// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
	Generated code exported from UnrealHeaderTool.
	DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/

#include "UObject/GeneratedCppIncludes.h"
#include "AGXUnreal/Public/AGX_RigidBodyReference.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeAGX_RigidBodyReference() {}
// Cross Module References
	AGXUNREAL_API UScriptStruct* Z_Construct_UScriptStruct_FAGX_RigidBodyReference();
	ENGINE_API UClass* Z_Construct_UClass_AActor_NoRegister();
	UPackage* Z_Construct_UPackage__Script_AGXUnreal();
// End Cross Module References
	static FStructRegistrationInfo Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference;
class UScriptStruct* FAGX_RigidBodyReference::StaticStruct()
{
	if (!Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference.OuterSingleton)
	{
		Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference.OuterSingleton = GetStaticStruct(Z_Construct_UScriptStruct_FAGX_RigidBodyReference, (UObject*)Z_Construct_UPackage__Script_AGXUnreal(), TEXT("AGX_RigidBodyReference"));
	}
	return Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference.OuterSingleton;
}
template<> AGXUNREAL_API UScriptStruct* StaticStruct<FAGX_RigidBodyReference>()
{
	return FAGX_RigidBodyReference::StaticStruct();
}
	struct Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics
	{
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam Struct_MetaDataParams[];
#endif
		static void* NewStructOps();
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam NewProp_OwningActor_MetaData[];
#endif
		static const UECodeGen_Private::FObjectPropertyParams NewProp_OwningActor;
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam NewProp_BodyName_MetaData[];
#endif
		static const UECodeGen_Private::FNamePropertyParams NewProp_BodyName;
#if WITH_METADATA
		static const UECodeGen_Private::FMetaDataPairParam NewProp_bSearchChildActors_MetaData[];
#endif
		static void NewProp_bSearchChildActors_SetBit(void* Obj);
		static const UECodeGen_Private::FBoolPropertyParams NewProp_bSearchChildActors;
		static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
		static const UECodeGen_Private::FStructParams ReturnStructParams;
	};
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::Struct_MetaDataParams[] = {
		{ "Comment", "/**\n * A reference to an UAGX_RigidBodyComponent.\n *\n * The intention is that it should be used much like Actor pointers can be, but limitations in the\n * Unreal Editor forces us to do some tricks and workarounds. There is no Component picker, so the\n * user must first pick an Actor that owns the Component and then select the wanted component from a\n * combo box of body names. Except for the cache, there is no actual pointer to the Component stored\n * in the FAGX_RigidBodyReference, only the name, so renaming the body will break the reference.\n * This is a serious limitation. Also, while building a Blueprint Actor in the Blueprint editor\n * there is no actual Actor yet, so the Actor picker cannot be used to select the Actor that will be\n * created when the Blueprint is instantiated. For this reason all Components that include a\n * RigidBodyReference should set OwningActor to GetTypedOuter<AActor>() in PostInitProperties.\n *\n * void UMyComponent::PostInitProperties()\n * {\n *  \x09Super::PostInitProperties();\n *  \x09MyRigidBodyReference.OwningActor = GetTypedOuter<AActor>();\n * }\n *\n * This establishes the so-called local scope for the reference. Unless another OwningActor is\n * specified, the reference will search within the Actor that the Component is contained within. The\n * OwningActor set in PostInitProperties will we overwritten by deserialization if the object is\n * created from something else, such as part of a Play-in-Editor session or loaded from disk as part\n * of a cooked build.\n *\n * Unreal Editor detects changes made during construction, PostInitProperties is considered part of\n * the construction phase, and will disable editing of UProperties with such changes. This can be\n * disabled by adding the SkipUCSModifiedProperties Meta Specifier to the UProperty. That should be\n * done for FAGX_RigidBodyReferences on which OwningActor is set during PostInitProperties, and\n * recursively up any struct holding the FAGX_RigidBodyReference until a UObject UProperty is\n * reached.\n *\n *   UPROPERTY(EditAnywhere, Category = \"MyCategory\", Meta = (SkipUCSModifiedProperties))\n *   FAGX_RigidBodyReference MyRigidBodyReference;\n *\n * The RigidBodyReference supports caching of the RigidBodyComponent through the\n * CacheCurrentRigidBody member function. Only call this once the RigidBodyReference has been fully\n * formed, i.e., the OwningActor property set to the final Actor and when the referenced\n * RigidBodyComponent has been given its final name. BeginPlay is often a good choice.\n */" },
		{ "ModuleRelativePath", "Public/AGX_RigidBodyReference.h" },
		{ "ToolTip", "A reference to an UAGX_RigidBodyComponent.\n\nThe intention is that it should be used much like Actor pointers can be, but limitations in the\nUnreal Editor forces us to do some tricks and workarounds. There is no Component picker, so the\nuser must first pick an Actor that owns the Component and then select the wanted component from a\ncombo box of body names. Except for the cache, there is no actual pointer to the Component stored\nin the FAGX_RigidBodyReference, only the name, so renaming the body will break the reference.\nThis is a serious limitation. Also, while building a Blueprint Actor in the Blueprint editor\nthere is no actual Actor yet, so the Actor picker cannot be used to select the Actor that will be\ncreated when the Blueprint is instantiated. For this reason all Components that include a\nRigidBodyReference should set OwningActor to GetTypedOuter<AActor>() in PostInitProperties.\n\nvoid UMyComponent::PostInitProperties()\n{\n    Super::PostInitProperties();\n    MyRigidBodyReference.OwningActor = GetTypedOuter<AActor>();\n}\n\nThis establishes the so-called local scope for the reference. Unless another OwningActor is\nspecified, the reference will search within the Actor that the Component is contained within. The\nOwningActor set in PostInitProperties will we overwritten by deserialization if the object is\ncreated from something else, such as part of a Play-in-Editor session or loaded from disk as part\nof a cooked build.\n\nUnreal Editor detects changes made during construction, PostInitProperties is considered part of\nthe construction phase, and will disable editing of UProperties with such changes. This can be\ndisabled by adding the SkipUCSModifiedProperties Meta Specifier to the UProperty. That should be\ndone for FAGX_RigidBodyReferences on which OwningActor is set during PostInitProperties, and\nrecursively up any struct holding the FAGX_RigidBodyReference until a UObject UProperty is\nreached.\n\n  UPROPERTY(EditAnywhere, Category = \"MyCategory\", Meta = (SkipUCSModifiedProperties))\n  FAGX_RigidBodyReference MyRigidBodyReference;\n\nThe RigidBodyReference supports caching of the RigidBodyComponent through the\nCacheCurrentRigidBody member function. Only call this once the RigidBodyReference has been fully\nformed, i.e., the OwningActor property set to the final Actor and when the referenced\nRigidBodyComponent has been given its final name. BeginPlay is often a good choice." },
	};
#endif
	void* Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewStructOps()
	{
		return (UScriptStruct::ICppStructOps*)new UScriptStruct::TCppStructOps<FAGX_RigidBodyReference>();
	}
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_OwningActor_MetaData[] = {
		{ "Category", "AGX Dynamics" },
		{ "ModuleRelativePath", "Public/AGX_RigidBodyReference.h" },
		{ "Tooltip", "The Actor that owns the RigidBodyComponent." },
	};
#endif
	const UECodeGen_Private::FObjectPropertyParams Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_OwningActor = { "OwningActor", nullptr, (EPropertyFlags)0x0010000000000801, UECodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FAGX_RigidBodyReference, OwningActor), Z_Construct_UClass_AActor_NoRegister, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_OwningActor_MetaData), Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_OwningActor_MetaData) };
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_BodyName_MetaData[] = {
		{ "Category", "AGX Dynamics" },
		{ "ModuleRelativePath", "Public/AGX_RigidBodyReference.h" },
		{ "Tooltip", "The name of the RigidBodyComponent." },
	};
#endif
	const UECodeGen_Private::FNamePropertyParams Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_BodyName = { "BodyName", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(FAGX_RigidBodyReference, BodyName), METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_BodyName_MetaData), Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_BodyName_MetaData) };
#if WITH_METADATA
	const UECodeGen_Private::FMetaDataPairParam Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors_MetaData[] = {
		{ "Category", "Body reference" },
		{ "Comment", "/// If true, then search not only within OwningActor's Components, but also recursively through\n/// ChildActorComponents as well.\n" },
		{ "ModuleRelativePath", "Public/AGX_RigidBodyReference.h" },
		{ "ToolTip", "If true, then search not only within OwningActor's Components, but also recursively through\nChildActorComponents as well." },
	};
#endif
	void Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors_SetBit(void* Obj)
	{
		((FAGX_RigidBodyReference*)Obj)->bSearchChildActors = 1;
	}
	const UECodeGen_Private::FBoolPropertyParams Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors = { "bSearchChildActors", nullptr, (EPropertyFlags)0x0010000000000001, UECodeGen_Private::EPropertyGenFlags::Bool , RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, sizeof(uint8), sizeof(FAGX_RigidBodyReference), &Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors_SetBit, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors_MetaData), Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors_MetaData) };
	const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::PropPointers[] = {
		(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_OwningActor,
		(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_BodyName,
		(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewProp_bSearchChildActors,
	};
	const UECodeGen_Private::FStructParams Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::ReturnStructParams = {
		(UObject* (*)())Z_Construct_UPackage__Script_AGXUnreal,
		nullptr,
		&NewStructOps,
		"AGX_RigidBodyReference",
		Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::PropPointers,
		UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::PropPointers),
		sizeof(FAGX_RigidBodyReference),
		alignof(FAGX_RigidBodyReference),
		RF_Public|RF_Transient|RF_MarkAsNative,
		EStructFlags(0x00000201),
		METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::Struct_MetaDataParams), Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::Struct_MetaDataParams)
	};
	static_assert(UE_ARRAY_COUNT(Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::PropPointers) < 2048);
	UScriptStruct* Z_Construct_UScriptStruct_FAGX_RigidBodyReference()
	{
		if (!Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference.InnerSingleton)
		{
			UECodeGen_Private::ConstructUScriptStruct(Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference.InnerSingleton, Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::ReturnStructParams);
		}
		return Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference.InnerSingleton;
	}
	struct Z_CompiledInDeferFile_FID_GitLab_Runner_builds_9YzzThLq_0_algoryx_unreal_agxunreal_staging_selfhosted_build_AGXUnreal_HostProject_Plugins_AGXUnreal_Source_AGXUnreal_Public_AGX_RigidBodyReference_h_Statics
	{
		static const FStructRegisterCompiledInInfo ScriptStructInfo[];
	};
	const FStructRegisterCompiledInInfo Z_CompiledInDeferFile_FID_GitLab_Runner_builds_9YzzThLq_0_algoryx_unreal_agxunreal_staging_selfhosted_build_AGXUnreal_HostProject_Plugins_AGXUnreal_Source_AGXUnreal_Public_AGX_RigidBodyReference_h_Statics::ScriptStructInfo[] = {
		{ FAGX_RigidBodyReference::StaticStruct, Z_Construct_UScriptStruct_FAGX_RigidBodyReference_Statics::NewStructOps, TEXT("AGX_RigidBodyReference"), &Z_Registration_Info_UScriptStruct_AGX_RigidBodyReference, CONSTRUCT_RELOAD_VERSION_INFO(FStructReloadVersionInfo, sizeof(FAGX_RigidBodyReference), 1063004883U) },
	};
	static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_GitLab_Runner_builds_9YzzThLq_0_algoryx_unreal_agxunreal_staging_selfhosted_build_AGXUnreal_HostProject_Plugins_AGXUnreal_Source_AGXUnreal_Public_AGX_RigidBodyReference_h_3979193077(TEXT("/Script/AGXUnreal"),
		nullptr, 0,
		Z_CompiledInDeferFile_FID_GitLab_Runner_builds_9YzzThLq_0_algoryx_unreal_agxunreal_staging_selfhosted_build_AGXUnreal_HostProject_Plugins_AGXUnreal_Source_AGXUnreal_Public_AGX_RigidBodyReference_h_Statics::ScriptStructInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_GitLab_Runner_builds_9YzzThLq_0_algoryx_unreal_agxunreal_staging_selfhosted_build_AGXUnreal_HostProject_Plugins_AGXUnreal_Source_AGXUnreal_Public_AGX_RigidBodyReference_h_Statics::ScriptStructInfo),
		nullptr, 0);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
