// 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 "MassRequirements.h" #ifdef MASSENTITY_MassRequirements_generated_h #error "MassRequirements.generated.h already included, missing '#pragma once' in MassRequirements.h" #endif #define MASSENTITY_MassRequirements_generated_h #include "Templates/IsUEnumClass.h" #include "UObject/ObjectMacros.h" #include "UObject/ReflectedTypeAccessors.h" #include "Templates/NoDestroy.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_MassEntity_Public_MassRequirements_h // ********** Begin Enum EMassFragmentAccess ******************************************************* #define FOREACH_ENUM_EMASSFRAGMENTACCESS(op) \ op(EMassFragmentAccess::None) \ op(EMassFragmentAccess::ReadOnly) \ op(EMassFragmentAccess::ReadWrite) enum class EMassFragmentAccess : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> MASSENTITY_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EMassFragmentAccess ********************************************************* // ********** Begin Enum EMassFragmentPresence ***************************************************** #define FOREACH_ENUM_EMASSFRAGMENTPRESENCE(op) \ op(EMassFragmentPresence::All) \ op(EMassFragmentPresence::Any) \ op(EMassFragmentPresence::None) \ op(EMassFragmentPresence::Optional) enum class EMassFragmentPresence : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> MASSENTITY_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EMassFragmentPresence ******************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS