// 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/Highlevel/Harmonics/RigUnit_ChainHarmonics.h" #ifdef CONTROLRIG_RigUnit_ChainHarmonics_generated_h #error "RigUnit_ChainHarmonics.generated.h already included, missing '#pragma once' in RigUnit_ChainHarmonics.h" #endif #define CONTROLRIG_RigUnit_ChainHarmonics_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FRigUnit_ChainHarmonics_Reach ************************************* struct Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Reach_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h_15_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Reach_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_ChainHarmonics_Reach; // ********** End ScriptStruct FRigUnit_ChainHarmonics_Reach *************************************** // ********** Begin ScriptStruct FRigUnit_ChainHarmonics_Wave ************************************** struct Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Wave_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h_49_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Wave_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_ChainHarmonics_Wave; // ********** End ScriptStruct FRigUnit_ChainHarmonics_Wave **************************************** // ********** Begin ScriptStruct FRigUnit_ChainHarmonics_Pendulum ********************************** struct Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Pendulum_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h_91_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Pendulum_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_ChainHarmonics_Pendulum; // ********** End ScriptStruct FRigUnit_ChainHarmonics_Pendulum ************************************ // ********** Begin ScriptStruct FRigUnit_ChainHarmonics_WorkData ********************************** struct Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_WorkData_Statics; #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h_145_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_WorkData_Statics; \ CONTROLRIG_API static class UScriptStruct* StaticStruct(); struct FRigUnit_ChainHarmonics_WorkData; // ********** End ScriptStruct FRigUnit_ChainHarmonics_WorkData ************************************ // ********** Begin ScriptStruct FRigUnit_ChainHarmonics ******************************************* struct Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_Statics; #define FRigUnit_ChainHarmonics_Execute() \ void FRigUnit_ChainHarmonics::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const FName& ChainRoot, \ const FVector& Speed, \ const FRigUnit_ChainHarmonics_Reach& Reach, \ const FRigUnit_ChainHarmonics_Wave& Wave, \ const FRuntimeFloatCurve& WaveCurve, \ const FRigUnit_ChainHarmonics_Pendulum& Pendulum, \ const bool bDrawDebug, \ const FTransform& DrawWorldOffset, \ FRigUnit_ChainHarmonics_WorkData& WorkData \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h_183_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ChainHarmonics_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& ChainRoot, \ const FVector& Speed, \ const FRigUnit_ChainHarmonics_Reach& Reach, \ const FRigUnit_ChainHarmonics_Wave& Wave, \ const FRuntimeFloatCurve& WaveCurve, \ const FRigUnit_ChainHarmonics_Pendulum& Pendulum, \ const bool bDrawDebug, \ const FTransform& DrawWorldOffset, \ FRigUnit_ChainHarmonics_WorkData& WorkData \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ const FName& ChainRoot = *(FName*)RigVMMemoryHandles[0].GetInputData(); \ const FVector& Speed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \ const FRigUnit_ChainHarmonics_Reach& Reach = *(FRigUnit_ChainHarmonics_Reach*)RigVMMemoryHandles[2].GetInputData(); \ const FRigUnit_ChainHarmonics_Wave& Wave = *(FRigUnit_ChainHarmonics_Wave*)RigVMMemoryHandles[3].GetInputData(); \ const FRuntimeFloatCurve& WaveCurve = *(FRuntimeFloatCurve*)RigVMMemoryHandles[4].GetInputData(); \ const FRigUnit_ChainHarmonics_Pendulum& Pendulum = *(FRigUnit_ChainHarmonics_Pendulum*)RigVMMemoryHandles[5].GetInputData(); \ const bool bDrawDebug = *(bool*)RigVMMemoryHandles[6].GetInputData(); \ const FTransform& DrawWorldOffset = *(FTransform*)RigVMMemoryHandles[7].GetInputData(); \ FRigUnit_ChainHarmonics_WorkData& WorkData = *(FRigUnit_ChainHarmonics_WorkData*)RigVMMemoryHandles[8].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ ChainRoot, \ Speed, \ Reach, \ Wave, \ WaveCurve, \ Pendulum, \ bDrawDebug, \ DrawWorldOffset, \ WorkData \ ); \ } \ typedef FRigUnit_HighlevelBaseMutable Super; struct FRigUnit_ChainHarmonics; // ********** End ScriptStruct FRigUnit_ChainHarmonics ********************************************* // ********** Begin ScriptStruct FRigUnit_ChainHarmonicsPerItem ************************************ struct Z_Construct_UScriptStruct_FRigUnit_ChainHarmonicsPerItem_Statics; #define FRigUnit_ChainHarmonicsPerItem_Execute() \ void FRigUnit_ChainHarmonicsPerItem::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const FRigElementKey& ChainRoot, \ const FVector& Speed, \ const FRigUnit_ChainHarmonics_Reach& Reach, \ const FRigUnit_ChainHarmonics_Wave& Wave, \ const FRuntimeFloatCurve& WaveCurve, \ const FRigUnit_ChainHarmonics_Pendulum& Pendulum, \ const bool bDrawDebug, \ const FTransform& DrawWorldOffset, \ FRigUnit_ChainHarmonics_WorkData& WorkData \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h_242_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_ChainHarmonicsPerItem_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 FRigElementKey& ChainRoot, \ const FVector& Speed, \ const FRigUnit_ChainHarmonics_Reach& Reach, \ const FRigUnit_ChainHarmonics_Wave& Wave, \ const FRuntimeFloatCurve& WaveCurve, \ const FRigUnit_ChainHarmonics_Pendulum& Pendulum, \ const bool bDrawDebug, \ const FTransform& DrawWorldOffset, \ FRigUnit_ChainHarmonics_WorkData& WorkData \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ const FRigElementKey& ChainRoot = *(FRigElementKey*)RigVMMemoryHandles[0].GetInputData(); \ const FVector& Speed = *(FVector*)RigVMMemoryHandles[1].GetInputData(); \ const FRigUnit_ChainHarmonics_Reach& Reach = *(FRigUnit_ChainHarmonics_Reach*)RigVMMemoryHandles[2].GetInputData(); \ const FRigUnit_ChainHarmonics_Wave& Wave = *(FRigUnit_ChainHarmonics_Wave*)RigVMMemoryHandles[3].GetInputData(); \ const FRuntimeFloatCurve& WaveCurve = *(FRuntimeFloatCurve*)RigVMMemoryHandles[4].GetInputData(); \ const FRigUnit_ChainHarmonics_Pendulum& Pendulum = *(FRigUnit_ChainHarmonics_Pendulum*)RigVMMemoryHandles[5].GetInputData(); \ const bool bDrawDebug = *(bool*)RigVMMemoryHandles[6].GetInputData(); \ const FTransform& DrawWorldOffset = *(FTransform*)RigVMMemoryHandles[7].GetInputData(); \ FRigUnit_ChainHarmonics_WorkData& WorkData = *(FRigUnit_ChainHarmonics_WorkData*)RigVMMemoryHandles[8].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ ChainRoot, \ Speed, \ Reach, \ Wave, \ WaveCurve, \ Pendulum, \ bDrawDebug, \ DrawWorldOffset, \ WorkData \ ); \ } \ typedef FRigUnit_HighlevelBaseMutable Super; struct FRigUnit_ChainHarmonicsPerItem; // ********** End ScriptStruct FRigUnit_ChainHarmonicsPerItem ************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Highlevel_Harmonics_RigUnit_ChainHarmonics_h PRAGMA_ENABLE_DEPRECATION_WARNINGS