// 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 "Evaluation/StoryFlowExecutionContext.h"

#ifdef STORYFLOWRUNTIME_StoryFlowExecutionContext_generated_h
#error "StoryFlowExecutionContext.generated.h already included, missing '#pragma once' in StoryFlowExecutionContext.h"
#endif
#define STORYFLOWRUNTIME_StoryFlowExecutionContext_generated_h

#include "UObject/ObjectMacros.h"
#include "UObject/ReflectedTypeAccessors.h"
#include "UObject/ScriptMacros.h"

PRAGMA_DISABLE_DEPRECATION_WARNINGS

// ********** Begin ScriptStruct FStoryFlowExecutionContext ****************************************
struct Z_Construct_UScriptStruct_FStoryFlowExecutionContext_Statics;
STORYFLOWRUNTIME_API UScriptStruct* Z_Construct_UScriptStruct_FStoryFlowExecutionContext(ETypeConstructPhase);

#define FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_8_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Evaluation_StoryFlowExecutionContext_h_78_GENERATED_BODY \
	friend struct ::Z_Construct_UScriptStruct_FStoryFlowExecutionContext_Statics; \
	UE_NODEBUG static UScriptStruct* StaticStruct() { return Z_Construct_UScriptStruct_FStoryFlowExecutionContext(ETypeConstructPhase::Inner); }


struct FStoryFlowExecutionContext;
// ********** End ScriptStruct FStoryFlowExecutionContext ******************************************

#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_actions_runner__work_storyflow_ue5_plugin_storyflow_ue5_plugin_BuildOutput_StoryFlowPlugin_5_8_HostProject_Plugins_StoryFlowPlugin_Source_StoryFlowRuntime_Public_Evaluation_StoryFlowExecutionContext_h

PRAGMA_ENABLE_DEPRECATION_WARNINGS
