// 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/SkeletalMeshActor.h" #ifdef ENGINE_SkeletalMeshActor_generated_h #error "SkeletalMeshActor.generated.h already included, missing '#pragma once' in SkeletalMeshActor.h" #endif #define ENGINE_SkeletalMeshActor_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin Class ASkeletalMeshActor ******************************************************* #define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_RPC_WRAPPERS \ DECLARE_FUNCTION(execOnRep_ReplicatedMaterial1); \ DECLARE_FUNCTION(execOnRep_ReplicatedMaterial0); \ DECLARE_FUNCTION(execOnRep_ReplicatedPhysAsset); \ DECLARE_FUNCTION(execOnRep_ReplicatedMesh); struct Z_Construct_UClass_ASkeletalMeshActor_Statics; ENGINE_API UClass* Z_Construct_UClass_ASkeletalMeshActor_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_INCLASS \ private: \ static void StaticRegisterNativesASkeletalMeshActor(); \ friend struct ::Z_Construct_UClass_ASkeletalMeshActor_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_ASkeletalMeshActor_NoRegister(); \ public: \ DECLARE_CLASS2(ASkeletalMeshActor, AActor, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_ASkeletalMeshActor_NoRegister) \ DECLARE_SERIALIZER(ASkeletalMeshActor) \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ ReplicatedMesh=NETFIELD_REP_START, \ ReplicatedPhysAsset, \ ReplicatedMaterial0, \ ReplicatedMaterial1, \ NETFIELD_REP_END=ReplicatedMaterial1 }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API) #define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API ASkeletalMeshActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(ASkeletalMeshActor) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, ASkeletalMeshActor); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ASkeletalMeshActor); \ /** Deleted move- and copy-constructors, should never be used */ \ ASkeletalMeshActor(ASkeletalMeshActor&&) = delete; \ ASkeletalMeshActor(const ASkeletalMeshActor&) = delete; \ ENGINE_API virtual ~ASkeletalMeshActor(); #define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_21_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class ASkeletalMeshActor; // ********** End Class ASkeletalMeshActor ********************************************************* #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h PRAGMA_ENABLE_DEPRECATION_WARNINGS