// 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 "Engine/NaniteAssemblyData.h" #ifdef ENGINE_NaniteAssemblyData_generated_h #error "NaniteAssemblyData.generated.h already included, missing '#pragma once' in NaniteAssemblyData.h" #endif #define ENGINE_NaniteAssemblyData_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FNaniteAssemblyBoneInfluence ************************************** struct Z_Construct_UScriptStruct_FNaniteAssemblyBoneInfluence_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Engine_NaniteAssemblyData_h_18_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FNaniteAssemblyBoneInfluence_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FNaniteAssemblyBoneInfluence; // ********** End ScriptStruct FNaniteAssemblyBoneInfluence **************************************** // ********** Begin ScriptStruct FNaniteAssemblyNode *********************************************** struct Z_Construct_UScriptStruct_FNaniteAssemblyNode_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Engine_NaniteAssemblyData_h_47_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FNaniteAssemblyNode_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FNaniteAssemblyNode; // ********** End ScriptStruct FNaniteAssemblyNode ************************************************* // ********** Begin ScriptStruct FNaniteAssemblyPart *********************************************** struct Z_Construct_UScriptStruct_FNaniteAssemblyPart_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Engine_NaniteAssemblyData_h_79_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FNaniteAssemblyPart_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FNaniteAssemblyPart; // ********** End ScriptStruct FNaniteAssemblyPart ************************************************* // ********** Begin ScriptStruct FNaniteAssemblyData *********************************************** struct Z_Construct_UScriptStruct_FNaniteAssemblyData_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Engine_NaniteAssemblyData_h_101_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FNaniteAssemblyData_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FNaniteAssemblyData; // ********** End ScriptStruct FNaniteAssemblyData ************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Engine_NaniteAssemblyData_h // ********** Begin Enum ENaniteAssemblyNodeTransformSpace ***************************************** #define FOREACH_ENUM_ENANITEASSEMBLYNODETRANSFORMSPACE(op) \ op(ENaniteAssemblyNodeTransformSpace::Local) \ op(ENaniteAssemblyNodeTransformSpace::BoneRelative) enum class ENaniteAssemblyNodeTransformSpace : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum ENaniteAssemblyNodeTransformSpace ******************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS