// 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 "StateTreeTasksStatus.h" #ifdef STATETREEMODULE_StateTreeTasksStatus_generated_h #error "StateTreeTasksStatus.generated.h already included, missing '#pragma once' in StateTreeTasksStatus.h" #endif #define STATETREEMODULE_StateTreeTasksStatus_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FStateTreeTasksCompletionStatus *********************************** struct Z_Construct_UScriptStruct_FStateTreeTasksCompletionStatus_Statics; #define FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreeTasksStatus_h_302_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FStateTreeTasksCompletionStatus_Statics; \ STATETREEMODULE_API static class UScriptStruct* StaticStruct(); struct FStateTreeTasksCompletionStatus; // ********** End ScriptStruct FStateTreeTasksCompletionStatus ************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreeTasksStatus_h // ********** Begin Enum EStateTreeTaskCompletionType ********************************************** #define FOREACH_ENUM_ESTATETREETASKCOMPLETIONTYPE(op) \ op(EStateTreeTaskCompletionType::All) \ op(EStateTreeTaskCompletionType::Any) enum class EStateTreeTaskCompletionType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> STATETREEMODULE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EStateTreeTaskCompletionType ************************************************ PRAGMA_ENABLE_DEPRECATION_WARNINGS