode_NoRegister(); \ public: \ DECLARE_CLASS2(UAnimStateNode, UAnimStateNodeBase, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/AnimGraph"), Z_Construct_UClass_UAnimStateNode_NoRegister) \ DECLARE_SERIALIZER(UAnimStateNode) #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h_26_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ANIMGRAPH_API UAnimStateNode(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAnimStateNode) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ANIMGRAPH_API, UAnimStateNode); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAnimStateNode); \ /** Deleted move- and copy-constructors, should never be used */ \ UAnimStateNode(UAnimStateNode&&) = delete; \ UAnimStateNode(const UAnimStateNode&) = delete; \ ANIMGRAPH_API virtual ~UAnimStateNode(); #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h_23_PROLOG #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h_26_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h_26_INCLASS \ FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h_26_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UAnimStateNode; // ********** End Class UAnimStateNode ************************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Editor_AnimGraph_Public_AnimStateNode_h // ********** Begin Enum EAnimStateType ************************************************************ #define FOREACH_ENUM_EANIMSTATETYPE(op) \ op(AST_SingleAnimation) \ op(AST_BlendGraph) enum EAnimStateType : int; template<> ANIMGRAPH_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EAnimStateType ************************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS