// 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/Execution/RigUnit_Physics.h" #ifdef CONTROLRIG_RigUnit_Physics_generated_h #error "RigUnit_Physics.generated.h already included, missing '#pragma once' in RigUnit_Physics.h" #endif #define CONTROLRIG_RigUnit_Physics_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FRigUnit_HierarchyAddPhysicsSolver ******************************** struct Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsSolver_Statics; #define FRigUnit_HierarchyAddPhysicsSolver_Execute() \ void FRigUnit_HierarchyAddPhysicsSolver::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const FName& Name, \ FRigPhysicsSolverID& Solver \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h_14_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsSolver_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& Name, \ FRigPhysicsSolverID& Solver \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ const FName& Name = *(FName*)RigVMMemoryHandles[0].GetInputData(); \ FRigPhysicsSolverID& Solver = *(FRigPhysicsSolverID*)RigVMMemoryHandles[1].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Name, \ Solver \ ); \ } \ typedef FRigUnit_DynamicHierarchyBaseMutable Super; struct FRigUnit_HierarchyAddPhysicsSolver; // ********** End ScriptStruct FRigUnit_HierarchyAddPhysicsSolver ********************************** // ********** Begin ScriptStruct FRigUnit_HierarchyAddPhysicsJoint ********************************* struct Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsJoint_Statics; #define FRigUnit_HierarchyAddPhysicsJoint_Execute() \ void FRigUnit_HierarchyAddPhysicsJoint::StaticExecute( \ FControlRigExecuteContext& ExecuteContext, \ const FTransform& Transform, \ const FRigPhysicsSolverID& Solver, \ const FRigElementKey& Parent, \ const FName& Name, \ FRigElementKey& Item \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h_38_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_HierarchyAddPhysicsJoint_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 FTransform& Transform, \ const FRigPhysicsSolverID& Solver, \ const FRigElementKey& Parent, \ const FName& Name, \ FRigElementKey& Item \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ const FTransform& Transform = *(FTransform*)RigVMMemoryHandles[0].GetInputData(); \ const FRigPhysicsSolverID& Solver = *(FRigPhysicsSolverID*)RigVMMemoryHandles[1].GetInputData(); \ const FRigElementKey& Parent = *(FRigElementKey*)RigVMMemoryHandles[2].GetInputData(); \ const FName& Name = *(FName*)RigVMMemoryHandles[3].GetInputData(); \ FRigElementKey& Item = *(FRigElementKey*)RigVMMemoryHandles[4].GetOutputData(); \ \ StaticExecute( \ RigVMExecuteContext.GetPublicData(), \ Transform, \ Solver, \ Parent, \ Name, \ Item \ ); \ } \ typedef FRigUnit_HierarchyAddElement Super; struct FRigUnit_HierarchyAddPhysicsJoint; // ********** End ScriptStruct FRigUnit_HierarchyAddPhysicsJoint *********************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_Physics_h PRAGMA_ENABLE_DEPRECATION_WARNINGS