81 lines
3.6 KiB
C++
81 lines
3.6 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 "Animation/SkeletalMeshActor.h"
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#ifdef ENGINE_SkeletalMeshActor_generated_h
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#error "SkeletalMeshActor.generated.h already included, missing '#pragma once' in SkeletalMeshActor.h"
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#endif
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#define ENGINE_SkeletalMeshActor_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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// ********** Begin Class ASkeletalMeshActor *******************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_RPC_WRAPPERS \
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DECLARE_FUNCTION(execOnRep_ReplicatedMaterial1); \
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DECLARE_FUNCTION(execOnRep_ReplicatedMaterial0); \
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DECLARE_FUNCTION(execOnRep_ReplicatedPhysAsset); \
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DECLARE_FUNCTION(execOnRep_ReplicatedMesh);
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struct Z_Construct_UClass_ASkeletalMeshActor_Statics;
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ENGINE_API UClass* Z_Construct_UClass_ASkeletalMeshActor_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_INCLASS \
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private: \
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static void StaticRegisterNativesASkeletalMeshActor(); \
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friend struct ::Z_Construct_UClass_ASkeletalMeshActor_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_ASkeletalMeshActor_NoRegister(); \
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public: \
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DECLARE_CLASS2(ASkeletalMeshActor, AActor, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_ASkeletalMeshActor_NoRegister) \
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DECLARE_SERIALIZER(ASkeletalMeshActor) \
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enum class ENetFields_Private : uint16 \
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{ \
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NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \
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ReplicatedMesh=NETFIELD_REP_START, \
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ReplicatedPhysAsset, \
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ReplicatedMaterial0, \
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ReplicatedMaterial1, \
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NETFIELD_REP_END=ReplicatedMaterial1 }; \
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DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API)
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#define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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ENGINE_API ASkeletalMeshActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(ASkeletalMeshActor) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, ASkeletalMeshActor); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(ASkeletalMeshActor); \
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/** Deleted move- and copy-constructors, should never be used */ \
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ASkeletalMeshActor(ASkeletalMeshActor&&) = delete; \
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ASkeletalMeshActor(const ASkeletalMeshActor&) = delete; \
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ENGINE_API virtual ~ASkeletalMeshActor();
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#define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_21_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_GENERATED_BODY_LEGACY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_RPC_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_INCLASS \
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FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h_24_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class ASkeletalMeshActor;
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// ********** End Class ASkeletalMeshActor *********************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Animation_SkeletalMeshActor_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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