// 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 "GameFramework/Actor.h" #ifdef ENGINE_Actor_generated_h #error "Actor.generated.h already included, missing '#pragma once' in Actor.h" #endif #define ENGINE_Actor_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" #include "Net/Core/PushModel/PushModelMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class AController; class APawn; class APlayerController; class UActorComponent; class UChildActorComponent; class UClass; class UDamageType; class UInputComponent; class UInterface; class ULevel; class UObject; class UPrimitiveComponent; class USceneComponent; enum class EAttachmentRule : uint8; enum class EDetachmentRule : uint8; enum class EPhysicsReplicationMode : uint8; struct FHitResult; struct FKey; // ********** Begin SparseDelegate FTakeAnyDamageSignature ***************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_165_DELEGATE \ ENGINE_API void FTakeAnyDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& TakeAnyDamageSignature, AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser); // ********** End SparseDelegate FTakeAnyDamageSignature ******************************************* // ********** Begin SparseDelegate FTakePointDamageSignature *************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_166_DELEGATE \ ENGINE_API void FTakePointDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& TakePointDamageSignature, AActor* DamagedActor, float Damage, AController* InstigatedBy, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector ShotFromDirection, const UDamageType* DamageType, AActor* DamageCauser); // ********** End SparseDelegate FTakePointDamageSignature ***************************************** // ********** Begin SparseDelegate FTakeRadialDamageSignature ************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_167_DELEGATE \ ENGINE_API void FTakeRadialDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& TakeRadialDamageSignature, AActor* DamagedActor, float Damage, const UDamageType* DamageType, FVector Origin, FHitResult const& HitInfo, AController* InstigatedBy, AActor* DamageCauser); // ********** End SparseDelegate FTakeRadialDamageSignature **************************************** // ********** Begin SparseDelegate FActorBeginOverlapSignature ************************************* #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_168_DELEGATE \ ENGINE_API void FActorBeginOverlapSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorBeginOverlapSignature, AActor* OverlappedActor, AActor* OtherActor); // ********** End SparseDelegate FActorBeginOverlapSignature *************************************** // ********** Begin SparseDelegate FActorEndOverlapSignature *************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_169_DELEGATE \ ENGINE_API void FActorEndOverlapSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndOverlapSignature, AActor* OverlappedActor, AActor* OtherActor); // ********** End SparseDelegate FActorEndOverlapSignature ***************************************** // ********** Begin SparseDelegate FActorHitSignature ********************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_170_DELEGATE \ ENGINE_API void FActorHitSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorHitSignature, AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, FHitResult const& Hit); // ********** End SparseDelegate FActorHitSignature ************************************************ // ********** Begin SparseDelegate FActorBeginCursorOverSignature ********************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_172_DELEGATE \ ENGINE_API void FActorBeginCursorOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorBeginCursorOverSignature, AActor* TouchedActor); // ********** End SparseDelegate FActorBeginCursorOverSignature ************************************ // ********** Begin SparseDelegate FActorEndCursorOverSignature ************************************ #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_173_DELEGATE \ ENGINE_API void FActorEndCursorOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndCursorOverSignature, AActor* TouchedActor); // ********** End SparseDelegate FActorEndCursorOverSignature ************************************** // ********** Begin SparseDelegate FActorOnClickedSignature **************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_174_DELEGATE \ ENGINE_API void FActorOnClickedSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnClickedSignature, AActor* TouchedActor, FKey ButtonPressed); // ********** End SparseDelegate FActorOnClickedSignature ****************************************** // ********** Begin SparseDelegate FActorOnReleasedSignature *************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_175_DELEGATE \ ENGINE_API void FActorOnReleasedSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnReleasedSignature, AActor* TouchedActor, FKey ButtonReleased); // ********** End SparseDelegate FActorOnReleasedSignature ***************************************** // ********** Begin SparseDelegate FActorOnInputTouchBeginSignature ******************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_176_DELEGATE \ ENGINE_API void FActorOnInputTouchBeginSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnInputTouchBeginSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor); // ********** End SparseDelegate FActorOnInputTouchBeginSignature ********************************** // ********** Begin SparseDelegate FActorOnInputTouchEndSignature ********************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_177_DELEGATE \ ENGINE_API void FActorOnInputTouchEndSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorOnInputTouchEndSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor); // ********** End SparseDelegate FActorOnInputTouchEndSignature ************************************ // ********** Begin SparseDelegate FActorBeginTouchOverSignature *********************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_178_DELEGATE \ ENGINE_API void FActorBeginTouchOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorBeginTouchOverSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor); // ********** End SparseDelegate FActorBeginTouchOverSignature ************************************* // ********** Begin SparseDelegate FActorEndTouchOverSignature ************************************* #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_179_DELEGATE \ ENGINE_API void FActorEndTouchOverSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndTouchOverSignature, ETouchIndex::Type FingerIndex, AActor* TouchedActor); // ********** End SparseDelegate FActorEndTouchOverSignature *************************************** // ********** Begin SparseDelegate FActorDestroyedSignature **************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_181_DELEGATE \ ENGINE_API void FActorDestroyedSignature_DelegateWrapper(const FMulticastScriptDelegate& ActorDestroyedSignature, AActor* DestroyedActor); // ********** End SparseDelegate FActorDestroyedSignature ****************************************** // ********** Begin SparseDelegate FActorEndPlaySignature ****************************************** #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_182_DELEGATE \ ENGINE_API void FActorEndPlaySignature_DelegateWrapper(const FMulticastScriptDelegate& ActorEndPlaySignature, AActor* Actor, EEndPlayReason::Type EndPlayReason); // ********** End SparseDelegate FActorEndPlaySignature ******************************************** // ********** Begin Class AActor ******************************************************************* #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS \ DECLARE_FUNCTION(execGetNetCullDistanceSquared); \ DECLARE_FUNCTION(execSetNetCullDistanceSquared); \ DECLARE_FUNCTION(execGetMinNetUpdateFrequency); \ DECLARE_FUNCTION(execSetMinNetUpdateFrequency); \ DECLARE_FUNCTION(execGetNetUpdateFrequency); \ DECLARE_FUNCTION(execSetNetUpdateFrequency); \ DECLARE_FUNCTION(execMakeNoise); \ DECLARE_FUNCTION(execGetComponentsByInterface); \ DECLARE_FUNCTION(execGetComponentsByTag); \ DECLARE_FUNCTION(execFindComponentByTag); \ DECLARE_FUNCTION(execK2_GetComponentsByClass); \ DECLARE_FUNCTION(execGetComponentByClass); \ DECLARE_FUNCTION(execGetActorEyesViewPoint); \ DECLARE_FUNCTION(execPrestreamTextures); \ DECLARE_FUNCTION(execForceNetUpdate); \ DECLARE_FUNCTION(execWasRecentlyRendered); \ DECLARE_FUNCTION(execSetTickGroup); \ DECLARE_FUNCTION(execGetAttachedActors); \ DECLARE_FUNCTION(execGetAttachParentSocketName); \ DECLARE_FUNCTION(execGetAttachParentActor); \ DECLARE_FUNCTION(execGetLevelTransform); \ DECLARE_FUNCTION(execGetLevel); \ DECLARE_FUNCTION(execK2_TeleportTo); \ DECLARE_FUNCTION(execGetParentActor); \ DECLARE_FUNCTION(execGetParentComponent); \ DECLARE_FUNCTION(execGetAllChildActors); \ DECLARE_FUNCTION(execIsChildActor); \ DECLARE_FUNCTION(execFlushNetDormancy); \ DECLARE_FUNCTION(execSetNetDormancy); \ DECLARE_FUNCTION(execIsOverlappingActor); \ DECLARE_FUNCTION(execGetOwner); \ DECLARE_FUNCTION(execSetOwner); \ DECLARE_FUNCTION(execOnRep_ReplicatedMovement); \ DECLARE_FUNCTION(execGetActorTickInterval); \ DECLARE_FUNCTION(execSetActorTickInterval); \ DECLARE_FUNCTION(execIsActorTickEnabled); \ DECLARE_FUNCTION(execSetActorTickEnabled); \ DECLARE_FUNCTION(execGetLifeSpan); \ DECLARE_FUNCTION(execSetLifeSpan); \ DECLARE_FUNCTION(execGetOverlappingComponents); \ DECLARE_FUNCTION(execGetOverlappingActors); \ DECLARE_FUNCTION(execIsActorBeingDestroyed); \ DECLARE_FUNCTION(execGetGameTimeSinceCreation); \ DECLARE_FUNCTION(execSetTickableWhenPaused); \ DECLARE_FUNCTION(execGetTickableWhenPaused); \ DECLARE_FUNCTION(execRemoveTickPrerequisiteComponent); \ DECLARE_FUNCTION(execRemoveTickPrerequisiteActor); \ DECLARE_FUNCTION(execAddTickPrerequisiteComponent); \ DECLARE_FUNCTION(execAddTickPrerequisiteActor); \ DECLARE_FUNCTION(execGetActorTimeDilation); \ DECLARE_FUNCTION(execActorHasTag); \ DECLARE_FUNCTION(execK2_DetachFromActor); \ DECLARE_FUNCTION(execDetachRootComponentFromParent); \ DECLARE_FUNCTION(execK2_AttachToActor); \ DECLARE_FUNCTION(execK2_AttachRootComponentToActor); \ DECLARE_FUNCTION(execK2_AttachToComponent); \ DECLARE_FUNCTION(execK2_AttachRootComponentTo); \ DECLARE_FUNCTION(execFinishAddComponent); \ DECLARE_FUNCTION(execAddComponentByClass); \ DECLARE_FUNCTION(execAddComponent); \ DECLARE_FUNCTION(execHasAuthority); \ DECLARE_FUNCTION(execK2_DestroyActor); \ DECLARE_FUNCTION(execGetActorEnableCollision); \ DECLARE_FUNCTION(execSetActorEnableCollision); \ DECLARE_FUNCTION(execSetActorHiddenInGame); \ DECLARE_FUNCTION(execGetActorRelativeScale3D); \ DECLARE_FUNCTION(execSetActorRelativeScale3D); \ DECLARE_FUNCTION(execK2_SetActorRelativeTransform); \ DECLARE_FUNCTION(execK2_SetActorRelativeRotation); \ DECLARE_FUNCTION(execK2_SetActorRelativeLocation); \ DECLARE_FUNCTION(execK2_AddActorLocalTransform); \ DECLARE_FUNCTION(execK2_AddActorLocalRotation); \ DECLARE_FUNCTION(execK2_AddActorLocalOffset); \ DECLARE_FUNCTION(execK2_SetActorTransform); \ DECLARE_FUNCTION(execK2_AddActorWorldTransformKeepScale); \ DECLARE_FUNCTION(execK2_AddActorWorldTransform); \ DECLARE_FUNCTION(execK2_AddActorWorldRotation); \ DECLARE_FUNCTION(execK2_AddActorWorldOffset); \ DECLARE_FUNCTION(execGetHorizontalDotProductTo); \ DECLARE_FUNCTION(execGetDotProductTo); \ DECLARE_FUNCTION(execGetVerticalDistanceTo); \ DECLARE_FUNCTION(execGetSquaredHorizontalDistanceTo); \ DECLARE_FUNCTION(execGetHorizontalDistanceTo); \ DECLARE_FUNCTION(execGetSquaredDistanceTo); \ DECLARE_FUNCTION(execGetDistanceTo); \ DECLARE_FUNCTION(execGetActorScale3D); \ DECLARE_FUNCTION(execSetActorScale3D); \ DECLARE_FUNCTION(execK2_SetActorLocationAndRotation); \ DECLARE_FUNCTION(execK2_SetActorRotation); \ DECLARE_FUNCTION(execGetVelocity); \ DECLARE_FUNCTION(execK2_GetRootComponent); \ DECLARE_FUNCTION(execGetActorBounds); \ DECLARE_FUNCTION(execGetActorRightVector); \ DECLARE_FUNCTION(execGetActorUpVector); \ DECLARE_FUNCTION(execGetActorForwardVector); \ DECLARE_FUNCTION(execK2_GetActorRotation); \ DECLARE_FUNCTION(execK2_SetActorLocation); \ DECLARE_FUNCTION(execK2_GetActorLocation); \ DECLARE_FUNCTION(execGetTransform); \ DECLARE_FUNCTION(execGetInstigatorController); \ DECLARE_FUNCTION(execGetInstigator); \ DECLARE_FUNCTION(execGetInputVectorAxisValue); \ DECLARE_FUNCTION(execGetInputAxisKeyValue); \ DECLARE_FUNCTION(execGetInputAxisValue); \ DECLARE_FUNCTION(execDisableInput); \ DECLARE_FUNCTION(execCreateInputComponent); \ DECLARE_FUNCTION(execEnableInput); \ DECLARE_FUNCTION(execGetRayTracingGroupId); \ DECLARE_FUNCTION(execSetRayTracingGroupId); \ DECLARE_FUNCTION(execOnRep_Instigator); \ DECLARE_FUNCTION(execGetResimulationThreshold); \ DECLARE_FUNCTION(execCanTriggerResimulation); \ DECLARE_FUNCTION(execUnregisterAsFocalPointInPhysicsReplicationLOD); \ DECLARE_FUNCTION(execRegisterAsFocalPointInPhysicsReplicationLOD); \ DECLARE_FUNCTION(execGetPhysicsReplicationMode); \ DECLARE_FUNCTION(execSetPhysicsReplicationMode); \ DECLARE_FUNCTION(execOnRep_AttachmentReplication); \ DECLARE_FUNCTION(execGetRemoteRole); \ DECLARE_FUNCTION(execGetLocalRole); \ DECLARE_FUNCTION(execSetReplicateMovement); \ DECLARE_FUNCTION(execSetReplicates); \ DECLARE_FUNCTION(execOnRep_Owner); \ DECLARE_FUNCTION(execSetAutoDestroyWhenFinished); \ DECLARE_FUNCTION(execTearOff); \ DECLARE_FUNCTION(execOnRep_ReplicateMovement); #if WITH_EDITOR #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS_EOD \ DECLARE_FUNCTION(execSetFolderPath); \ DECLARE_FUNCTION(execGetFolderPath); \ DECLARE_FUNCTION(execSetActorLabel); \ DECLARE_FUNCTION(execGetActorLabel); \ DECLARE_FUNCTION(execGetDefaultActorLabel); \ DECLARE_FUNCTION(execIsSelectable); \ DECLARE_FUNCTION(execIsEditable); \ DECLARE_FUNCTION(execIsTemporarilyHiddenInEditor); \ DECLARE_FUNCTION(execSetIsTemporarilyHiddenInEditor); \ DECLARE_FUNCTION(execIsHiddenEd); \ DECLARE_FUNCTION(execIsHiddenEdAtStartup); #else // WITH_EDITOR #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS_EOD #endif // WITH_EDITOR #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_CALLBACK_WRAPPERS #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ARCHIVESERIALIZER \ DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(AActor, ENGINE_API) struct Z_Construct_UClass_AActor_Statics; ENGINE_API UClass* Z_Construct_UClass_AActor_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesAActor(); \ friend struct ::Z_Construct_UClass_AActor_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_AActor_NoRegister(); \ public: \ DECLARE_CLASS2(AActor, UObject, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_AActor, TEXT("/Script/Engine"), Z_Construct_UClass_AActor_NoRegister) \ DECLARE_SERIALIZER(AActor) \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ARCHIVESERIALIZER \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ bReplicateMovement=NETFIELD_REP_START, \ bHidden, \ bTearOff, \ bCanBeDamaged, \ RemoteRole, \ AttachmentReplication, \ ReplicatedMovement, \ Owner, \ Role, \ Instigator, \ NETFIELD_REP_END=Instigator }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) \ private: \ REPLICATED_BASE_CLASS(AActor) \ public: #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ AActor(AActor&&) = delete; \ AActor(const AActor&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AActor); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AActor); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AActor) \ ENGINE_API virtual ~AActor(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_255_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_RPC_WRAPPERS_NO_PURE_DECLS_EOD \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_CALLBACK_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h_258_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class AActor; // ********** End Class AActor ********************************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Actor_h // ********** Begin Enum EActorUpdateOverlapsMethod ************************************************ #define FOREACH_ENUM_EACTORUPDATEOVERLAPSMETHOD(op) \ op(EActorUpdateOverlapsMethod::UseConfigDefault) \ op(EActorUpdateOverlapsMethod::AlwaysUpdate) \ op(EActorUpdateOverlapsMethod::OnlyUpdateMovable) \ op(EActorUpdateOverlapsMethod::NeverUpdate) enum class EActorUpdateOverlapsMethod : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EActorUpdateOverlapsMethod ************************************************** // ********** Begin Enum ESpawnActorScaleMethod **************************************************** #define FOREACH_ENUM_ESPAWNACTORSCALEMETHOD(op) \ op(ESpawnActorScaleMethod::OverrideRootScale) \ op(ESpawnActorScaleMethod::MultiplyWithRoot) \ op(ESpawnActorScaleMethod::SelectDefaultAtRuntime) enum class ESpawnActorScaleMethod : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum ESpawnActorScaleMethod ****************************************************** // ********** Begin Enum ELevelInstanceType ******************************************************** #define FOREACH_ENUM_ELEVELINSTANCETYPE(op) \ op(ELevelInstanceType::None) \ op(ELevelInstanceType::LevelInstance) \ op(ELevelInstanceType::LevelInstanceEdit) \ op(ELevelInstanceType::LevelInstancePropertyOverride) enum class ELevelInstanceType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum ELevelInstanceType ********************************************************** // ********** Begin Enum ELevelInstanceFlags ******************************************************* #define FOREACH_ENUM_ELEVELINSTANCEFLAGS(op) \ op(ELevelInstanceFlags::None) \ op(ELevelInstanceFlags::IsInEditHierarchy) \ op(ELevelInstanceFlags::HasPropertyOverrides) \ op(ELevelInstanceFlags::HasEditablePropertyOverrides) enum class ELevelInstanceFlags : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum ELevelInstanceFlags ********************************************************* // ********** Begin Enum EActorGridPlacement ******************************************************* #if WITH_EDITORONLY_DATA #define FOREACH_ENUM_EACTORGRIDPLACEMENT(op) \ op(EActorGridPlacement::Bounds) \ op(EActorGridPlacement::Location) \ op(EActorGridPlacement::AlwaysLoaded) \ op(EActorGridPlacement::None) enum class EActorGridPlacement : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); #endif // WITH_EDITORONLY_DATA // ********** End Enum EActorGridPlacement ********************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS