// 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 "Engine/LatentActionManager.h" #ifdef ENGINE_LatentActionManager_generated_h #error "LatentActionManager.generated.h already included, missing '#pragma once' in LatentActionManager.h" #endif #define ENGINE_LatentActionManager_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FLatentActionInfo ************************************************* struct Z_Construct_UScriptStruct_FLatentActionInfo_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Engine_LatentActionManager_h_20_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FLatentActionInfo_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FLatentActionInfo; // ********** End ScriptStruct FLatentActionInfo *************************************************** // ********** Begin ScriptStruct FLatentActionManager ********************************************** struct Z_Construct_UScriptStruct_FLatentActionManager_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Engine_LatentActionManager_h_70_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FLatentActionManager_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); struct FLatentActionManager; // ********** End ScriptStruct FLatentActionManager ************************************************ #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Engine_LatentActionManager_h PRAGMA_ENABLE_DEPRECATION_WARNINGS