// 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 "Kismet2/KismetDebugUtilities.h" #ifdef UNREALED_KismetDebugUtilities_generated_h #error "KismetDebugUtilities.generated.h already included, missing '#pragma once' in KismetDebugUtilities.h" #endif #define UNREALED_KismetDebugUtilities_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_Kismet2_KismetDebugUtilities_h // ********** Begin Enum EBlueprintBreakpointReloadMethod ****************************************** #define FOREACH_ENUM_EBLUEPRINTBREAKPOINTRELOADMETHOD(op) \ op(EBlueprintBreakpointReloadMethod::RestoreAll) \ op(EBlueprintBreakpointReloadMethod::RestoreAllAndDisable) \ op(EBlueprintBreakpointReloadMethod::DiscardAll) enum class EBlueprintBreakpointReloadMethod; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> UNREALED_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EBlueprintBreakpointReloadMethod ******************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS