// 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_SequenceExecution.h" #ifdef CONTROLRIG_RigUnit_SequenceExecution_generated_h #error "RigUnit_SequenceExecution.generated.h already included, missing '#pragma once' in RigUnit_SequenceExecution.h" #endif #define CONTROLRIG_RigUnit_SequenceExecution_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FRigUnit_SequenceExecution **************************************** struct Z_Construct_UScriptStruct_FRigUnit_SequenceExecution_Statics; #define FRigUnit_SequenceExecution_Execute() \ void FRigUnit_SequenceExecution::StaticExecute( \ FControlRigExecuteContext& ExecuteContext \ ) #define FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_SequenceExecution_h_17_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FRigUnit_SequenceExecution_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 \ ); \ FORCEINLINE_DEBUGGABLE static void RigVMExecute( \ FRigVMExtendedExecuteContext& RigVMExecuteContext, \ FRigVMMemoryHandleArray RigVMMemoryHandles, \ FRigVMPredicateBranchArray RigVMBranches \ ) \ { \ StaticExecute( \ RigVMExecuteContext.GetPublicData() \ ); \ } \ typedef FRigUnit Super; struct FRigUnit_SequenceExecution; // ********** End ScriptStruct FRigUnit_SequenceExecution ****************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Animation_ControlRig_Source_ControlRig_Public_Units_Execution_RigUnit_SequenceExecution_h PRAGMA_ENABLE_DEPRECATION_WARNINGS