// 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 "Animation/AnimNodeReference.h" #ifdef ENGINE_AnimNodeReference_generated_h #error "AnimNodeReference.generated.h already included, missing '#pragma once' in AnimNodeReference.h" #endif #define ENGINE_AnimNodeReference_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FAnimNodeReference ************************************************ struct Z_Construct_UScriptStruct_FAnimNodeReference_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Animation_AnimNodeReference_h_25_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FAnimNodeReference_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FAnimNodeReference; // ********** End ScriptStruct FAnimNodeReference ************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Animation_AnimNodeReference_h // ********** Begin Enum EAnimNodeReferenceConversionResult **************************************** #define FOREACH_ENUM_EANIMNODEREFERENCECONVERSIONRESULT(op) \ op(EAnimNodeReferenceConversionResult::Succeeded) \ op(EAnimNodeReferenceConversionResult::Failed) enum class EAnimNodeReferenceConversionResult : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EAnimNodeReferenceConversionResult ****************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS