117 lines
5.1 KiB
C++
117 lines
5.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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// IWYU pragma: private, include "Layers/LayersSubsystem.h"
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#ifdef UNREALED_LayersSubsystem_generated_h
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#error "LayersSubsystem.generated.h already included, missing '#pragma once' in LayersSubsystem.h"
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#endif
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#define UNREALED_LayersSubsystem_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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class AActor;
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class ULayer;
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class ULevel;
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class UWorld;
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// ********** Begin Class ULayersSubsystem *********************************************************
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#define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_RPC_WRAPPERS_NO_PURE_DECLS \
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DECLARE_FUNCTION(execEditorRefreshLayerBrowser); \
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DECLARE_FUNCTION(execEditorMapChange); \
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DECLARE_FUNCTION(execGetWorld); \
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DECLARE_FUNCTION(execRenameLayer); \
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DECLARE_FUNCTION(execDeleteLayer); \
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DECLARE_FUNCTION(execDeleteLayers); \
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DECLARE_FUNCTION(execCreateLayer); \
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DECLARE_FUNCTION(execAddAllLayersTo); \
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DECLARE_FUNCTION(execAddAllLayerNamesTo); \
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DECLARE_FUNCTION(execTryGetLayer); \
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DECLARE_FUNCTION(execIsLayer); \
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DECLARE_FUNCTION(execGetLayer); \
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DECLARE_FUNCTION(execMakeAllLayersVisible); \
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DECLARE_FUNCTION(execToggleLayersVisibility); \
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DECLARE_FUNCTION(execToggleLayerVisibility); \
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DECLARE_FUNCTION(execSetLayersVisibility); \
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DECLARE_FUNCTION(execSetLayerVisibility); \
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DECLARE_FUNCTION(execGetActorsFromLayers); \
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DECLARE_FUNCTION(execGetActorsFromLayer); \
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DECLARE_FUNCTION(execAppendActorsFromLayers); \
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DECLARE_FUNCTION(execAppendActorsFromLayer); \
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DECLARE_FUNCTION(execUpdateAllActorsVisibility); \
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DECLARE_FUNCTION(execUpdateActorVisibility); \
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DECLARE_FUNCTION(execUpdateActorAllViewsVisibility); \
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DECLARE_FUNCTION(execUpdateAllViewVisibility); \
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DECLARE_FUNCTION(execSelectActorsInLayers); \
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DECLARE_FUNCTION(execSelectActorsInLayer); \
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DECLARE_FUNCTION(execRemoveSelectedActorsFromLayers); \
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DECLARE_FUNCTION(execRemoveSelectedActorsFromLayer); \
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DECLARE_FUNCTION(execAddSelectedActorsToLayers); \
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DECLARE_FUNCTION(execAddSelectedActorsToLayer); \
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DECLARE_FUNCTION(execGetSelectedActors); \
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DECLARE_FUNCTION(execRemoveActorsFromLayers); \
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DECLARE_FUNCTION(execRemoveActorsFromLayer); \
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DECLARE_FUNCTION(execDisassociateActorsFromLayers); \
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DECLARE_FUNCTION(execAddActorsToLayers); \
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DECLARE_FUNCTION(execAddActorsToLayer); \
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DECLARE_FUNCTION(execRemoveActorFromLayers); \
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DECLARE_FUNCTION(execRemoveActorFromLayer); \
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DECLARE_FUNCTION(execAddActorToLayers); \
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DECLARE_FUNCTION(execAddActorToLayer); \
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DECLARE_FUNCTION(execDisassociateActorFromLayers); \
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DECLARE_FUNCTION(execInitializeNewActorLayers); \
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DECLARE_FUNCTION(execIsActorValidForLayer); \
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DECLARE_FUNCTION(execRemoveLevelLayerInformation); \
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DECLARE_FUNCTION(execAddLevelLayerInformation);
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struct Z_Construct_UClass_ULayersSubsystem_Statics;
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UNREALED_API UClass* Z_Construct_UClass_ULayersSubsystem_NoRegister();
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#define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_INCLASS_NO_PURE_DECLS \
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private: \
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static void StaticRegisterNativesULayersSubsystem(); \
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friend struct ::Z_Construct_UClass_ULayersSubsystem_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend UNREALED_API UClass* ::Z_Construct_UClass_ULayersSubsystem_NoRegister(); \
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public: \
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DECLARE_CLASS2(ULayersSubsystem, UEditorSubsystem, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/UnrealEd"), Z_Construct_UClass_ULayersSubsystem_NoRegister) \
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DECLARE_SERIALIZER(ULayersSubsystem)
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#define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_ENHANCED_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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UNREALED_API ULayersSubsystem(); \
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/** Deleted move- and copy-constructors, should never be used */ \
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ULayersSubsystem(ULayersSubsystem&&) = delete; \
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ULayersSubsystem(const ULayersSubsystem&) = delete; \
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DECLARE_VTABLE_PTR_HELPER_CTOR(UNREALED_API, ULayersSubsystem); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ULayersSubsystem); \
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DEFINE_DEFAULT_CONSTRUCTOR_CALL(ULayersSubsystem)
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#define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_43_PROLOG
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#define FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_RPC_WRAPPERS_NO_PURE_DECLS \
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FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_INCLASS_NO_PURE_DECLS \
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FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h_46_ENHANCED_CONSTRUCTORS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class ULayersSubsystem;
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// ********** End Class ULayersSubsystem ***********************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Editor_UnrealEd_Public_Layers_LayersSubsystem_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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