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

75 lines
3.8 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 "GameFramework/ForceFeedbackAttenuation.h"
#ifdef ENGINE_ForceFeedbackAttenuation_generated_h
#error "ForceFeedbackAttenuation.generated.h already included, missing '#pragma once' in ForceFeedbackAttenuation.h"
#endif
#define ENGINE_ForceFeedbackAttenuation_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FForceFeedbackAttenuationSettings *********************************
struct Z_Construct_UScriptStruct_FForceFeedbackAttenuationSettings_Statics;
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_10_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FForceFeedbackAttenuationSettings_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct(); \
typedef FBaseAttenuationSettings Super;
struct FForceFeedbackAttenuationSettings;
// ********** End ScriptStruct FForceFeedbackAttenuationSettings ***********************************
// ********** Begin Class UForceFeedbackAttenuation ************************************************
struct Z_Construct_UClass_UForceFeedbackAttenuation_Statics;
ENGINE_API UClass* Z_Construct_UClass_UForceFeedbackAttenuation_NoRegister();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUForceFeedbackAttenuation(); \
friend struct ::Z_Construct_UClass_UForceFeedbackAttenuation_Statics; \
static UClass* GetPrivateStaticClass(); \
friend ENGINE_API UClass* ::Z_Construct_UClass_UForceFeedbackAttenuation_NoRegister(); \
public: \
DECLARE_CLASS2(UForceFeedbackAttenuation, UObject, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UForceFeedbackAttenuation_NoRegister) \
DECLARE_SERIALIZER(UForceFeedbackAttenuation)
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
ENGINE_API UForceFeedbackAttenuation(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
/** Deleted move- and copy-constructors, should never be used */ \
UForceFeedbackAttenuation(UForceFeedbackAttenuation&&) = delete; \
UForceFeedbackAttenuation(const UForceFeedbackAttenuation&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UForceFeedbackAttenuation); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UForceFeedbackAttenuation); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UForceFeedbackAttenuation) \
ENGINE_API virtual ~UForceFeedbackAttenuation();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_19_PROLOG
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_INCLASS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h_22_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UForceFeedbackAttenuation;
// ********** End Class UForceFeedbackAttenuation **************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_ForceFeedbackAttenuation_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS