// 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/ForceFeedbackAttenuation.h" #ifdef ENGINE_ForceFeedbackAttenuation_generated_h #error "ForceFeedbackAttenuation.generated.h already included, missing '#pragma once' in ForceFeedbackAttenuation.h" #endif #define ENGINE_ForceFeedbackAttenuation_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FForceFeedbackAttenuationSettings ********************************* struct Z_Construct_UScriptStruct_FForceFeedbackAttenuationSettings_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_10_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FForceFeedbackAttenuationSettings_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ typedef FBaseAttenuationSettings Super; struct FForceFeedbackAttenuationSettings; // ********** End ScriptStruct FForceFeedbackAttenuationSettings *********************************** // ********** Begin Class UForceFeedbackAttenuation ************************************************ struct Z_Construct_UClass_UForceFeedbackAttenuation_Statics; ENGINE_API UClass* Z_Construct_UClass_UForceFeedbackAttenuation_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesUForceFeedbackAttenuation(); \ friend struct ::Z_Construct_UClass_UForceFeedbackAttenuation_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_UForceFeedbackAttenuation_NoRegister(); \ public: \ DECLARE_CLASS2(UForceFeedbackAttenuation, UObject, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UForceFeedbackAttenuation_NoRegister) \ DECLARE_SERIALIZER(UForceFeedbackAttenuation) #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_ENHANCED_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API UForceFeedbackAttenuation(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ /** Deleted move- and copy-constructors, should never be used */ \ UForceFeedbackAttenuation(UForceFeedbackAttenuation&&) = delete; \ UForceFeedbackAttenuation(const UForceFeedbackAttenuation&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UForceFeedbackAttenuation); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UForceFeedbackAttenuation); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UForceFeedbackAttenuation) \ ENGINE_API virtual ~UForceFeedbackAttenuation(); #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_19_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_INCLASS_NO_PURE_DECLS \ FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UForceFeedbackAttenuation; // ********** End Class UForceFeedbackAttenuation ************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h PRAGMA_ENABLE_DEPRECATION_WARNINGS