// 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 "Components/SkeletalMeshComponent.h" #ifdef ENGINE_SkeletalMeshComponent_generated_h #error "SkeletalMeshComponent.generated.h already included, missing '#pragma once' in SkeletalMeshComponent.h" #endif #define ENGINE_SkeletalMeshComponent_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class UAnimationAsset; class UAnimInstance; class UClass; class UClothingSimulationInteractor; class UObject; class UPhysicsAsset; class USkeletalMesh; class USkeletalMeshComponent; enum class ECustomBoneAttributeLookup : uint8; enum class ETeleportType : uint8; struct FConstraintInstanceAccessor; struct FPoseSnapshot; // ********** Begin Delegate FOnAnimInitialized **************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_63_DELEGATE \ ENGINE_API void FOnAnimInitialized_DelegateWrapper(const FMulticastScriptDelegate& OnAnimInitialized); // ********** End Delegate FOnAnimInitialized ****************************************************** // ********** Begin Delegate FOnBoneTransformsFinalized ******************************************** #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_69_DELEGATE \ ENGINE_API void FOnBoneTransformsFinalized_DelegateWrapper(const FMulticastScriptDelegate& OnBoneTransformsFinalized); // ********** End Delegate FOnBoneTransformsFinalized ********************************************** // ********** Begin ScriptStruct FSkeletalMeshComponentEndPhysicsTickFunction ********************** struct Z_Construct_UScriptStruct_FSkeletalMeshComponentEndPhysicsTickFunction_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_221_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FSkeletalMeshComponentEndPhysicsTickFunction_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ typedef FTickFunction Super; struct FSkeletalMeshComponentEndPhysicsTickFunction; // ********** End ScriptStruct FSkeletalMeshComponentEndPhysicsTickFunction ************************ // ********** Begin ScriptStruct FSkeletalMeshComponentClothTickFunction *************************** struct Z_Construct_UScriptStruct_FSkeletalMeshComponentClothTickFunction_Statics; #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_255_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FSkeletalMeshComponentClothTickFunction_Statics; \ ENGINE_API static class UScriptStruct* StaticStruct(); \ typedef FTickFunction Super; struct FSkeletalMeshComponentClothTickFunction; // ********** End ScriptStruct FSkeletalMeshComponentClothTickFunction ***************************** // ********** Begin Class USkeletalMeshComponent *************************************************** #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS \ DECLARE_FUNCTION(execResetClothCollisionSources); \ DECLARE_FUNCTION(execRemoveClothCollisionSource); \ DECLARE_FUNCTION(execRemoveClothCollisionSources); \ DECLARE_FUNCTION(execAddClothCollisionSource); \ DECLARE_FUNCTION(execRecreateClothingActors); \ DECLARE_FUNCTION(execGetCurrentJointAngles); \ DECLARE_FUNCTION(execSetAngularLimits); \ DECLARE_FUNCTION(execGetConstraintsFromBody); \ DECLARE_FUNCTION(execGetConstraints); \ DECLARE_FUNCTION(execGetConstraintByName); \ DECLARE_FUNCTION(execBreakConstraint); \ DECLARE_FUNCTION(execFindConstraintBoneName); \ DECLARE_FUNCTION(execSetConstraintProfileForAll); \ DECLARE_FUNCTION(execSetConstraintProfile); \ DECLARE_FUNCTION(execSetAllMotorsAngularDriveParams); \ DECLARE_FUNCTION(execSetAllMotorsAngularVelocityDrive); \ DECLARE_FUNCTION(execSetAllMotorsAngularPositionDrive); \ DECLARE_FUNCTION(execAccumulateAllBodiesBelowPhysicsBlendWeight); \ DECLARE_FUNCTION(execSetAllBodiesBelowPhysicsBlendWeight); \ DECLARE_FUNCTION(execSetAllBodiesPhysicsBlendWeight); \ DECLARE_FUNCTION(execResetAllBodiesSimulatePhysics); \ DECLARE_FUNCTION(execSetBodySimulatePhysics); \ DECLARE_FUNCTION(execSetAllBodiesBelowSimulatePhysics); \ DECLARE_FUNCTION(execGetBoneLinearVelocity); \ DECLARE_FUNCTION(execSetAllBodiesBelowLinearVelocity); \ DECLARE_FUNCTION(execSetAllBodiesBelowPhysicsDisabled); \ DECLARE_FUNCTION(execSetEnablePhysicsBlending); \ DECLARE_FUNCTION(execSetPhysicsBlendWeight); \ DECLARE_FUNCTION(execSetAllBodiesSimulatePhysics); \ DECLARE_FUNCTION(execTermBodiesBelow); \ DECLARE_FUNCTION(execAddImpulseToAllBodiesBelow); \ DECLARE_FUNCTION(execAddForceToAllBodiesBelow); \ DECLARE_FUNCTION(execGetSkeletalCenterOfMass); \ DECLARE_FUNCTION(execGetBoneMass); \ DECLARE_FUNCTION(execK2_GetClosestPointOnPhysicsAsset); \ DECLARE_FUNCTION(execSetEnableGravityOnAllBodiesBelow); \ DECLARE_FUNCTION(execIsBodyGravityEnabled); \ DECLARE_FUNCTION(execSetEnableBodyGravity); \ DECLARE_FUNCTION(execSetEnablePerPolyCollision); \ DECLARE_FUNCTION(execSetNotifyRigidBodyCollisionBelow); \ DECLARE_FUNCTION(execSetBodyNotifyRigidBodyCollision); \ DECLARE_FUNCTION(execGetClothingSimulationInteractor); \ DECLARE_FUNCTION(execSetTeleportDistanceThreshold); \ DECLARE_FUNCTION(execGetTeleportDistanceThreshold); \ DECLARE_FUNCTION(execSetTeleportRotationThreshold); \ DECLARE_FUNCTION(execGetTeleportRotationThreshold); \ DECLARE_FUNCTION(execSetAllowedAnimCurvesEvaluation); \ DECLARE_FUNCTION(execResetAllowedAnimCurveEvaluation); \ DECLARE_FUNCTION(execAllowAnimCurveEvaluation); \ DECLARE_FUNCTION(execGetAllowedAnimCurveEvaluate); \ DECLARE_FUNCTION(execSetAllowAnimCurveEvaluation); \ DECLARE_FUNCTION(execGetDisableAnimCurves); \ DECLARE_FUNCTION(execSetDisableAnimCurves); \ DECLARE_FUNCTION(execSetUpdateClothInEditor); \ DECLARE_FUNCTION(execSetUpdateAnimationInEditor); \ DECLARE_FUNCTION(execGetAllowRigidBodyAnimNode); \ DECLARE_FUNCTION(execSetAllowRigidBodyAnimNode); \ DECLARE_FUNCTION(execUnbindClothFromLeaderPoseComponent); \ DECLARE_FUNCTION(execBindClothToLeaderPoseComponent); \ DECLARE_FUNCTION(execResetClothTeleportMode); \ DECLARE_FUNCTION(execIsClothingSimulationSuspended); \ DECLARE_FUNCTION(execResumeClothingSimulation); \ DECLARE_FUNCTION(execSuspendClothingSimulation); \ DECLARE_FUNCTION(execForceClothNextUpdateTeleportAndReset); \ DECLARE_FUNCTION(execForceClothNextUpdateTeleport); \ DECLARE_FUNCTION(execSetClothMaxDistanceScale); \ DECLARE_FUNCTION(execGetClothMaxDistanceScale); \ DECLARE_FUNCTION(execGetAllowClothActors); \ DECLARE_FUNCTION(execSetAllowClothActors); \ DECLARE_FUNCTION(execSnapshotPose); \ DECLARE_FUNCTION(execGetMorphTarget); \ DECLARE_FUNCTION(execClearMorphTargets); \ DECLARE_FUNCTION(execSetMorphTarget); \ DECLARE_FUNCTION(execOverrideAnimationData); \ DECLARE_FUNCTION(execGetPlayRate); \ DECLARE_FUNCTION(execSetPlayRate); \ DECLARE_FUNCTION(execGetPosition); \ DECLARE_FUNCTION(execSetPosition); \ DECLARE_FUNCTION(execIsPlaying); \ DECLARE_FUNCTION(execStop); \ DECLARE_FUNCTION(execPlay); \ DECLARE_FUNCTION(execSetAnimation); \ DECLARE_FUNCTION(execPlayAnimation); \ DECLARE_FUNCTION(execGetAnimationMode); \ DECLARE_FUNCTION(execSetAnimationMode); \ DECLARE_FUNCTION(execResetAnimInstanceDynamics); \ DECLARE_FUNCTION(execHasValidAnimationInstance); \ DECLARE_FUNCTION(execGetLinkedAnimLayerInstanceByClass); \ DECLARE_FUNCTION(execGetLinkedAnimLayerInstanceByGroup); \ DECLARE_FUNCTION(execUnlinkAnimClassLayers); \ DECLARE_FUNCTION(execLinkAnimClassLayers); \ DECLARE_FUNCTION(execLinkAnimGraphByTag); \ DECLARE_FUNCTION(execGetLinkedAnimGraphInstancesByTag); \ DECLARE_FUNCTION(execGetLinkedAnimGraphInstanceByTag); \ DECLARE_FUNCTION(execGetPostProcessInstance); \ DECLARE_FUNCTION(execGetAnimInstance); \ DECLARE_FUNCTION(execSetEnableAnimation); \ DECLARE_FUNCTION(execSetAnimInstanceClass); \ DECLARE_FUNCTION(execGetAnimClass); \ DECLARE_FUNCTION(execGetCurveValue); \ DECLARE_FUNCTION(execGetStringAttribute); \ DECLARE_FUNCTION(execGetIntegerAttribute); \ DECLARE_FUNCTION(execGetTransformAttribute); \ DECLARE_FUNCTION(execGetFloatAttribute); \ DECLARE_FUNCTION(execGetStringAttribute_Ref); \ DECLARE_FUNCTION(execGetIntegerAttribute_Ref); \ DECLARE_FUNCTION(execGetTransformAttribute_Ref); \ DECLARE_FUNCTION(execGetFloatAttribute_Ref); \ DECLARE_FUNCTION(execSetDisablePostProcessBlueprint); \ DECLARE_FUNCTION(execGetDisablePostProcessBlueprint); \ DECLARE_FUNCTION(execToggleDisablePostProcessBlueprint); \ DECLARE_FUNCTION(execSetOverridePostProcessAnimBP); \ DECLARE_FUNCTION(execGetSkeletalMeshAsset); \ DECLARE_FUNCTION(execSetSkeletalMeshAsset); #if WITH_EDITOR #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD \ DECLARE_FUNCTION(execGetDefaultAnimatingRig); \ DECLARE_FUNCTION(execGetDefaultAnimatingRigOverride); \ DECLARE_FUNCTION(execSetDefaultAnimatingRigOverride); #else // WITH_EDITOR #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD #endif // WITH_EDITOR #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ACCESSORS \ static void GetSkeletalMeshAsset_WrapperImpl(const void* Object, void* OutValue); \ static void SetSkeletalMeshAsset_WrapperImpl(void* Object, const void* InValue); \ static void SetAnimClass_WrapperImpl(void* Object, const void* InValue); #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ARCHIVESERIALIZER \ DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(USkeletalMeshComponent, ENGINE_API) struct Z_Construct_UClass_USkeletalMeshComponent_Statics; ENGINE_API UClass* Z_Construct_UClass_USkeletalMeshComponent_NoRegister(); #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_INCLASS \ private: \ static void StaticRegisterNativesUSkeletalMeshComponent(); \ friend struct ::Z_Construct_UClass_USkeletalMeshComponent_Statics; \ static UClass* GetPrivateStaticClass(); \ friend ENGINE_API UClass* ::Z_Construct_UClass_USkeletalMeshComponent_NoRegister(); \ public: \ DECLARE_CLASS2(USkeletalMeshComponent, USkinnedMeshComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_USkeletalMeshComponent, TEXT("/Script/Engine"), Z_Construct_UClass_USkeletalMeshComponent_NoRegister) \ DECLARE_SERIALIZER(USkeletalMeshComponent) \ FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ARCHIVESERIALIZER \ virtual UObject* _getUObject() const override { return const_cast(this); } #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_STANDARD_CONSTRUCTORS \ /** Standard constructor, called after all reflected properties have been initialized */ \ ENGINE_API USkeletalMeshComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \ DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(USkeletalMeshComponent) \ DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, USkeletalMeshComponent); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(USkeletalMeshComponent); \ /** Deleted move- and copy-constructors, should never be used */ \ USkeletalMeshComponent(USkeletalMeshComponent&&) = delete; \ USkeletalMeshComponent(const USkeletalMeshComponent&) = delete; \ ENGINE_API virtual ~USkeletalMeshComponent(); #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_317_PROLOG #define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_GENERATED_BODY_LEGACY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS \ FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD \ FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ACCESSORS \ FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_INCLASS \ FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_STANDARD_CONSTRUCTORS \ public: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class USkeletalMeshComponent; // ********** End Class USkeletalMeshComponent ***************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h // ********** Begin Enum ECustomBoneAttributeLookup ************************************************ #define FOREACH_ENUM_ECUSTOMBONEATTRIBUTELOOKUP(op) \ op(ECustomBoneAttributeLookup::BoneOnly) \ op(ECustomBoneAttributeLookup::ImmediateParent) \ op(ECustomBoneAttributeLookup::ParentHierarchy) enum class ECustomBoneAttributeLookup : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum ECustomBoneAttributeLookup ************************************************** // ********** Begin Enum EKinematicBonesUpdateToPhysics ******************************************** #define FOREACH_ENUM_EKINEMATICBONESUPDATETOPHYSICS(op) \ op(EKinematicBonesUpdateToPhysics::SkipSimulatingBones) \ op(EKinematicBonesUpdateToPhysics::SkipAllBones) namespace EKinematicBonesUpdateToPhysics { enum Type : int; } template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EKinematicBonesUpdateToPhysics ********************************************** // ********** Begin Enum EAnimationMode ************************************************************ #define FOREACH_ENUM_EANIMATIONMODE(op) \ op(EAnimationMode::AnimationBlueprint) \ op(EAnimationMode::AnimationSingleNode) \ op(EAnimationMode::AnimationCustomMode) namespace EAnimationMode { enum Type : int; } template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EAnimationMode ************************************************************** // ********** Begin Enum EPhysicsTransformUpdateMode *********************************************** #define FOREACH_ENUM_EPHYSICSTRANSFORMUPDATEMODE(op) \ op(EPhysicsTransformUpdateMode::SimulationUpatesComponentTransform) \ op(EPhysicsTransformUpdateMode::ComponentTransformIsKinematic) namespace EPhysicsTransformUpdateMode { enum Type : int; } template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EPhysicsTransformUpdateMode ************************************************* PRAGMA_ENABLE_DEPRECATION_WARNINGS