// 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 "AnimStateTransitionNode.h" #ifdef ANIMGRAPH_AnimStateTransitionNode_generated_h #error "AnimStateTransitionNode.generated.h already included, missing '#pragma once' in AnimStateTransitionNode.h" #endif #define ANIMGRAPH_AnimStateTransitionNode_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class UAnimStateTransitionNode ************************************************* #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_ARCHIVESERIALIZER \ DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(UAnimStateTransitionNode, ANIMGRAPH_API) struct Z_Construct_UClass_UAnimStateTransitionNode_Statics; ANIMGRAPH_API UClass* Z_Construct_UClass_UAnimStateTransitionNode_NoRegister(); #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_INCLASS \ private: \ static void StaticRegisterNativesUAnimStateTransitionNode(); \ friend struct ::Z_Construct_UClass_UAnimStateTransitionNode_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ANIMGRAPH_API UClass* ::Z_Construct_UClass_UAnimStateTransitionNode_NoRegister(); \ public: \ DECLARE_CLASS2(UAnimStateTransitionNode, UAnimStateNodeBase, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/AnimGraph"), Z_Construct_UClass_UAnimStateTransitionNode_NoRegister) \ DECLARE_SERIALIZER(UAnimStateTransitionNode) \ FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_ARCHIVESERIALIZER \ static constexpr const TCHAR* StaticConfigName() {return TEXT("Editor");} \ #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ANIMGRAPH_API UAnimStateTransitionNode(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAnimStateTransitionNode) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ANIMGRAPH_API, UAnimStateTransitionNode); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAnimStateTransitionNode); \ /** Deleted move- and copy-constructors, should never be used */ \ UAnimStateTransitionNode(UAnimStateTransitionNode&&) = delete; \ UAnimStateTransitionNode(const UAnimStateTransitionNode&) = delete; \ ANIMGRAPH_API virtual ~UAnimStateTransitionNode(); #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_19_PROLOG #define FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_INCLASS \ FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h_22_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UAnimStateTransitionNode; // ********** End Class UAnimStateTransitionNode *************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Editor_AnimGraph_Public_AnimStateTransitionNode_h PRAGMA_ENABLE_DEPRECATION_WARNINGS