// 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 "WorldPartition/DataLayer/DataLayerAsset.h" #ifdef ENGINE_DataLayerAsset_generated_h #error "DataLayerAsset.generated.h already included, missing '#pragma once' in DataLayerAsset.h" #endif #define ENGINE_DataLayerAsset_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS enum class EDataLayerType : uint8; struct FColor; // ********** Begin Class UDataLayerAsset ********************************************************** #define FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_RPC_WRAPPERS \ DECLARE_FUNCTION(execIsServerOnly); \ DECLARE_FUNCTION(execIsClientOnly); \ DECLARE_FUNCTION(execGetDebugColor); \ DECLARE_FUNCTION(execIsRuntime); \ DECLARE_FUNCTION(execGetType); struct Z_Construct_UClass_UDataLayerAsset_Statics; ENGINE_API UClass* Z_Construct_UClass_UDataLayerAsset_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_INCLASS \ private: \ static void StaticRegisterNativesUDataLayerAsset(); \ friend struct ::Z_Construct_UClass_UDataLayerAsset_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_UDataLayerAsset_NoRegister(); \ public: \ DECLARE_CLASS2(UDataLayerAsset, UDataAsset, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UDataLayerAsset_NoRegister) \ DECLARE_SERIALIZER(UDataLayerAsset) #define FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API UDataLayerAsset(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UDataLayerAsset) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UDataLayerAsset); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UDataLayerAsset); \ /** Deleted move- and copy-constructors, should never be used */ \ UDataLayerAsset(UDataLayerAsset&&) = delete; \ UDataLayerAsset(const UDataLayerAsset&) = delete; \ ENGINE_API virtual ~UDataLayerAsset(); #define FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_28_PROLOG #define FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_INCLASS \ FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h_31_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UDataLayerAsset; // ********** End Class UDataLayerAsset ************************************************************ #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_WorldPartition_DataLayer_DataLayerAsset_h // ********** Begin Enum EDataLayerLoadFilter ****************************************************** #define FOREACH_ENUM_EDATALAYERLOADFILTER(op) \ op(EDataLayerLoadFilter::None) \ op(EDataLayerLoadFilter::ClientOnly) \ op(EDataLayerLoadFilter::ServerOnly) enum class EDataLayerLoadFilter : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EDataLayerLoadFilter ******************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS