// 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 "Units/Deprecated/RigUnit_AimConstraint.h" #ifdef CONTROLRIG_RigUnit_AimConstraint_generated_h #error "RigUnit_AimConstraint.generated.h already included, missing '#pragma once' in RigUnit_AimConstraint.h" #endif #define CONTROLRIG_RigUnit_AimConstraint_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FAimTarget ******************************************************** struct Z_Construct_UScriptStruct_FAimTarget_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Deprecated_RigUnit_AimConstraint_h_35_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FAimTarget_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FAimTarget; // ********** End ScriptStruct FAimTarget ********************************************************** // ********** Begin ScriptStruct FRigUnit_AimConstraint_WorkData *********************************** struct Z_Construct_UScriptStruct_FRigUnit_AimConstraint_WorkData_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Deprecated_RigUnit_AimConstraint_h_53_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_AimConstraint_WorkData_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_AimConstraint_WorkData; // ********** End ScriptStruct FRigUnit_AimConstraint_WorkData ************************************* // ********** Begin ScriptStruct FRigUnit_AimConstraint ******************************************** struct Z_Construct_UScriptStruct_FRigUnit_AimConstraint_Statics; #define FRigUnit_AimConstraint_Execute() \ void FRigUnit_AimConstraint::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const FName& Joint, \ const EAimMode AimMode, \ const EAimMode UpMode, \ const FVector& AimVector, \ const FVector& UpVector, \ const TArrayView& AimTargets, \ const TArrayView& UpTargets, \ FRigUnit_AimConstraint_WorkData& WorkData \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Deprecated_RigUnit_AimConstraint_h_63_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_AimConstraint_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const FName& Joint, \ const EAimMode AimMode, \ const EAimMode UpMode, \ const FVector& AimVector, \ const FVector& UpVector, \ const TArrayView& AimTargets, \ const TArrayView& UpTargets, \ FRigUnit_AimConstraint_WorkData& WorkData \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ const FName& Joint = *(FName*)RigVMMemoryHandles[0].GetInputData(); \ const EAimMode AimMode = *(EAimMode*)RigVMMemoryHandles[1].GetInputData(); \ const EAimMode UpMode = *(EAimMode*)RigVMMemoryHandles[2].GetInputData(); \ const FVector& AimVector = *(FVector*)RigVMMemoryHandles[3].GetInputData(); \ const FVector& UpVector = *(FVector*)RigVMMemoryHandles[4].GetInputData(); \ TArray& AimTargets = *(TArray*)RigVMMemoryHandles[5].GetInputData(); \ TArray& UpTargets = *(TArray*)RigVMMemoryHandles[6].GetInputData(); \ FRigUnit_AimConstraint_WorkData& WorkData = *(FRigUnit_AimConstraint_WorkData*)RigVMMemoryHandles[7].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Joint, \ AimMode, \ UpMode, \ AimVector, \ UpVector, \ AimTargets, \ UpTargets, \ WorkData \ ); \ } \ typedef FRigUnitMutable Super; struct FRigUnit_AimConstraint; // ********** End ScriptStruct FRigUnit_AimConstraint ********************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Deprecated_RigUnit_AimConstraint_h // ********** Begin Enum EAimMode ****************************************************************** #define FOREACH_ENUM_EAIMMODE(op) \ op(EAimMode::AimAtTarget) \ op(EAimMode::OrientToTarget) enum class EAimMode : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> CONTROLRIG_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EAimMode ******************************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS