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

108 lines
4.9 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 "RigUnit_FullbodyIK.h"
#ifdef FULLBODYIK_RigUnit_FullbodyIK_generated_h
#error "RigUnit_FullbodyIK.generated.h already included, missing '#pragma once' in RigUnit_FullbodyIK.h"
#endif
#define FULLBODYIK_RigUnit_FullbodyIK_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// ********** Begin ScriptStruct FFBIKEndEffector **************************************************
struct Z_Construct_UScriptStruct_FFBIKEndEffector_Statics;
#define FID_Engine_Plugins_Experimental_FullBodyIK_Source_FullBodyIK_Private_RigUnit_FullbodyIK_h_21_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FFBIKEndEffector_Statics; \
FULLBODYIK_API static class UScriptStruct* StaticStruct();
struct FFBIKEndEffector;
// ********** End ScriptStruct FFBIKEndEffector ****************************************************
// ********** Begin ScriptStruct FRigUnit_FullbodyIK_WorkData **************************************
struct Z_Construct_UScriptStruct_FRigUnit_FullbodyIK_WorkData_Statics;
#define FID_Engine_Plugins_Experimental_FullBodyIK_Source_FullBodyIK_Private_RigUnit_FullbodyIK_h_82_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_FullbodyIK_WorkData_Statics; \
FULLBODYIK_API static class UScriptStruct* StaticStruct();
struct FRigUnit_FullbodyIK_WorkData;
// ********** End ScriptStruct FRigUnit_FullbodyIK_WorkData ****************************************
// ********** Begin ScriptStruct FRigUnit_FullbodyIK ***********************************************
struct Z_Construct_UScriptStruct_FRigUnit_FullbodyIK_Statics;
#define FRigUnit_FullbodyIK_Execute() \
void FRigUnit_FullbodyIK::StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const FRigElementKey& Root, \
const TArrayView<const FFBIKEndEffector>& Effectors, \
const TArrayView<const FFBIKConstraintOption>& Constraints, \
const FSolverInput& SolverProperty, \
const FMotionProcessInput& MotionProperty, \
const bool bPropagateToChildren, \
const FFBIKDebugOption& DebugOption, \
FRigUnit_FullbodyIK_WorkData& WorkData \
)
#define FID_Engine_Plugins_Experimental_FullBodyIK_Source_FullBodyIK_Private_RigUnit_FullbodyIK_h_112_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FRigUnit_FullbodyIK_Statics; \
FULLBODYIK_API static class UScriptStruct* StaticStruct(); \
virtual const UScriptStruct* GetExecuteContextStruct() const override { return FControlRigExecuteContext::StaticStruct(); } \
void Execute(FControlRigExecuteContext& InExecuteContext); \
static void StaticExecute( \
FControlRigExecuteContext& ExecuteContext, \
const FRigElementKey& Root, \
const TArrayView<const FFBIKEndEffector>& Effectors, \
const TArrayView<const FFBIKConstraintOption>& Constraints, \
const FSolverInput& SolverProperty, \
const FMotionProcessInput& MotionProperty, \
const bool bPropagateToChildren, \
const FFBIKDebugOption& DebugOption, \
FRigUnit_FullbodyIK_WorkData& WorkData \
); \
FORCEINLINE_DEBUGGABLE static void RigVMExecute( \
FRigVMExtendedExecuteContext& RigVMExecuteContext, \
FRigVMMemoryHandleArray RigVMMemoryHandles, \
FRigVMPredicateBranchArray RigVMBranches \
) \
{ \
const FRigElementKey& Root = *(FRigElementKey*)RigVMMemoryHandles[0].GetInputData(); \
TArray<FFBIKEndEffector>& Effectors = *(TArray<FFBIKEndEffector>*)RigVMMemoryHandles[1].GetInputData(); \
TArray<FFBIKConstraintOption>& Constraints = *(TArray<FFBIKConstraintOption>*)RigVMMemoryHandles[2].GetInputData(); \
const FSolverInput& SolverProperty = *(FSolverInput*)RigVMMemoryHandles[3].GetInputData(); \
const FMotionProcessInput& MotionProperty = *(FMotionProcessInput*)RigVMMemoryHandles[4].GetInputData(); \
const bool bPropagateToChildren = *(bool*)RigVMMemoryHandles[5].GetInputData(); \
const FFBIKDebugOption& DebugOption = *(FFBIKDebugOption*)RigVMMemoryHandles[6].GetInputData(); \
FRigUnit_FullbodyIK_WorkData& WorkData = *(FRigUnit_FullbodyIK_WorkData*)RigVMMemoryHandles[7].GetPrivateData(RigVMExecuteContext.GetSlice().GetIndex()); \
\
StaticExecute( \
RigVMExecuteContext.GetPublicData<FControlRigExecuteContext>(), \
Root, \
Effectors, \
Constraints, \
SolverProperty, \
MotionProperty, \
bPropagateToChildren, \
DebugOption, \
WorkData \
); \
} \
typedef FRigUnit_HighlevelBaseMutable Super;
struct FRigUnit_FullbodyIK;
// ********** End ScriptStruct FRigUnit_FullbodyIK *************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Plugins_Experimental_FullBodyIK_Source_FullBodyIK_Private_RigUnit_FullbodyIK_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS