// 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 "StateTreePropertyRef.h" #ifdef STATETREEMODULE_StateTreePropertyRef_generated_h #error "StateTreePropertyRef.generated.h already included, missing '#pragma once' in StateTreePropertyRef.h" #endif #define STATETREEMODULE_StateTreePropertyRef_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS // ********** Begin ScriptStruct FStateTreePropertyRef ********************************************* struct Z_Construct_UScriptStruct_FStateTreePropertyRef_Statics; #define FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreePropertyRef_h_137_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FStateTreePropertyRef_Statics; \ STATETREEMODULE_API static class UScriptStruct* StaticStruct(); struct FStateTreePropertyRef; // ********** End ScriptStruct FStateTreePropertyRef *********************************************** // ********** Begin ScriptStruct FStateTreeBlueprintPropertyRef ************************************ struct Z_Construct_UScriptStruct_FStateTreeBlueprintPropertyRef_Statics; #define FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreePropertyRef_h_384_GENERATED_BODY \ friend struct ::Z_Construct_UScriptStruct_FStateTreeBlueprintPropertyRef_Statics; \ STATETREEMODULE_API static class UScriptStruct* StaticStruct(); \ typedef FStateTreePropertyRef Super; struct FStateTreeBlueprintPropertyRef; // ********** End ScriptStruct FStateTreeBlueprintPropertyRef ************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_Engine_Plugins_Runtime_StateTree_Source_StateTreeModule_Public_StateTreePropertyRef_h // ********** Begin Enum EStateTreePropertyRefType ************************************************* #define FOREACH_ENUM_ESTATETREEPROPERTYREFTYPE(op) \ op(EStateTreePropertyRefType::None) \ op(EStateTreePropertyRefType::Bool) \ op(EStateTreePropertyRefType::Byte) \ op(EStateTreePropertyRefType::Int32) \ op(EStateTreePropertyRefType::Int64) \ op(EStateTreePropertyRefType::Float) \ op(EStateTreePropertyRefType::Double) \ op(EStateTreePropertyRefType::Name) \ op(EStateTreePropertyRefType::String) \ op(EStateTreePropertyRefType::Text) \ op(EStateTreePropertyRefType::Enum) \ op(EStateTreePropertyRefType::Struct) \ op(EStateTreePropertyRefType::Object) \ op(EStateTreePropertyRefType::SoftObject) \ op(EStateTreePropertyRefType::Class) \ op(EStateTreePropertyRefType::SoftClass) enum class EStateTreePropertyRefType : uint8; template<> struct TIsUEnumClass { enum { Value = true }; }; template<> STATETREEMODULE_NON_ATTRIBUTED_API UEnum* StaticEnum(); // ********** End Enum EStateTreePropertyRefType *************************************************** PRAGMA_ENABLE_DEPRECATION_WARNINGS