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

47 lines
2.3 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 "Animation/AnimSubsystem_PropertyAccess.h"
#ifdef ENGINE_AnimSubsystem_PropertyAccess_generated_h
#error "AnimSubsystem_PropertyAccess.generated.h already included, missing '#pragma once' in AnimSubsystem_PropertyAccess.h"
#endif
#define ENGINE_AnimSubsystem_PropertyAccess_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FAnimSubsystem_PropertyAccess *************************************
struct Z_Construct_UScriptStruct_FAnimSubsystem_PropertyAccess_Statics;
#define FID_Engine_Source_Runtime_Engine_Public_Animation_AnimSubsystem_PropertyAccess_h_33_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FAnimSubsystem_PropertyAccess_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
typedef FAnimSubsystem Super;
struct FAnimSubsystem_PropertyAccess;
// ********** End ScriptStruct FAnimSubsystem_PropertyAccess ***************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_Animation_AnimSubsystem_PropertyAccess_h
// ********** Begin Enum EAnimPropertyAccessCallSite ***********************************************
#define FOREACH_ENUM_EANIMPROPERTYACCESSCALLSITE(op) \
op(EAnimPropertyAccessCallSite::WorkerThread_Unbatched) \
op(EAnimPropertyAccessCallSite::WorkerThread_Batched_PreEventGraph) \
op(EAnimPropertyAccessCallSite::WorkerThread_Batched_PostEventGraph) \
op(EAnimPropertyAccessCallSite::GameThread_Batched_PreEventGraph) \
op(EAnimPropertyAccessCallSite::GameThread_Batched_PostEventGraph)
enum class EAnimPropertyAccessCallSite;
template<> struct TIsUEnumClass<EAnimPropertyAccessCallSite> { enum { Value = true }; };
template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EAnimPropertyAccessCallSite>();
// ********** End Enum EAnimPropertyAccessCallSite *************************************************
PRAGMA_ENABLE_DEPRECATION_WARNINGS