// 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 "IPropertyAccessCompiler.h" #ifdef UNREALED_IPropertyAccessCompiler_generated_h #error "IPropertyAccessCompiler.generated.h already included, missing '#pragma once' in IPropertyAccessCompiler.h" #endif #define UNREALED_IPropertyAccessCompiler_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_Editor_UnrealEd_Public_IPropertyAccessCompiler_h // ********** Begin Enum EPropertyAccessBatchType ************************************************** #define FOREACH_ENUM_EPROPERTYACCESSBATCHTYPE(op) \ op(EPropertyAccessBatchType::Unbatched) \ op(EPropertyAccessBatchType::Batched) enum class EPropertyAccessBatchType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> UNREALED_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EPropertyAccessBatchType **************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS