293 lines
15 KiB
C++
293 lines
15 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 "Components/SkeletalMeshComponent.h"
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#ifdef ENGINE_SkeletalMeshComponent_generated_h
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#error "SkeletalMeshComponent.generated.h already included, missing '#pragma once' in SkeletalMeshComponent.h"
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#endif
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#define ENGINE_SkeletalMeshComponent_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 UAnimationAsset;
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class UAnimInstance;
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class UClass;
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class UClothingSimulationInteractor;
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class UObject;
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class UPhysicsAsset;
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class USkeletalMesh;
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class USkeletalMeshComponent;
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enum class ECustomBoneAttributeLookup : uint8;
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enum class ETeleportType : uint8;
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struct FConstraintInstanceAccessor;
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struct FPoseSnapshot;
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// ********** Begin Delegate FOnAnimInitialized ****************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_63_DELEGATE \
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ENGINE_API void FOnAnimInitialized_DelegateWrapper(const FMulticastScriptDelegate& OnAnimInitialized);
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// ********** End Delegate FOnAnimInitialized ******************************************************
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// ********** Begin Delegate FOnBoneTransformsFinalized ********************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_69_DELEGATE \
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ENGINE_API void FOnBoneTransformsFinalized_DelegateWrapper(const FMulticastScriptDelegate& OnBoneTransformsFinalized);
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// ********** End Delegate FOnBoneTransformsFinalized **********************************************
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// ********** Begin ScriptStruct FSkeletalMeshComponentEndPhysicsTickFunction **********************
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struct Z_Construct_UScriptStruct_FSkeletalMeshComponentEndPhysicsTickFunction_Statics;
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_221_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FSkeletalMeshComponentEndPhysicsTickFunction_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct(); \
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typedef FTickFunction Super;
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struct FSkeletalMeshComponentEndPhysicsTickFunction;
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// ********** End ScriptStruct FSkeletalMeshComponentEndPhysicsTickFunction ************************
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// ********** Begin ScriptStruct FSkeletalMeshComponentClothTickFunction ***************************
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struct Z_Construct_UScriptStruct_FSkeletalMeshComponentClothTickFunction_Statics;
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_255_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FSkeletalMeshComponentClothTickFunction_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct(); \
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typedef FTickFunction Super;
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struct FSkeletalMeshComponentClothTickFunction;
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// ********** End ScriptStruct FSkeletalMeshComponentClothTickFunction *****************************
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// ********** Begin Class USkeletalMeshComponent ***************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS \
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DECLARE_FUNCTION(execResetClothCollisionSources); \
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DECLARE_FUNCTION(execRemoveClothCollisionSource); \
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DECLARE_FUNCTION(execRemoveClothCollisionSources); \
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DECLARE_FUNCTION(execAddClothCollisionSource); \
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DECLARE_FUNCTION(execRecreateClothingActors); \
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DECLARE_FUNCTION(execGetCurrentJointAngles); \
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DECLARE_FUNCTION(execSetAngularLimits); \
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DECLARE_FUNCTION(execGetConstraintsFromBody); \
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DECLARE_FUNCTION(execGetConstraints); \
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DECLARE_FUNCTION(execGetConstraintByName); \
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DECLARE_FUNCTION(execBreakConstraint); \
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DECLARE_FUNCTION(execFindConstraintBoneName); \
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DECLARE_FUNCTION(execSetConstraintProfileForAll); \
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DECLARE_FUNCTION(execSetConstraintProfile); \
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DECLARE_FUNCTION(execSetAllMotorsAngularDriveParams); \
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DECLARE_FUNCTION(execSetAllMotorsAngularVelocityDrive); \
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DECLARE_FUNCTION(execSetAllMotorsAngularPositionDrive); \
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DECLARE_FUNCTION(execAccumulateAllBodiesBelowPhysicsBlendWeight); \
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DECLARE_FUNCTION(execSetAllBodiesBelowPhysicsBlendWeight); \
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DECLARE_FUNCTION(execSetAllBodiesPhysicsBlendWeight); \
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DECLARE_FUNCTION(execResetAllBodiesSimulatePhysics); \
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DECLARE_FUNCTION(execSetBodySimulatePhysics); \
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DECLARE_FUNCTION(execSetAllBodiesBelowSimulatePhysics); \
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DECLARE_FUNCTION(execGetBoneLinearVelocity); \
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DECLARE_FUNCTION(execSetAllBodiesBelowLinearVelocity); \
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DECLARE_FUNCTION(execSetAllBodiesBelowPhysicsDisabled); \
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DECLARE_FUNCTION(execSetEnablePhysicsBlending); \
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DECLARE_FUNCTION(execSetPhysicsBlendWeight); \
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DECLARE_FUNCTION(execSetAllBodiesSimulatePhysics); \
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DECLARE_FUNCTION(execTermBodiesBelow); \
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DECLARE_FUNCTION(execAddImpulseToAllBodiesBelow); \
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DECLARE_FUNCTION(execAddForceToAllBodiesBelow); \
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DECLARE_FUNCTION(execGetSkeletalCenterOfMass); \
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DECLARE_FUNCTION(execGetBoneMass); \
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DECLARE_FUNCTION(execK2_GetClosestPointOnPhysicsAsset); \
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DECLARE_FUNCTION(execSetEnableGravityOnAllBodiesBelow); \
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DECLARE_FUNCTION(execIsBodyGravityEnabled); \
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DECLARE_FUNCTION(execSetEnableBodyGravity); \
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DECLARE_FUNCTION(execSetEnablePerPolyCollision); \
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DECLARE_FUNCTION(execSetNotifyRigidBodyCollisionBelow); \
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DECLARE_FUNCTION(execSetBodyNotifyRigidBodyCollision); \
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DECLARE_FUNCTION(execGetClothingSimulationInteractor); \
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DECLARE_FUNCTION(execSetTeleportDistanceThreshold); \
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DECLARE_FUNCTION(execGetTeleportDistanceThreshold); \
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DECLARE_FUNCTION(execSetTeleportRotationThreshold); \
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DECLARE_FUNCTION(execGetTeleportRotationThreshold); \
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DECLARE_FUNCTION(execSetAllowedAnimCurvesEvaluation); \
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DECLARE_FUNCTION(execResetAllowedAnimCurveEvaluation); \
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DECLARE_FUNCTION(execAllowAnimCurveEvaluation); \
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DECLARE_FUNCTION(execGetAllowedAnimCurveEvaluate); \
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DECLARE_FUNCTION(execSetAllowAnimCurveEvaluation); \
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DECLARE_FUNCTION(execGetDisableAnimCurves); \
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DECLARE_FUNCTION(execSetDisableAnimCurves); \
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DECLARE_FUNCTION(execSetUpdateClothInEditor); \
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DECLARE_FUNCTION(execSetUpdateAnimationInEditor); \
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DECLARE_FUNCTION(execGetAllowRigidBodyAnimNode); \
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DECLARE_FUNCTION(execSetAllowRigidBodyAnimNode); \
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DECLARE_FUNCTION(execUnbindClothFromLeaderPoseComponent); \
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DECLARE_FUNCTION(execBindClothToLeaderPoseComponent); \
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DECLARE_FUNCTION(execResetClothTeleportMode); \
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DECLARE_FUNCTION(execIsClothingSimulationSuspended); \
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DECLARE_FUNCTION(execResumeClothingSimulation); \
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DECLARE_FUNCTION(execSuspendClothingSimulation); \
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DECLARE_FUNCTION(execForceClothNextUpdateTeleportAndReset); \
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DECLARE_FUNCTION(execForceClothNextUpdateTeleport); \
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DECLARE_FUNCTION(execSetClothMaxDistanceScale); \
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DECLARE_FUNCTION(execGetClothMaxDistanceScale); \
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DECLARE_FUNCTION(execGetAllowClothActors); \
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DECLARE_FUNCTION(execSetAllowClothActors); \
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DECLARE_FUNCTION(execSnapshotPose); \
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DECLARE_FUNCTION(execGetMorphTarget); \
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DECLARE_FUNCTION(execClearMorphTargets); \
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DECLARE_FUNCTION(execSetMorphTarget); \
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DECLARE_FUNCTION(execOverrideAnimationData); \
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DECLARE_FUNCTION(execGetPlayRate); \
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DECLARE_FUNCTION(execSetPlayRate); \
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DECLARE_FUNCTION(execGetPosition); \
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DECLARE_FUNCTION(execSetPosition); \
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DECLARE_FUNCTION(execIsPlaying); \
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DECLARE_FUNCTION(execStop); \
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DECLARE_FUNCTION(execPlay); \
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DECLARE_FUNCTION(execSetAnimation); \
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DECLARE_FUNCTION(execPlayAnimation); \
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DECLARE_FUNCTION(execGetAnimationMode); \
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DECLARE_FUNCTION(execSetAnimationMode); \
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DECLARE_FUNCTION(execResetAnimInstanceDynamics); \
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DECLARE_FUNCTION(execHasValidAnimationInstance); \
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DECLARE_FUNCTION(execGetLinkedAnimLayerInstanceByClass); \
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DECLARE_FUNCTION(execGetLinkedAnimLayerInstanceByGroup); \
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DECLARE_FUNCTION(execUnlinkAnimClassLayers); \
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DECLARE_FUNCTION(execLinkAnimClassLayers); \
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DECLARE_FUNCTION(execLinkAnimGraphByTag); \
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DECLARE_FUNCTION(execGetLinkedAnimGraphInstancesByTag); \
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DECLARE_FUNCTION(execGetLinkedAnimGraphInstanceByTag); \
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DECLARE_FUNCTION(execGetPostProcessInstance); \
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DECLARE_FUNCTION(execGetAnimInstance); \
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DECLARE_FUNCTION(execSetEnableAnimation); \
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DECLARE_FUNCTION(execSetAnimInstanceClass); \
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DECLARE_FUNCTION(execGetAnimClass); \
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DECLARE_FUNCTION(execGetCurveValue); \
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DECLARE_FUNCTION(execGetStringAttribute); \
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DECLARE_FUNCTION(execGetIntegerAttribute); \
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DECLARE_FUNCTION(execGetTransformAttribute); \
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DECLARE_FUNCTION(execGetFloatAttribute); \
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DECLARE_FUNCTION(execGetStringAttribute_Ref); \
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DECLARE_FUNCTION(execGetIntegerAttribute_Ref); \
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DECLARE_FUNCTION(execGetTransformAttribute_Ref); \
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DECLARE_FUNCTION(execGetFloatAttribute_Ref); \
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DECLARE_FUNCTION(execSetDisablePostProcessBlueprint); \
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DECLARE_FUNCTION(execGetDisablePostProcessBlueprint); \
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DECLARE_FUNCTION(execToggleDisablePostProcessBlueprint); \
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DECLARE_FUNCTION(execSetOverridePostProcessAnimBP); \
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DECLARE_FUNCTION(execGetSkeletalMeshAsset); \
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DECLARE_FUNCTION(execSetSkeletalMeshAsset);
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#if WITH_EDITOR
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD \
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DECLARE_FUNCTION(execGetDefaultAnimatingRig); \
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DECLARE_FUNCTION(execGetDefaultAnimatingRigOverride); \
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DECLARE_FUNCTION(execSetDefaultAnimatingRigOverride);
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#else // WITH_EDITOR
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD
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#endif // WITH_EDITOR
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ACCESSORS \
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static void GetSkeletalMeshAsset_WrapperImpl(const void* Object, void* OutValue); \
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static void SetSkeletalMeshAsset_WrapperImpl(void* Object, const void* InValue); \
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static void SetAnimClass_WrapperImpl(void* Object, const void* InValue);
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ARCHIVESERIALIZER \
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DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER(USkeletalMeshComponent, ENGINE_API)
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struct Z_Construct_UClass_USkeletalMeshComponent_Statics;
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ENGINE_API UClass* Z_Construct_UClass_USkeletalMeshComponent_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_INCLASS \
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private: \
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static void StaticRegisterNativesUSkeletalMeshComponent(); \
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friend struct ::Z_Construct_UClass_USkeletalMeshComponent_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_USkeletalMeshComponent_NoRegister(); \
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public: \
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DECLARE_CLASS2(USkeletalMeshComponent, USkinnedMeshComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_USkeletalMeshComponent, TEXT("/Script/Engine"), Z_Construct_UClass_USkeletalMeshComponent_NoRegister) \
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DECLARE_SERIALIZER(USkeletalMeshComponent) \
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FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ARCHIVESERIALIZER \
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virtual UObject* _getUObject() const override { return const_cast<USkeletalMeshComponent*>(this); }
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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ENGINE_API USkeletalMeshComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(USkeletalMeshComponent) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, USkeletalMeshComponent); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(USkeletalMeshComponent); \
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/** Deleted move- and copy-constructors, should never be used */ \
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USkeletalMeshComponent(USkeletalMeshComponent&&) = delete; \
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USkeletalMeshComponent(const USkeletalMeshComponent&) = delete; \
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ENGINE_API virtual ~USkeletalMeshComponent();
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_317_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_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_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_RPC_WRAPPERS_EOD \
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FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_ACCESSORS \
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FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_INCLASS \
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FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h_320_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class USkeletalMeshComponent;
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// ********** End Class USkeletalMeshComponent *****************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_Components_SkeletalMeshComponent_h
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// ********** Begin Enum ECustomBoneAttributeLookup ************************************************
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#define FOREACH_ENUM_ECUSTOMBONEATTRIBUTELOOKUP(op) \
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op(ECustomBoneAttributeLookup::BoneOnly) \
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op(ECustomBoneAttributeLookup::ImmediateParent) \
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op(ECustomBoneAttributeLookup::ParentHierarchy)
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enum class ECustomBoneAttributeLookup : uint8;
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template<> struct TIsUEnumClass<ECustomBoneAttributeLookup> { enum { Value = true }; };
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template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<ECustomBoneAttributeLookup>();
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// ********** End Enum ECustomBoneAttributeLookup **************************************************
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// ********** Begin Enum EKinematicBonesUpdateToPhysics ********************************************
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#define FOREACH_ENUM_EKINEMATICBONESUPDATETOPHYSICS(op) \
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op(EKinematicBonesUpdateToPhysics::SkipSimulatingBones) \
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op(EKinematicBonesUpdateToPhysics::SkipAllBones)
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namespace EKinematicBonesUpdateToPhysics { enum Type : int; }
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template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EKinematicBonesUpdateToPhysics::Type>();
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// ********** End Enum EKinematicBonesUpdateToPhysics **********************************************
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// ********** Begin Enum EAnimationMode ************************************************************
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#define FOREACH_ENUM_EANIMATIONMODE(op) \
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op(EAnimationMode::AnimationBlueprint) \
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op(EAnimationMode::AnimationSingleNode) \
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op(EAnimationMode::AnimationCustomMode)
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namespace EAnimationMode { enum Type : int; }
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template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EAnimationMode::Type>();
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// ********** End Enum EAnimationMode **************************************************************
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// ********** Begin Enum EPhysicsTransformUpdateMode ***********************************************
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#define FOREACH_ENUM_EPHYSICSTRANSFORMUPDATEMODE(op) \
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op(EPhysicsTransformUpdateMode::SimulationUpatesComponentTransform) \
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op(EPhysicsTransformUpdateMode::ComponentTransformIsKinematic)
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namespace EPhysicsTransformUpdateMode { enum Type : int; }
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template<> ENGINE_NON_ATTRIBUTED_API UEnum* StaticEnum<EPhysicsTransformUpdateMode::Type>();
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// ********** End Enum EPhysicsTransformUpdateMode *************************************************
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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