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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/Engine/UHT/HLSLMaterialDerivativeAutogen.generated.h
Norman Lansing ecb33115bf Initial Commit
2026-01-28 19:08:51 -05:00

37 lines
1.5 KiB
C++

// 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 "Materials/HLSLMaterialDerivativeAutogen.h"
#ifdef ENGINE_HLSLMaterialDerivativeAutogen_generated_h
#error "HLSLMaterialDerivativeAutogen.generated.h already included, missing '#pragma once' in HLSLMaterialDerivativeAutogen.h"
#endif
#define ENGINE_HLSLMaterialDerivativeAutogen_generated_h
#include "Templates/IsUEnumClass.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ReflectedTypeAccessors.h"
#include "Templates/NoDestroy.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Private_Materials_HLSLMaterialDerivativeAutogen_h
// ********** Begin Enum EDerivativeStatus *********************************************************
#define FOREACH_ENUM_EDERIVATIVESTATUS(op) \
op(EDerivativeStatus::NotAware) \
op(EDerivativeStatus::NotValid) \
op(EDerivativeStatus::Zero) \
op(EDerivativeStatus::Valid)
enum class EDerivativeStatus : uint8;
template<> struct TIsUEnumClass<EDerivativeStatus> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EDerivativeStatus>();
// ********** End Enum EDerivativeStatus ***********************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS