// 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 "Layers/LayersSubsystem.h" #ifdef UNREALED_LayersSubsystem_generated_h #error "LayersSubsystem.generated.h already included, missing '#pragma once' in LayersSubsystem.h" #endif #define UNREALED_LayersSubsystem_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class ULayer; class ULevel; class UWorld; // ********** Begin Class ULayersSubsystem ********************************************************* #define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_RPC_WRAPPERS_NO_PURE_DECLS \ DECLARE_FUNCTION(execEditorRefreshLayerBrowser); \ DECLARE_FUNCTION(execEditorMapChange); \ DECLARE_FUNCTION(execGetWorld); \ DECLARE_FUNCTION(execRenameLayer); \ DECLARE_FUNCTION(execDeleteLayer); \ DECLARE_FUNCTION(execDeleteLayers); \ DECLARE_FUNCTION(execCreateLayer); \ DECLARE_FUNCTION(execAddAllLayersTo); \ DECLARE_FUNCTION(execAddAllLayerNamesTo); \ DECLARE_FUNCTION(execTryGetLayer); \ DECLARE_FUNCTION(execIsLayer); \ DECLARE_FUNCTION(execGetLayer); \ DECLARE_FUNCTION(execMakeAllLayersVisible); \ DECLARE_FUNCTION(execToggleLayersVisibility); \ DECLARE_FUNCTION(execToggleLayerVisibility); \ DECLARE_FUNCTION(execSetLayersVisibility); \ DECLARE_FUNCTION(execSetLayerVisibility); \ DECLARE_FUNCTION(execGetActorsFromLayers); \ DECLARE_FUNCTION(execGetActorsFromLayer); \ DECLARE_FUNCTION(execAppendActorsFromLayers); \ DECLARE_FUNCTION(execAppendActorsFromLayer); \ DECLARE_FUNCTION(execUpdateAllActorsVisibility); \ DECLARE_FUNCTION(execUpdateActorVisibility); \ DECLARE_FUNCTION(execUpdateActorAllViewsVisibility); \ DECLARE_FUNCTION(execUpdateAllViewVisibility); \ DECLARE_FUNCTION(execSelectActorsInLayers); \ DECLARE_FUNCTION(execSelectActorsInLayer); \ DECLARE_FUNCTION(execRemoveSelectedActorsFromLayers); \ DECLARE_FUNCTION(execRemoveSelectedActorsFromLayer); \ DECLARE_FUNCTION(execAddSelectedActorsToLayers); \ DECLARE_FUNCTION(execAddSelectedActorsToLayer); \ DECLARE_FUNCTION(execGetSelectedActors); \ DECLARE_FUNCTION(execRemoveActorsFromLayers); \ DECLARE_FUNCTION(execRemoveActorsFromLayer); \ DECLARE_FUNCTION(execDisassociateActorsFromLayers); \ DECLARE_FUNCTION(execAddActorsToLayers); \ DECLARE_FUNCTION(execAddActorsToLayer); \ DECLARE_FUNCTION(execRemoveActorFromLayers); \ DECLARE_FUNCTION(execRemoveActorFromLayer); \ DECLARE_FUNCTION(execAddActorToLayers); \ DECLARE_FUNCTION(execAddActorToLayer); \ DECLARE_FUNCTION(execDisassociateActorFromLayers); \ DECLARE_FUNCTION(execInitializeNewActorLayers); \ DECLARE_FUNCTION(execIsActorValidForLayer); \ DECLARE_FUNCTION(execRemoveLevelLayerInformation); \ DECLARE_FUNCTION(execAddLevelLayerInformation); struct Z_Construct_UClass_ULayersSubsystem_Statics; UNREALED_API UClass* Z_Construct_UClass_ULayersSubsystem_NoRegister(); #define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesULayersSubsystem(); \ friend struct ::Z_Construct_UClass_ULayersSubsystem_Statics; \ static UClass* GetPrivateStaticClass(); \ friend UNREALED_API UClass* ::Z_Construct_UClass_ULayersSubsystem_NoRegister(); \ public: \ DECLARE_CLASS2(ULayersSubsystem, UEditorSubsystem, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/UnrealEd"), Z_Construct_UClass_ULayersSubsystem_NoRegister) \ DECLARE_SERIALIZER(ULayersSubsystem) #define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_ENHANCED_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ UNREALED_API ULayersSubsystem(); \ /** Deleted move- and copy-constructors, should never be used */ \ ULayersSubsystem(ULayersSubsystem&&) = delete; \ ULayersSubsystem(const ULayersSubsystem&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(UNREALED_API, ULayersSubsystem); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ULayersSubsystem); \ DEFINE_DEFAULT_CONSTRUCTOR_CALL(ULayersSubsystem) #define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_43_PROLOG #define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class ULayersSubsystem; // ********** End Class ULayersSubsystem *********************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h PRAGMA_ENABLE_DEPRECATION_WARNINGS