// 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 "StandinActor/Public/StandinActor.h"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeStandinActor() {}
// Cross Module References
	STANDINACTOR_API UClass* Z_Construct_UClass_AStandInMeshActor_NoRegister();
	STANDINACTOR_API UClass* Z_Construct_UClass_AStandInMeshActor();
	ENGINE_API UClass* Z_Construct_UClass_AActor();
	UPackage* Z_Construct_UPackage__Script_StandinActor();
	ENGINE_API UClass* Z_Construct_UClass_UStaticMeshComponent_NoRegister();
	ENGINE_API UClass* Z_Construct_UClass_AActor_NoRegister();
	SIMPLYGONUOBJECTS_API UClass* Z_Construct_UClass_USimplygonStandinPipeline_NoRegister();
	COREUOBJECT_API UScriptStruct* Z_Construct_UScriptStruct_FGuid();
	STANDINACTOR_API UClass* Z_Construct_UClass_UStandinProxyContainer_NoRegister();
// End Cross Module References
	void AStandInMeshActor::StaticRegisterNativesAStandInMeshActor()
	{
	}
	UClass* Z_Construct_UClass_AStandInMeshActor_NoRegister()
	{
		return AStandInMeshActor::StaticClass();
	}
	struct Z_Construct_UClass_AStandInMeshActor_Statics
	{
		static UObject* (*const DependentSingletons[])();
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_StaticMeshComponent_MetaData[];
#endif
		static const UE4CodeGen_Private::FObjectPropertyParams NewProp_StaticMeshComponent;
#if WITH_EDITORONLY_DATA
		static const UE4CodeGen_Private::FObjectPropertyParams NewProp_SubActors_Inner;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_SubActors_MetaData[];
#endif
		static const UE4CodeGen_Private::FArrayPropertyParams NewProp_SubActors;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Pipeline_MetaData[];
#endif
		static const UE4CodeGen_Private::FObjectPropertyParams NewProp_Pipeline;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_BuildKey_MetaData[];
#endif
		static const UE4CodeGen_Private::FNamePropertyParams NewProp_BuildKey;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Id_MetaData[];
#endif
		static const UE4CodeGen_Private::FStructPropertyParams NewProp_Id;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_bDirty_MetaData[];
#endif
		static void NewProp_bDirty_SetBit(void* Obj);
		static const UE4CodeGen_Private::FBoolPropertyParams NewProp_bDirty;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_bIsGameStandin_MetaData[];
#endif
		static void NewProp_bIsGameStandin_SetBit(void* Obj);
		static const UE4CodeGen_Private::FBoolPropertyParams NewProp_bIsGameStandin;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_PackagePath_MetaData[];
#endif
		static const UE4CodeGen_Private::FStrPropertyParams NewProp_PackagePath;
#if WITH_METADATA
		static const UE4CodeGen_Private::FMetaDataPairParam NewProp_Proxy_MetaData[];
#endif
		static const UE4CodeGen_Private::FObjectPropertyParams NewProp_Proxy;
#endif // WITH_EDITORONLY_DATA
		static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_EDITORONLY_DATA
#endif // WITH_EDITORONLY_DATA
		static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
		static const UE4CodeGen_Private::FClassParams ClassParams;
	};
	UObject* (*const Z_Construct_UClass_AStandInMeshActor_Statics::DependentSingletons[])() = {
		(UObject* (*)())Z_Construct_UClass_AActor,
		(UObject* (*)())Z_Construct_UPackage__Script_StandinActor,
	};
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::Class_MetaDataParams[] = {
		{ "Comment", "/** Standin Mesh Actor are used to act as standin to exsting actors in your level\n *  they are meant to reduce drawcalls, tris and help with kitbashing workflows. \n */" },
		{ "HideCategories", "Object Collision Display Input Blueprint Physics Actor Transform" },
		{ "IncludePath", "StandinActor.h" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Standin Mesh Actor are used to act as standin to exsting actors in your level\nthey are meant to reduce drawcalls, tris and help with kitbashing workflows." },
	};
#endif
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_StaticMeshComponent_MetaData[] = {
		{ "Category", "Standin" },
		{ "Comment", "/** StaticMeshComponent where the generated standin geomerty will be palced.*/" },
		{ "EditInline", "true" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "StaticMeshComponent where the generated standin geomerty will be palced." },
	};
#endif
	const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_StaticMeshComponent = { "StaticMeshComponent", nullptr, (EPropertyFlags)0x00200800000a0009, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, StaticMeshComponent), Z_Construct_UClass_UStaticMeshComponent_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_StaticMeshComponent_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_StaticMeshComponent_MetaData)) };
#if WITH_EDITORONLY_DATA
	const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors_Inner = { "SubActors", nullptr, (EPropertyFlags)0x0000000800020000, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, Z_Construct_UClass_AActor_NoRegister, METADATA_PARAMS(nullptr, 0) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors_MetaData[] = {
		{ "Category", "Standin" },
		{ "Comment", "/** Source actors used to generate StaticMeshComponent. */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Source actors used to generate StaticMeshComponent." },
	};
#endif
	const UE4CodeGen_Private::FArrayPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors = { "SubActors", nullptr, (EPropertyFlags)0x0020080800020001, UE4CodeGen_Private::EPropertyGenFlags::Array, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, SubActors), EArrayPropertyFlags::None, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Pipeline_MetaData[] = {
		{ "Category", "StandinSettings" },
		{ "Comment", "/** The Simplygon pipeline used to build the standin. */" },
		{ "EditInline", "true" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "The Simplygon pipeline used to build the standin." },
	};
#endif
	const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Pipeline = { "Pipeline", nullptr, (EPropertyFlags)0x002208080008080d, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, Pipeline), Z_Construct_UClass_USimplygonStandinPipeline_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Pipeline_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Pipeline_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_BuildKey_MetaData[] = {
		{ "Category", "StandinActor" },
		{ "Comment", "/** Build key to check if actor is invalidated and a build is requied. */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Build key to check if actor is invalidated and a build is requied." },
	};
#endif
	const UE4CodeGen_Private::FNamePropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_BuildKey = { "BuildKey", nullptr, (EPropertyFlags)0x0020080800020001, UE4CodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, BuildKey), METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_BuildKey_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_BuildKey_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Id_MetaData[] = {
		{ "Comment", "/** Unique ID */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Unique ID" },
	};
#endif
	const UE4CodeGen_Private::FStructPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Id = { "Id", nullptr, (EPropertyFlags)0x0020080800000000, UE4CodeGen_Private::EPropertyGenFlags::Struct, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, Id), Z_Construct_UScriptStruct_FGuid, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Id_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Id_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty_MetaData[] = {
		{ "Comment", "/** Flag to store if actor is dirty and requires a rebuild. */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Flag to store if actor is dirty and requires a rebuild." },
	};
#endif
	void Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty_SetBit(void* Obj)
	{
		((AStandInMeshActor*)Obj)->bDirty = 1;
	}
	const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty = { "bDirty", nullptr, (EPropertyFlags)0x0020080800000000, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(AStandInMeshActor), &Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty_SetBit, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin_MetaData[] = {
		{ "Comment", "/** Fllag if actor is GameStandin. */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Fllag if actor is GameStandin." },
	};
#endif
	void Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin_SetBit(void* Obj)
	{
		((AStandInMeshActor*)Obj)->bIsGameStandin = 1;
	}
	const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin = { "bIsGameStandin", nullptr, (EPropertyFlags)0x0020080800000000, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(AStandInMeshActor), &Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin_SetBit, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_PackagePath_MetaData[] = {
		{ "Comment", "/** Package path where standin is saved. */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "Package path where standin is saved." },
	};
#endif
	const UE4CodeGen_Private::FStrPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_PackagePath = { "PackagePath", nullptr, (EPropertyFlags)0x0020080800000000, UE4CodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, PackagePath), METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_PackagePath_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_PackagePath_MetaData)) };
#if WITH_METADATA
	const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Proxy_MetaData[] = {
		{ "Category", "Standin" },
		{ "Comment", "/** The standin mesh proxy used to display this LOD */" },
		{ "ModuleRelativePath", "Public/StandinActor.h" },
		{ "ToolTip", "The standin mesh proxy used to display this LOD" },
	};
#endif
	const UE4CodeGen_Private::FObjectPropertyParams Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Proxy = { "Proxy", nullptr, (EPropertyFlags)0x0040000800020001, UE4CodeGen_Private::EPropertyGenFlags::Object, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(AStandInMeshActor, Proxy), Z_Construct_UClass_UStandinProxyContainer_NoRegister, METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Proxy_MetaData, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Proxy_MetaData)) };
#endif // WITH_EDITORONLY_DATA
	const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AStandInMeshActor_Statics::PropPointers[] = {
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_StaticMeshComponent,
#if WITH_EDITORONLY_DATA
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors_Inner,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_SubActors,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Pipeline,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_BuildKey,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Id,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bDirty,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_bIsGameStandin,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_PackagePath,
		(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AStandInMeshActor_Statics::NewProp_Proxy,
#endif // WITH_EDITORONLY_DATA
	};
	const FCppClassTypeInfoStatic Z_Construct_UClass_AStandInMeshActor_Statics::StaticCppClassTypeInfo = {
		TCppClassTypeTraits<AStandInMeshActor>::IsAbstract,
	};
	const UE4CodeGen_Private::FClassParams Z_Construct_UClass_AStandInMeshActor_Statics::ClassParams = {
		&AStandInMeshActor::StaticClass,
		"Engine",
		&StaticCppClassTypeInfo,
		DependentSingletons,
		nullptr,
		Z_Construct_UClass_AStandInMeshActor_Statics::PropPointers,
		nullptr,
		UE_ARRAY_COUNT(DependentSingletons),
		0,
		UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::PropPointers),
		0,
		0x008800A4u,
		METADATA_PARAMS(Z_Construct_UClass_AStandInMeshActor_Statics::Class_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UClass_AStandInMeshActor_Statics::Class_MetaDataParams))
	};
	UClass* Z_Construct_UClass_AStandInMeshActor()
	{
		static UClass* OuterClass = nullptr;
		if (!OuterClass)
		{
			UE4CodeGen_Private::ConstructUClass(OuterClass, Z_Construct_UClass_AStandInMeshActor_Statics::ClassParams);
		}
		return OuterClass;
	}
	IMPLEMENT_CLASS(AStandInMeshActor, 1956725481);
	template<> STANDINACTOR_API UClass* StaticClass<AStandInMeshActor>()
	{
		return AStandInMeshActor::StaticClass();
	}
	static FCompiledInDefer Z_CompiledInDefer_UClass_AStandInMeshActor(Z_Construct_UClass_AStandInMeshActor, &AStandInMeshActor::StaticClass, TEXT("/Script/StandinActor"), TEXT("AStandInMeshActor"), false, nullptr, nullptr, nullptr);
	DEFINE_VTABLE_PTR_HELPER_CTOR(AStandInMeshActor);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
