// 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 "IAutomationReport.h" #ifdef AUTOMATIONCONTROLLER_IAutomationReport_generated_h #error "IAutomationReport.generated.h already included, missing '#pragma once' in IAutomationReport.h" #endif #define AUTOMATIONCONTROLLER_IAutomationReport_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FAutomationArtifact *********************************************** struct Z_Construct_UScriptStruct_FAutomationArtifact_Statics; #define FID_Engine_Source_Developer_AutomationController_Public_IAutomationReport_h_46_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FAutomationArtifact_Statics; \ AUTOMATIONCONTROLLER_API static class UScriptStruct* StaticStruct(); struct FAutomationArtifact; // ********** End ScriptStruct FAutomationArtifact ************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Developer_AutomationController_Public_IAutomationReport_h // ********** Begin Enum EAutomationArtifactType *************************************************** #define FOREACH_ENUM_EAUTOMATIONARTIFACTTYPE(op) \ op(EAutomationArtifactType::None) \ op(EAutomationArtifactType::Image) \ op(EAutomationArtifactType::Comparison) enum class EAutomationArtifactType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> AUTOMATIONCONTROLLER_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EAutomationArtifactType ***************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS