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

172 lines
7.0 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 "StateStream/StaticMeshStateStream.h"
#ifdef ENGINE_StaticMeshStateStream_generated_h
#error "StaticMeshStateStream.generated.h already included, missing '#pragma once' in StaticMeshStateStream.h"
#endif
#define ENGINE_StaticMeshStateStream_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FStaticMeshStaticState ********************************************
struct Z_Construct_UScriptStruct_FStaticMeshStaticState_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_StateStream_StaticMeshStateStream_h_19_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FStaticMeshStaticState_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
enum Fields \
{ \
}; \
uint32 ModifiedFlags = 0; \
FStaticMeshStaticState() = default; \
FStaticMeshStaticState(FStateStreamCopyContext& Context, const FStaticMeshStaticState& Other) \
: ModifiedFlags(Other.ModifiedFlags) \
{} \
uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
{ \
return 0; \
} \
void Apply(FStateStreamCopyContext& Context, const FStaticMeshStaticState& Other) \
{ \
} \
void Interpolate(FStateStreamInterpolateContext& Context, const FStaticMeshStaticState& From, const FStaticMeshStaticState& To) \
{ \
ModifiedFlags = 0; \
}
struct FStaticMeshStaticState;
// ********** End ScriptStruct FStaticMeshStaticState **********************************************
// ********** Begin ScriptStruct FStaticMeshDynamicState *******************************************
struct Z_Construct_UScriptStruct_FStaticMeshDynamicState_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_StateStream_StaticMeshStateStream_h_29_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FStaticMeshDynamicState_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
enum Fields \
{ \
Field_Transform = 1, \
Field_Mesh = 2, \
Field_OverrideMaterials = 4, \
Field_Owners = 8, \
Field_bOnlyOwnerSee = 16, \
Field_bOwnerNoSee = 32, \
}; \
uint32 ModifiedFlags = 0; \
FStaticMeshDynamicState() = default; \
FStaticMeshDynamicState(FStateStreamCopyContext& Context, const FStaticMeshDynamicState& Other) \
: ModifiedFlags(Other.ModifiedFlags) \
, Transform(Context, Other.Transform) \
, Mesh(Other.Mesh) \
, OverrideMaterials(Other.OverrideMaterials) \
, Owners(Other.Owners) \
, bOnlyOwnerSee(Other.bOnlyOwnerSee) \
, bOwnerNoSee(Other.bOwnerNoSee) \
{} \
inline bool TransformModified() const { return !!(ModifiedFlags & Field_Transform); } \
inline void SetTransform(const FTransformHandle& In) { Transform = In; ModifiedFlags |= Field_Transform; } \
inline const FTransformHandle& GetTransform() const { return Transform; } \
inline bool MeshModified() const { return !!(ModifiedFlags & Field_Mesh); } \
inline void SetMesh(const TObjectPtr<UStaticMesh>& In) { Mesh = In; ModifiedFlags |= Field_Mesh; } \
inline const TObjectPtr<UStaticMesh>& GetMesh() const { return Mesh; } \
inline bool OverrideMaterialsModified() const { return !!(ModifiedFlags & Field_OverrideMaterials); } \
inline void SetOverrideMaterials(const TArray<TObjectPtr<UMaterialInterface>>& In) { OverrideMaterials = In; ModifiedFlags |= Field_OverrideMaterials; } \
inline const TArray<TObjectPtr<UMaterialInterface>>& GetOverrideMaterials() const { return OverrideMaterials; } \
inline bool OwnersModified() const { return !!(ModifiedFlags & Field_Owners); } \
inline void SetOwners(const TArray<uint32>& In) { Owners = In; ModifiedFlags |= Field_Owners; } \
inline const TArray<uint32>& GetOwners() const { return Owners; } \
inline bool OnlyOwnerSeeModified() const { return !!(ModifiedFlags & Field_bOnlyOwnerSee); } \
inline void SetOnlyOwnerSee(const uint8& In) { bOnlyOwnerSee = In; ModifiedFlags |= Field_bOnlyOwnerSee; } \
inline bool GetOnlyOwnerSee() const { return bOnlyOwnerSee; } \
inline bool OwnerNoSeeModified() const { return !!(ModifiedFlags & Field_bOwnerNoSee); } \
inline void SetOwnerNoSee(const uint8& In) { bOwnerNoSee = In; ModifiedFlags |= Field_bOwnerNoSee; } \
inline bool GetOwnerNoSee() const { return bOwnerNoSee; } \
uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
{ \
OutHandles[0] = &Transform; \
return 1; \
} \
void Apply(FStateStreamCopyContext& Context, const FStaticMeshDynamicState& Other) \
{ \
if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \
{ \
Transform.Apply(Context, Other.Transform); \
ModifiedFlags |= Field_Transform; \
} \
if (Other.MeshModified() && !StateStreamEquals(Mesh, Other.Mesh)) \
{ \
Mesh = Other.Mesh; \
ModifiedFlags |= Field_Mesh; \
} \
if (Other.OverrideMaterialsModified() && !StateStreamEquals(OverrideMaterials, Other.OverrideMaterials)) \
{ \
OverrideMaterials = Other.OverrideMaterials; \
ModifiedFlags |= Field_OverrideMaterials; \
} \
if (Other.OwnersModified() && !StateStreamEquals(Owners, Other.Owners)) \
{ \
Owners = Other.Owners; \
ModifiedFlags |= Field_Owners; \
} \
if (Other.OnlyOwnerSeeModified() && !StateStreamEquals(bOnlyOwnerSee, Other.bOnlyOwnerSee)) \
{ \
bOnlyOwnerSee = Other.bOnlyOwnerSee; \
ModifiedFlags |= Field_bOnlyOwnerSee; \
} \
if (Other.OwnerNoSeeModified() && !StateStreamEquals(bOwnerNoSee, Other.bOwnerNoSee)) \
{ \
bOwnerNoSee = Other.bOwnerNoSee; \
ModifiedFlags |= Field_bOwnerNoSee; \
} \
} \
void Interpolate(FStateStreamInterpolateContext& Context, const FStaticMeshDynamicState& From, const FStaticMeshDynamicState& To) \
{ \
ModifiedFlags = 0; \
if (To.TransformModified()) \
{ \
ModifiedFlags |= Field_Transform; \
Transform.Apply(Context, To.Transform); \
} \
if (To.MeshModified()) \
{ \
ModifiedFlags |= Field_Mesh; \
StateStreamInterpolate(Context, Mesh, From.Mesh, To.Mesh); \
} \
if (To.OverrideMaterialsModified()) \
{ \
ModifiedFlags |= Field_OverrideMaterials; \
StateStreamInterpolate(Context, OverrideMaterials, From.OverrideMaterials, To.OverrideMaterials); \
} \
if (To.OwnersModified()) \
{ \
ModifiedFlags |= Field_Owners; \
StateStreamInterpolate(Context, Owners, From.Owners, To.Owners); \
} \
if (To.OnlyOwnerSeeModified()) \
{ \
ModifiedFlags |= Field_bOnlyOwnerSee; \
bOnlyOwnerSee = To.bOnlyOwnerSee;\
} \
if (To.OwnerNoSeeModified()) \
{ \
ModifiedFlags |= Field_bOwnerNoSee; \
bOwnerNoSee = To.bOwnerNoSee;\
} \
}
struct FStaticMeshDynamicState;
// ********** End ScriptStruct FStaticMeshDynamicState *********************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_StaticMeshStateStream_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS