// 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 "WorldPartition/ContentBundle/ContentBundleStatus.h" #ifdef ENGINE_ContentBundleStatus_generated_h #error "ContentBundleStatus.generated.h already included, missing '#pragma once' in ContentBundleStatus.h" #endif #define ENGINE_ContentBundleStatus_generated_h #include "Templates/IsUEnumClass.h" #include "UObject/ObjectMacros.h" #include "UObject/ReflectedTypeAccessors.h" #include "Templates/NoDestroy.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_WorldPartition_ContentBundle_ContentBundleStatus_h // ********** Begin Enum EContentBundleStatus ****************************************************** #define FOREACH_ENUM_ECONTENTBUNDLESTATUS(op) \ op(EContentBundleStatus::Registered) \ op(EContentBundleStatus::ReadyToInject) \ op(EContentBundleStatus::FailedToInject) \ op(EContentBundleStatus::ContentInjected) \ op(EContentBundleStatus::Unknown) enum class EContentBundleStatus; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EContentBundleStatus ******************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS