// 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/Hierarchy/RigUnit_BoneName.h" #ifdef CONTROLRIG_RigUnit_BoneName_generated_h #error "RigUnit_BoneName.generated.h already included, missing '#pragma once' in RigUnit_BoneName.h" #endif #define CONTROLRIG_RigUnit_BoneName_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FRigUnit_Item ***************************************************** struct Z_Construct_UScriptStruct_FRigUnit_Item_Statics; #define FRigUnit_Item_Execute() \ void FRigUnit_Item::StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FRigElementKey& Item \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Hierarchy_RigUnit_BoneName_h_16_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_Item_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(const FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FRigElementKey& Item \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ FRigElementKey& Item = *(FRigElementKey*)RigVMMemoryHandles[0].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Item \ ); \ } \ typedef FRigUnit Super; struct FRigUnit_Item; // ********** End ScriptStruct FRigUnit_Item ******************************************************* // ********** Begin ScriptStruct FRigUnit_ItemArray ************************************************ struct Z_Construct_UScriptStruct_FRigUnit_ItemArray_Statics; #define FRigUnit_ItemArray_Execute() \ void FRigUnit_ItemArray::StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ TArray& Items \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Hierarchy_RigUnit_BoneName_h_37_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ItemArray_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(const FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ TArray& Items \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ TArray& Items = *(TArray*)RigVMMemoryHandles[0].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Items \ ); \ } \ typedef FRigUnit Super; struct FRigUnit_ItemArray; // ********** End ScriptStruct FRigUnit_ItemArray ************************************************** // ********** Begin ScriptStruct FRigUnit_BoneName ************************************************* struct Z_Construct_UScriptStruct_FRigUnit_BoneName_Statics; #define FRigUnit_BoneName_Execute() \ void FRigUnit_BoneName::StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FName& Bone \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Hierarchy_RigUnit_BoneName_h_61_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_BoneName_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(const FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FName& Bone \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ FName& Bone = *(FName*)RigVMMemoryHandles[0].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Bone \ ); \ } \ typedef FRigUnit Super; struct FRigUnit_BoneName; // ********** End ScriptStruct FRigUnit_BoneName *************************************************** // ********** Begin ScriptStruct FRigUnit_SpaceName ************************************************ struct Z_Construct_UScriptStruct_FRigUnit_SpaceName_Statics; #define FRigUnit_SpaceName_Execute() \ void FRigUnit_SpaceName::StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FName& Space \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Hierarchy_RigUnit_BoneName_h_85_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_SpaceName_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(const FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FName& Space \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ FName& Space = *(FName*)RigVMMemoryHandles[0].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Space \ ); \ } \ typedef FRigUnit Super; struct FRigUnit_SpaceName; // ********** End ScriptStruct FRigUnit_SpaceName ************************************************** // ********** Begin ScriptStruct FRigUnit_ControlName ********************************************** struct Z_Construct_UScriptStruct_FRigUnit_ControlName_Statics; #define FRigUnit_ControlName_Execute() \ void FRigUnit_ControlName::StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FName& Control \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Hierarchy_RigUnit_BoneName_h_109_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ControlName_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); \ virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \ UE_API void Execute(const FControlRigExecuteContext& InExecuteContext); \ static void UE_API StaticExecute( \ const FControlRigExecuteContext& ExecuteContext, \ FName& Control \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ FName& Control = *(FName*)RigVMMemoryHandles[0].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Control \ ); \ } \ typedef FRigUnit Super; struct FRigUnit_ControlName; // ********** End ScriptStruct FRigUnit_ControlName ************************************************ #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Hierarchy_RigUnit_BoneName_h PRAGMA_ENABLE_DEPRECATION_WARNINGS