// 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 "DisplayNodes/VariantManagerDisplayNode.h" #ifdef VARIANTMANAGER_VariantManagerDisplayNode_generated_h #error "VariantManagerDisplayNode.generated.h already included, missing '#pragma once' in VariantManagerDisplayNode.h" #endif #define VARIANTMANAGER_VariantManagerDisplayNode_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_Plugins_Enterprise_VariantManager_Source_VariantManager_Private_DisplayNodes_VariantManagerDisplayNode_h // ********** Begin Enum EVariantManagerNodeType *************************************************** #define FOREACH_ENUM_EVARIANTMANAGERNODETYPE(op) \ op(EVariantManagerNodeType::VariantSet) \ op(EVariantManagerNodeType::Variant) \ op(EVariantManagerNodeType::Actor) \ op(EVariantManagerNodeType::Property) \ op(EVariantManagerNodeType::Function) \ op(EVariantManagerNodeType::Spacer) enum class EVariantManagerNodeType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> VARIANTMANAGER_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EVariantManagerNodeType ***************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS