// 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 "GameplayDebuggerRenderingComponent.h" #ifdef GAMEPLAYDEBUGGER_GameplayDebuggerRenderingComponent_generated_h #error "GameplayDebuggerRenderingComponent.generated.h already included, missing '#pragma once' in GameplayDebuggerRenderingComponent.h" #endif #define GAMEPLAYDEBUGGER_GameplayDebuggerRenderingComponent_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class UGameplayDebuggerRenderingComponent ************************************** struct Z_Construct_UClass_UGameplayDebuggerRenderingComponent_Statics; GAMEPLAYDEBUGGER_API UClass* Z_Construct_UClass_UGameplayDebuggerRenderingComponent_NoRegister(); #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h_38_INCLASS \ private: \ static void StaticRegisterNativesUGameplayDebuggerRenderingComponent(); \ friend struct ::Z_Construct_UClass_UGameplayDebuggerRenderingComponent_Statics; \ static UClass* GetPrivateStaticClass(); \ friend GAMEPLAYDEBUGGER_API UClass* ::Z_Construct_UClass_UGameplayDebuggerRenderingComponent_NoRegister(); \ public: \ DECLARE_CLASS2(UGameplayDebuggerRenderingComponent, UDebugDrawComponent, COMPILED_IN_FLAGS(0 | CLASS_Transient | CLASS_Config), CASTCLASS_None, TEXT("/Script/GameplayDebugger"), Z_Construct_UClass_UGameplayDebuggerRenderingComponent_NoRegister) \ DECLARE_SERIALIZER(UGameplayDebuggerRenderingComponent) #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h_38_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ NO_API UGameplayDebuggerRenderingComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UGameplayDebuggerRenderingComponent) \ DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UGameplayDebuggerRenderingComponent); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UGameplayDebuggerRenderingComponent); \ /** Deleted move- and copy-constructors, should never be used */ \ UGameplayDebuggerRenderingComponent(UGameplayDebuggerRenderingComponent&&) = delete; \ UGameplayDebuggerRenderingComponent(const UGameplayDebuggerRenderingComponent&) = delete; \ NO_API virtual ~UGameplayDebuggerRenderingComponent(); #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h_35_PROLOG #define FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h_38_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h_38_INCLASS \ FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h_38_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UGameplayDebuggerRenderingComponent; // ********** End Class UGameplayDebuggerRenderingComponent **************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_GameplayDebugger_Public_GameplayDebuggerRenderingComponent_h PRAGMA_ENABLE_DEPRECATION_WARNINGS