// 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 "StateTreeNodeBase.h" #ifdef STATETREEMODULE_StateTreeNodeBase_generated_h #error "StateTreeNodeBase.generated.h already included, missing '#pragma once' in StateTreeNodeBase.h" #endif #define STATETREEMODULE_StateTreeNodeBase_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FStateTreeNodeBase ************************************************ struct Z_Construct_UScriptStruct_FStateTreeNodeBase_Statics; #define FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreeNodeBase_h_65_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FStateTreeNodeBase_Statics; \ STATETREEMODULE_API static class UScriptStruct* StaticStruct(); struct FStateTreeNodeBase; // ********** End ScriptStruct FStateTreeNodeBase ************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreeNodeBase_h // ********** Begin Enum EStateTreeNodeFormatting ************************************************** #define FOREACH_ENUM_ESTATETREENODEFORMATTING(op) \ op(EStateTreeNodeFormatting::RichText) \ op(EStateTreeNodeFormatting::Text) enum class EStateTreeNodeFormatting : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> STATETREEMODULE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EStateTreeNodeFormatting **************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS