// 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 "Math/Simulation/CRSimPointForce.h" #ifdef CONTROLRIG_CRSimPointForce_generated_h #error "CRSimPointForce.generated.h already included, missing '#pragma once' in CRSimPointForce.h" #endif #define CONTROLRIG_CRSimPointForce_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FCRSimPointForce ************************************************** struct Z_Construct_UScriptStruct_FCRSimPointForce_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Math_Simulation_CRSimPointForce_h_18_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FCRSimPointForce_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FCRSimPointForce; // ********** End ScriptStruct FCRSimPointForce **************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Math_Simulation_CRSimPointForce_h // ********** Begin Enum ECRSimPointForceType ****************************************************** #define FOREACH_ENUM_ECRSIMPOINTFORCETYPE(op) \ op(ECRSimPointForceType::Direction) enum class ECRSimPointForceType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> CONTROLRIG_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum ECRSimPointForceType ******************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS