// 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/StaticMeshStateStream.h" #ifdef ENGINE_StaticMeshStateStream_generated_h #error "StaticMeshStateStream.generated.h already included, missing '#pragma once' in StaticMeshStateStream.h" #endif #define ENGINE_StaticMeshStateStream_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FStaticMeshStaticState ******************************************** struct Z_Construct_UScriptStruct_FStaticMeshStaticState_Statics; #define FID_Engine_Source_Runtime_Engine_Public_StateStream_StaticMeshStateStream_h_19_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FStaticMeshStaticState_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ enum Fields \ { \ }; \ uint32 ModifiedFlags = 0; \ FStaticMeshStaticState() = default; \ FStaticMeshStaticState(FStateStreamCopyContext& Context, const FStaticMeshStaticState& Other) \ : ModifiedFlags(Other.ModifiedFlags) \ {} \ uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \ { \ return 0; \ } \ void Apply(FStateStreamCopyContext& Context, const FStaticMeshStaticState& Other) \ { \ } \ void Interpolate(FStateStreamInterpolateContext& Context, const FStaticMeshStaticState& From, const FStaticMeshStaticState& To) \ { \ ModifiedFlags = 0; \ } struct FStaticMeshStaticState; // ********** End ScriptStruct FStaticMeshStaticState ********************************************** // ********** Begin ScriptStruct FStaticMeshDynamicState ******************************************* struct Z_Construct_UScriptStruct_FStaticMeshDynamicState_Statics; #define FID_Engine_Source_Runtime_Engine_Public_StateStream_StaticMeshStateStream_h_29_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FStaticMeshDynamicState_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ enum Fields \ { \ Field_Transform = 1, \ Field_Mesh = 2, \ Field_OverrideMaterials = 4, \ Field_Owners = 8, \ Field_bOnlyOwnerSee = 16, \ Field_bOwnerNoSee = 32, \ }; \ uint32 ModifiedFlags = 0; \ FStaticMeshDynamicState() = default; \ FStaticMeshDynamicState(FStateStreamCopyContext& Context, const FStaticMeshDynamicState& Other) \ : ModifiedFlags(Other.ModifiedFlags) \ , Transform(Context, Other.Transform) \ , Mesh(Other.Mesh) \ , OverrideMaterials(Other.OverrideMaterials) \ , Owners(Other.Owners) \ , bOnlyOwnerSee(Other.bOnlyOwnerSee) \ , bOwnerNoSee(Other.bOwnerNoSee) \ {} \ 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 MeshModified() const { return !!(ModifiedFlags & Field_Mesh); } \ inline void SetMesh(const TObjectPtr& In) { Mesh = In; ModifiedFlags |= Field_Mesh; } \ inline const TObjectPtr& GetMesh() const { return Mesh; } \ inline bool OverrideMaterialsModified() const { return !!(ModifiedFlags & Field_OverrideMaterials); } \ inline void SetOverrideMaterials(const TArray>& In) { OverrideMaterials = In; ModifiedFlags |= Field_OverrideMaterials; } \ inline const TArray>& GetOverrideMaterials() const { return OverrideMaterials; } \ inline bool OwnersModified() const { return !!(ModifiedFlags & Field_Owners); } \ inline void SetOwners(const TArray& In) { Owners = In; ModifiedFlags |= Field_Owners; } \ inline const TArray& GetOwners() const { return Owners; } \ inline bool OnlyOwnerSeeModified() const { return !!(ModifiedFlags & Field_bOnlyOwnerSee); } \ inline void SetOnlyOwnerSee(const uint8& In) { bOnlyOwnerSee = In; ModifiedFlags |= Field_bOnlyOwnerSee; } \ inline bool GetOnlyOwnerSee() const { return bOnlyOwnerSee; } \ inline bool OwnerNoSeeModified() const { return !!(ModifiedFlags & Field_bOwnerNoSee); } \ inline void SetOwnerNoSee(const uint8& In) { bOwnerNoSee = In; ModifiedFlags |= Field_bOwnerNoSee; } \ inline bool GetOwnerNoSee() const { return bOwnerNoSee; } \ uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \ { \ OutHandles[0] = &Transform; \ return 1; \ } \ void Apply(FStateStreamCopyContext& Context, const FStaticMeshDynamicState& Other) \ { \ if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \ { \ Transform.Apply(Context, Other.Transform); \ ModifiedFlags |= Field_Transform; \ } \ if (Other.MeshModified() && !StateStreamEquals(Mesh, Other.Mesh)) \ { \ Mesh = Other.Mesh; \ ModifiedFlags |= Field_Mesh; \ } \ if (Other.OverrideMaterialsModified() && !StateStreamEquals(OverrideMaterials, Other.OverrideMaterials)) \ { \ OverrideMaterials = Other.OverrideMaterials; \ ModifiedFlags |= Field_OverrideMaterials; \ } \ if (Other.OwnersModified() && !StateStreamEquals(Owners, Other.Owners)) \ { \ Owners = Other.Owners; \ ModifiedFlags |= Field_Owners; \ } \ if (Other.OnlyOwnerSeeModified() && !StateStreamEquals(bOnlyOwnerSee, Other.bOnlyOwnerSee)) \ { \ bOnlyOwnerSee = Other.bOnlyOwnerSee; \ ModifiedFlags |= Field_bOnlyOwnerSee; \ } \ if (Other.OwnerNoSeeModified() && !StateStreamEquals(bOwnerNoSee, Other.bOwnerNoSee)) \ { \ bOwnerNoSee = Other.bOwnerNoSee; \ ModifiedFlags |= Field_bOwnerNoSee; \ } \ } \ void Interpolate(FStateStreamInterpolateContext& Context, const FStaticMeshDynamicState& From, const FStaticMeshDynamicState& To) \ { \ ModifiedFlags = 0; \ if (To.TransformModified()) \ { \ ModifiedFlags |= Field_Transform; \ Transform.Apply(Context, To.Transform); \ } \ if (To.MeshModified()) \ { \ ModifiedFlags |= Field_Mesh; \ StateStreamInterpolate(Context, Mesh, From.Mesh, To.Mesh); \ } \ if (To.OverrideMaterialsModified()) \ { \ ModifiedFlags |= Field_OverrideMaterials; \ StateStreamInterpolate(Context, OverrideMaterials, From.OverrideMaterials, To.OverrideMaterials); \ } \ if (To.OwnersModified()) \ { \ ModifiedFlags |= Field_Owners; \ StateStreamInterpolate(Context, Owners, From.Owners, To.Owners); \ } \ if (To.OnlyOwnerSeeModified()) \ { \ ModifiedFlags |= Field_bOnlyOwnerSee; \ bOnlyOwnerSee = To.bOnlyOwnerSee;\ } \ if (To.OwnerNoSeeModified()) \ { \ ModifiedFlags |= Field_bOwnerNoSee; \ bOwnerNoSee = To.bOwnerNoSee;\ } \ } struct FStaticMeshDynamicState; // ********** End ScriptStruct FStaticMeshDynamicState ********************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_StaticMeshStateStream_h PRAGMA_ENABLE_DEPRECATION_WARNINGS