// 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 "BoneControllers/AnimNode_CopyBoneDelta.h" #ifdef ANIMGRAPHRUNTIME_AnimNode_CopyBoneDelta_generated_h #error "AnimNode_CopyBoneDelta.generated.h already included, missing '#pragma once' in AnimNode_CopyBoneDelta.h" #endif #define ANIMGRAPHRUNTIME_AnimNode_CopyBoneDelta_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FAnimNode_CopyBoneDelta ******************************************* struct Z_Construct_UScriptStruct_FAnimNode_CopyBoneDelta_Statics; #define FID_Engine_Source_Runtime_AnimGraphRuntime_Public_BoneControllers_AnimNode_CopyBoneDelta_h_29_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FAnimNode_CopyBoneDelta_Statics; \ ANIMGRAPHRUNTIME_API static class UScriptStruct* StaticStruct(); \ typedef FAnimNode_SkeletalControlBase Super; struct FAnimNode_CopyBoneDelta; // ********** End ScriptStruct FAnimNode_CopyBoneDelta ********************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_AnimGraphRuntime_Public_BoneControllers_AnimNode_CopyBoneDelta_h // ********** Begin Enum CopyBoneDeltaMode ********************************************************* #define FOREACH_ENUM_COPYBONEDELTAMODE(op) \ op(CopyBoneDeltaMode::Accumulate) \ op(CopyBoneDeltaMode::Copy) enum class CopyBoneDeltaMode : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ANIMGRAPHRUNTIME_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum CopyBoneDeltaMode *********************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS