// 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 "Animation/AnimBlueprintClassSubsystem_PropertyAccess.h" #ifdef ENGINE_AnimBlueprintClassSubsystem_PropertyAccess_generated_h #error "AnimBlueprintClassSubsystem_PropertyAccess.generated.h already included, missing '#pragma once' in AnimBlueprintClassSubsystem_PropertyAccess.h" #endif #define ENGINE_AnimBlueprintClassSubsystem_PropertyAccess_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class UAnimBlueprintClassSubsystem_PropertyAccess ****************************** struct Z_Construct_UClass_UAnimBlueprintClassSubsystem_PropertyAccess_Statics; ENGINE_API UClass* Z_Construct_UClass_UAnimBlueprintClassSubsystem_PropertyAccess_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h_12_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesUAnimBlueprintClassSubsystem_PropertyAccess(); \ friend struct ::Z_Construct_UClass_UAnimBlueprintClassSubsystem_PropertyAccess_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_UAnimBlueprintClassSubsystem_PropertyAccess_NoRegister(); \ public: \ DECLARE_CLASS2(UAnimBlueprintClassSubsystem_PropertyAccess, UObject, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UAnimBlueprintClassSubsystem_PropertyAccess_NoRegister) \ DECLARE_SERIALIZER(UAnimBlueprintClassSubsystem_PropertyAccess) #define FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h_12_ENHANCED_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API UAnimBlueprintClassSubsystem_PropertyAccess(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ /** Deleted move- and copy-constructors, should never be used */ \ UAnimBlueprintClassSubsystem_PropertyAccess(UAnimBlueprintClassSubsystem_PropertyAccess&&) = delete; \ UAnimBlueprintClassSubsystem_PropertyAccess(const UAnimBlueprintClassSubsystem_PropertyAccess&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UAnimBlueprintClassSubsystem_PropertyAccess); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UAnimBlueprintClassSubsystem_PropertyAccess); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UAnimBlueprintClassSubsystem_PropertyAccess) \ ENGINE_API virtual ~UAnimBlueprintClassSubsystem_PropertyAccess(); #define FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h_9_PROLOG #define FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h_12_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h_12_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h_12_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UAnimBlueprintClassSubsystem_PropertyAccess; // ********** End Class UAnimBlueprintClassSubsystem_PropertyAccess ******************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Private_Animation_AnimBlueprintClassSubsystem_PropertyAccess_h PRAGMA_ENABLE_DEPRECATION_WARNINGS