// Copyright Epic Games, Inc. All Rights Reserved. /*=========================================================================== Generated code exported from UnrealHeaderTool. DO NOT modify this manually! Edit the corresponding .h files instead! ===========================================================================*/ #include "UObject/GeneratedCppIncludes.h" #include "StateStreamHandle.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT"); void EmptyLinkFunctionForGeneratedCodeStateStreamHandle() {} // ********** Begin Cross Module References ******************************************************** STATESTREAM_API UScriptStruct* Z_Construct_UScriptStruct_FStateStreamHandle(); UPackage* Z_Construct_UPackage__Script_StateStream(); // ********** End Cross Module References ********************************************************** // ********** Begin ScriptStruct FStateStreamHandle ************************************************ struct Z_Construct_UScriptStruct_FStateStreamHandle_Statics { struct FStateStreamHandle { }; static_assert(sizeof(FStateStreamHandle) < MAX_uint16); static_assert(alignof(FStateStreamHandle) < MAX_uint8); static inline consteval int32 GetStructSize() { return sizeof(FStateStreamHandle); } static inline consteval int16 GetStructAlignment() { return alignof(FStateStreamHandle); } #if WITH_METADATA static constexpr UECodeGen_Private::FMetaDataPairParam Struct_MetaDataParams[] = { { "Comment", "////////////////////////////////////////////////////////////////////////////////////////////////////\n// Base type for state stream handles. This code is not supposed to be used directly.\n// To create your new state stream you will need a handle dedicated to that state stream. Example:\n// \n// USTRUCT(StateStreamHandle)\n// struct FFooHandle : public FStateStreamHandle\n// {\n// GENERATED_USTRUCT_BODY()\n// };\n//\n" }, { "ModuleRelativePath", "Public/StateStreamHandle.h" }, { "ToolTip", "/\n Base type for state stream handles. This code is not supposed to be used directly.\n To create your new state stream you will need a handle dedicated to that state stream. Example:\n\n USTRUCT(StateStreamHandle)\n struct FFooHandle : public FStateStreamHandle\n {\n GENERATED_USTRUCT_BODY()\n };" }, }; #endif // WITH_METADATA // ********** Begin ScriptStruct FStateStreamHandle constinit property declarations **************** // ********** End ScriptStruct FStateStreamHandle constinit property declarations ****************** static const UECodeGen_Private::FStructParams StructParams; }; // struct Z_Construct_UScriptStruct_FStateStreamHandle_Statics const UECodeGen_Private::FStructParams Z_Construct_UScriptStruct_FStateStreamHandle_Statics::StructParams = { (UObject* (*)())Z_Construct_UPackage__Script_StateStream, nullptr, nullptr, "StateStreamHandle", nullptr, 0, sizeof(FStateStreamHandle), alignof(FStateStreamHandle), RF_Public|RF_Transient|RF_MarkAsNative, EStructFlags(0x00000008), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FStateStreamHandle_Statics::Struct_MetaDataParams), Z_Construct_UScriptStruct_FStateStreamHandle_Statics::Struct_MetaDataParams) }; UScriptStruct* Z_Construct_UScriptStruct_FStateStreamHandle() { static UScriptStruct* ReturnStruct = nullptr; if (!ReturnStruct) { UECodeGen_Private::ConstructUScriptStruct(ReturnStruct, Z_Construct_UScriptStruct_FStateStreamHandle_Statics::StructParams); } return CastChecked(ReturnStruct); } // ********** End ScriptStruct FStateStreamHandle ************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS