// 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 "StateStream/ParticleSystemStateStream.h" #ifdef ENGINE_ParticleSystemStateStream_generated_h #error "ParticleSystemStateStream.generated.h already included, missing '#pragma once' in ParticleSystemStateStream.h" #endif #define ENGINE_ParticleSystemStateStream_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FParticleSystemStaticState **************************************** struct Z_Construct_UScriptStruct_FParticleSystemStaticState_Statics; #define FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h_18_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FParticleSystemStaticState_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ enum Fields \ { \ }; \ uint32 ModifiedFlags = 0; \ FParticleSystemStaticState() = default; \ FParticleSystemStaticState(FStateStreamCopyContext& Context, const FParticleSystemStaticState& Other) \ : ModifiedFlags(Other.ModifiedFlags) \ {} \ uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \ { \ return 0; \ } \ void Apply(FStateStreamCopyContext& Context, const FParticleSystemStaticState& Other) \ { \ } \ void Interpolate(FStateStreamInterpolateContext& Context, const FParticleSystemStaticState& From, const FParticleSystemStaticState& To) \ { \ ModifiedFlags = 0; \ } struct FParticleSystemStaticState; // ********** End ScriptStruct FParticleSystemStaticState ****************************************** // ********** Begin ScriptStruct FParticleSystemDynamicState *************************************** struct Z_Construct_UScriptStruct_FParticleSystemDynamicState_Statics; #define FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h_28_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FParticleSystemDynamicState_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ enum Fields \ { \ Field_Transform = 1, \ Field_SystemAsset = 2, \ }; \ uint32 ModifiedFlags = 0; \ FParticleSystemDynamicState() = default; \ FParticleSystemDynamicState(FStateStreamCopyContext& Context, const FParticleSystemDynamicState& Other) \ : ModifiedFlags(Other.ModifiedFlags) \ , Transform(Context, Other.Transform) \ , SystemAsset(Other.SystemAsset) \ {} \ inline bool TransformModified() const { return !!(ModifiedFlags & Field_Transform); } \ inline void SetTransform(const FTransformHandle& In) { Transform = In; ModifiedFlags |= Field_Transform; } \ inline const FTransformHandle& GetTransform() const { return Transform; } \ inline bool SystemAssetModified() const { return !!(ModifiedFlags & Field_SystemAsset); } \ inline void SetSystemAsset(const TObjectPtr& In) { SystemAsset = In; ModifiedFlags |= Field_SystemAsset; } \ inline const TObjectPtr& GetSystemAsset() const { return SystemAsset; } \ uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \ { \ OutHandles[0] = &Transform; \ return 1; \ } \ void Apply(FStateStreamCopyContext& Context, const FParticleSystemDynamicState& Other) \ { \ if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \ { \ Transform.Apply(Context, Other.Transform); \ ModifiedFlags |= Field_Transform; \ } \ if (Other.SystemAssetModified() && !StateStreamEquals(SystemAsset, Other.SystemAsset)) \ { \ SystemAsset = Other.SystemAsset; \ ModifiedFlags |= Field_SystemAsset; \ } \ } \ void Interpolate(FStateStreamInterpolateContext& Context, const FParticleSystemDynamicState& From, const FParticleSystemDynamicState& To) \ { \ ModifiedFlags = 0; \ if (To.TransformModified()) \ { \ ModifiedFlags |= Field_Transform; \ Transform.Apply(Context, To.Transform); \ } \ if (To.SystemAssetModified()) \ { \ ModifiedFlags |= Field_SystemAsset; \ StateStreamInterpolate(Context, SystemAsset, From.SystemAsset, To.SystemAsset); \ } \ } struct FParticleSystemDynamicState; // ********** End ScriptStruct FParticleSystemDynamicState ***************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_ParticleSystemStateStream_h PRAGMA_ENABLE_DEPRECATION_WARNINGS