This commit is contained in:
Andron666
2022-11-01 02:20:38 +05:00
parent 7a37c4d84f
commit e886470931
308 changed files with 40962 additions and 0 deletions
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{
"BuildId": "17155196",
"Modules":
{
"DLSS": "UE4Editor-DLSS.dll",
"DLSSBlueprint": "UE4Editor-DLSSBlueprint.dll",
"DLSSEditor": "UE4Editor-DLSSEditor.dll",
"DLSSUtility": "UE4Editor-DLSSUtility.dll",
"NGXD3D11RHI": "UE4Editor-NGXD3D11RHI.dll",
"NGXD3D12RHI": "UE4Editor-NGXD3D12RHI.dll",
"NGXRHI": "UE4Editor-NGXRHI.dll",
"NGXVulkanRHI": "UE4Editor-NGXVulkanRHI.dll",
"NGXVulkanRHIPreInit": "UE4Editor-NGXVulkanRHIPreInit.dll"
}
}
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[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll
/*.md
/*.pdf
/Config/...
/Images/...
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{
"FileVersion": 3,
"Version": 10,
"VersionName": "2.3.3",
"FriendlyName": "NVIDIA DLSS",
"Description": "NVIDIA Deep Learning Super Sampling",
"Category": "Rendering",
"CreatedBy": "NVIDIA",
"CreatedByURL": "https://developer.nvidia.com/dlss",
"DocsURL": "",
"MarketplaceURL": "https://www.unrealengine.com/marketplace/en-US/product/nvidia-dlss",
"SupportURL": "mailto:DLSS-Support@nvidia.com",
"EngineVersion": "4.27.0",
"CanContainContent": true,
"Installed": true,
"Modules": [
{
"Name": "DLSSUtility",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "DLSS",
"Type": "Runtime",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "DLSSBlueprint",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit"
},
{
"Name": "NGXRHI",
"Type": "Runtime",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "NGXD3D11RHI",
"Type": "Runtime",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "NGXD3D12RHI",
"Type": "Runtime",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "NGXVulkanRHIPreInit",
"Type": "Runtime",
"LoadingPhase": "PostConfigInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "NGXVulkanRHI",
"Type": "Runtime",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Win64"
]
},
{
"Name": "DLSSEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Win64"
]
}
]
}
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@@ -0,0 +1,7 @@
{
"OutputFiles": [
"DLSSLibrary.cpp.obj",
"DLSSBlueprint.init.gen.cpp.obj",
"DLSSLibrary.gen.cpp.obj"
]
}
@@ -0,0 +1,35 @@
// 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"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeDLSSBlueprint_init() {}
UPackage* Z_Construct_UPackage__Script_DLSSBlueprint()
{
static UPackage* ReturnPackage = nullptr;
if (!ReturnPackage)
{
static const UE4CodeGen_Private::FPackageParams PackageParams = {
"/Script/DLSSBlueprint",
nullptr,
0,
PKG_CompiledIn | 0x00000000,
0x5BF71342,
0xB82B9392,
METADATA_PARAMS(nullptr, 0)
};
UE4CodeGen_Private::ConstructUPackage(ReturnPackage, PackageParams);
}
return ReturnPackage;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
@@ -0,0 +1,10 @@
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#pragma once
@@ -0,0 +1,981 @@
// 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 "DLSSBlueprint/Public/DLSSLibrary.h"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodeDLSSLibrary() {}
// Cross Module References
DLSSBLUEPRINT_API UEnum* Z_Construct_UEnum_DLSSBlueprint_UDLSSMode();
UPackage* Z_Construct_UPackage__Script_DLSSBlueprint();
DLSSBLUEPRINT_API UEnum* Z_Construct_UEnum_DLSSBlueprint_UDLSSSupport();
DLSSBLUEPRINT_API UClass* Z_Construct_UClass_UDLSSLibrary_NoRegister();
DLSSBLUEPRINT_API UClass* Z_Construct_UClass_UDLSSLibrary();
ENGINE_API UClass* Z_Construct_UClass_UBlueprintFunctionLibrary();
COREUOBJECT_API UScriptStruct* Z_Construct_UScriptStruct_FVector2D();
// End Cross Module References
static UEnum* UDLSSMode_StaticEnum()
{
static UEnum* Singleton = nullptr;
if (!Singleton)
{
Singleton = GetStaticEnum(Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, Z_Construct_UPackage__Script_DLSSBlueprint(), TEXT("UDLSSMode"));
}
return Singleton;
}
template<> DLSSBLUEPRINT_API UEnum* StaticEnum<UDLSSMode>()
{
return UDLSSMode_StaticEnum();
}
static FCompiledInDeferEnum Z_CompiledInDeferEnum_UEnum_UDLSSMode(UDLSSMode_StaticEnum, TEXT("/Script/DLSSBlueprint"), TEXT("UDLSSMode"), false, nullptr, nullptr);
uint32 Get_Z_Construct_UEnum_DLSSBlueprint_UDLSSMode_Hash() { return 178843669U; }
UEnum* Z_Construct_UEnum_DLSSBlueprint_UDLSSMode()
{
#if WITH_HOT_RELOAD
UPackage* Outer = Z_Construct_UPackage__Script_DLSSBlueprint();
static UEnum* ReturnEnum = FindExistingEnumIfHotReloadOrDynamic(Outer, TEXT("UDLSSMode"), 0, Get_Z_Construct_UEnum_DLSSBlueprint_UDLSSMode_Hash(), false);
#else
static UEnum* ReturnEnum = nullptr;
#endif // WITH_HOT_RELOAD
if (!ReturnEnum)
{
static const UE4CodeGen_Private::FEnumeratorParam Enumerators[] = {
{ "UDLSSMode::Off", (int64)UDLSSMode::Off },
{ "UDLSSMode::Auto", (int64)UDLSSMode::Auto },
{ "UDLSSMode::UltraQuality", (int64)UDLSSMode::UltraQuality },
{ "UDLSSMode::Quality", (int64)UDLSSMode::Quality },
{ "UDLSSMode::Balanced", (int64)UDLSSMode::Balanced },
{ "UDLSSMode::Performance", (int64)UDLSSMode::Performance },
{ "UDLSSMode::UltraPerformance", (int64)UDLSSMode::UltraPerformance },
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Enum_MetaDataParams[] = {
{ "Auto.DisplayName", "Auto" },
{ "Auto.Name", "UDLSSMode::Auto" },
{ "Balanced.DisplayName", "Balanced" },
{ "Balanced.Name", "UDLSSMode::Balanced" },
{ "BlueprintType", "true" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "Off.DisplayName", "Off" },
{ "Off.Name", "UDLSSMode::Off" },
{ "Performance.DisplayName", "Performance" },
{ "Performance.Name", "UDLSSMode::Performance" },
{ "Quality.DisplayName", "Quality" },
{ "Quality.Name", "UDLSSMode::Quality" },
{ "UltraPerformance.DisplayName", "Ultra Performance" },
{ "UltraPerformance.Name", "UDLSSMode::UltraPerformance" },
{ "UltraQuality.DisplayName", "Ultra Quality" },
{ "UltraQuality.Name", "UDLSSMode::UltraQuality" },
};
#endif
static const UE4CodeGen_Private::FEnumParams EnumParams = {
(UObject*(*)())Z_Construct_UPackage__Script_DLSSBlueprint,
nullptr,
"UDLSSMode",
"UDLSSMode",
Enumerators,
UE_ARRAY_COUNT(Enumerators),
RF_Public|RF_Transient|RF_MarkAsNative,
EEnumFlags::None,
UE4CodeGen_Private::EDynamicType::NotDynamic,
(uint8)UEnum::ECppForm::EnumClass,
METADATA_PARAMS(Enum_MetaDataParams, UE_ARRAY_COUNT(Enum_MetaDataParams))
};
UE4CodeGen_Private::ConstructUEnum(ReturnEnum, EnumParams);
}
return ReturnEnum;
}
static UEnum* UDLSSSupport_StaticEnum()
{
static UEnum* Singleton = nullptr;
if (!Singleton)
{
Singleton = GetStaticEnum(Z_Construct_UEnum_DLSSBlueprint_UDLSSSupport, Z_Construct_UPackage__Script_DLSSBlueprint(), TEXT("UDLSSSupport"));
}
return Singleton;
}
template<> DLSSBLUEPRINT_API UEnum* StaticEnum<UDLSSSupport>()
{
return UDLSSSupport_StaticEnum();
}
static FCompiledInDeferEnum Z_CompiledInDeferEnum_UEnum_UDLSSSupport(UDLSSSupport_StaticEnum, TEXT("/Script/DLSSBlueprint"), TEXT("UDLSSSupport"), false, nullptr, nullptr);
uint32 Get_Z_Construct_UEnum_DLSSBlueprint_UDLSSSupport_Hash() { return 1521584805U; }
UEnum* Z_Construct_UEnum_DLSSBlueprint_UDLSSSupport()
{
#if WITH_HOT_RELOAD
UPackage* Outer = Z_Construct_UPackage__Script_DLSSBlueprint();
static UEnum* ReturnEnum = FindExistingEnumIfHotReloadOrDynamic(Outer, TEXT("UDLSSSupport"), 0, Get_Z_Construct_UEnum_DLSSBlueprint_UDLSSSupport_Hash(), false);
#else
static UEnum* ReturnEnum = nullptr;
#endif // WITH_HOT_RELOAD
if (!ReturnEnum)
{
static const UE4CodeGen_Private::FEnumeratorParam Enumerators[] = {
{ "UDLSSSupport::Supported", (int64)UDLSSSupport::Supported },
{ "UDLSSSupport::NotSupported", (int64)UDLSSSupport::NotSupported },
{ "UDLSSSupport::NotSupportedIncompatibleHardware", (int64)UDLSSSupport::NotSupportedIncompatibleHardware },
{ "UDLSSSupport::NotSupportedDriverOutOfDate", (int64)UDLSSSupport::NotSupportedDriverOutOfDate },
{ "UDLSSSupport::NotSupportedOperatingSystemOutOfDate", (int64)UDLSSSupport::NotSupportedOperatingSystemOutOfDate },
{ "UDLSSSupport::NotSupportedByPlatformAtBuildTime", (int64)UDLSSSupport::NotSupportedByPlatformAtBuildTime },
{ "UDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive", (int64)UDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive },
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Enum_MetaDataParams[] = {
{ "BlueprintType", "true" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "NotSupported.DisplayName", "Not Supported" },
{ "NotSupported.Name", "UDLSSSupport::NotSupported" },
{ "NotSupportedByPlatformAtBuildTime.DisplayName", "Platform Not Supported At Build Time" },
{ "NotSupportedByPlatformAtBuildTime.Name", "UDLSSSupport::NotSupportedByPlatformAtBuildTime" },
{ "NotSupportedByPlatformAtBuildTime.ToolTip", "This platform doesn't not support DLSS at build time. Currently DLSS is only supported on Windows 64" },
{ "NotSupportedDriverOutOfDate.DisplayName", "Driver Out of Date" },
{ "NotSupportedDriverOutOfDate.Name", "UDLSSSupport::NotSupportedDriverOutOfDate" },
{ "NotSupportedDriverOutOfDate.ToolTip", "The driver is outdated. Also see GetDLSSMinimumDriverVersion" },
{ "NotSupportedIncompatibleAPICaptureToolActive.DisplayName", "Incompatible API Capture Tool Active" },
{ "NotSupportedIncompatibleAPICaptureToolActive.Name", "UDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive" },
{ "NotSupportedIncompatibleAPICaptureToolActive.ToolTip", "DLSS is not compatible with an active API capture tool such as RenderDoc." },
{ "NotSupportedIncompatibleHardware.DisplayName", "Incompatible Hardware" },
{ "NotSupportedIncompatibleHardware.Name", "UDLSSSupport::NotSupportedIncompatibleHardware" },
{ "NotSupportedIncompatibleHardware.ToolTip", "DLSS requires an NVIDIA RTX GPU" },
{ "NotSupportedOperatingSystemOutOfDate.DisplayName", "Operating System Out of Date" },
{ "NotSupportedOperatingSystemOutOfDate.Name", "UDLSSSupport::NotSupportedOperatingSystemOutOfDate" },
{ "NotSupportedOperatingSystemOutOfDate.ToolTip", "DLSS requires at least Windows 10 Fall 2017 Creators Update 64-bit, (v1709, build 16299)" },
{ "Supported.DisplayName", "Supported" },
{ "Supported.Name", "UDLSSSupport::Supported" },
};
#endif
static const UE4CodeGen_Private::FEnumParams EnumParams = {
(UObject*(*)())Z_Construct_UPackage__Script_DLSSBlueprint,
nullptr,
"UDLSSSupport",
"UDLSSSupport",
Enumerators,
UE_ARRAY_COUNT(Enumerators),
RF_Public|RF_Transient|RF_MarkAsNative,
EEnumFlags::None,
UE4CodeGen_Private::EDynamicType::NotDynamic,
(uint8)UEnum::ECppForm::EnumClass,
METADATA_PARAMS(Enum_MetaDataParams, UE_ARRAY_COUNT(Enum_MetaDataParams))
};
UE4CodeGen_Private::ConstructUEnum(ReturnEnum, EnumParams);
}
return ReturnEnum;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetDefaultDLSSMode)
{
P_FINISH;
P_NATIVE_BEGIN;
*(UDLSSMode*)Z_Param__Result=UDLSSLibrary::GetDefaultDLSSMode();
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetDLSSSharpness)
{
P_FINISH;
P_NATIVE_BEGIN;
*(float*)Z_Param__Result=UDLSSLibrary::GetDLSSSharpness();
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execSetDLSSSharpness)
{
P_GET_PROPERTY(FFloatProperty,Z_Param_Sharpness);
P_FINISH;
P_NATIVE_BEGIN;
UDLSSLibrary::SetDLSSSharpness(Z_Param_Sharpness);
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetDLSSMode)
{
P_FINISH;
P_NATIVE_BEGIN;
*(UDLSSMode*)Z_Param__Result=UDLSSLibrary::GetDLSSMode();
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execSetDLSSMode)
{
P_GET_ENUM(UDLSSMode,Z_Param_DLSSMode);
P_FINISH;
P_NATIVE_BEGIN;
UDLSSLibrary::SetDLSSMode(UDLSSMode(Z_Param_DLSSMode));
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetDLSSScreenPercentageRange)
{
P_GET_PROPERTY_REF(FFloatProperty,Z_Param_Out_MinScreenPercentage);
P_GET_PROPERTY_REF(FFloatProperty,Z_Param_Out_MaxScreenPercentage);
P_FINISH;
P_NATIVE_BEGIN;
UDLSSLibrary::GetDLSSScreenPercentageRange(Z_Param_Out_MinScreenPercentage,Z_Param_Out_MaxScreenPercentage);
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetDLSSModeInformation)
{
P_GET_ENUM(UDLSSMode,Z_Param_DLSSMode);
P_GET_STRUCT(FVector2D,Z_Param_ScreenResolution);
P_GET_UBOOL_REF(Z_Param_Out_bIsSupported);
P_GET_PROPERTY_REF(FFloatProperty,Z_Param_Out_OptimalScreenPercentage);
P_GET_UBOOL_REF(Z_Param_Out_bIsFixedScreenPercentage);
P_GET_PROPERTY_REF(FFloatProperty,Z_Param_Out_MinScreenPercentage);
P_GET_PROPERTY_REF(FFloatProperty,Z_Param_Out_MaxScreenPercentage);
P_GET_PROPERTY_REF(FFloatProperty,Z_Param_Out_OptimalSharpness);
P_FINISH;
P_NATIVE_BEGIN;
UDLSSLibrary::GetDLSSModeInformation(UDLSSMode(Z_Param_DLSSMode),Z_Param_ScreenResolution,Z_Param_Out_bIsSupported,Z_Param_Out_OptimalScreenPercentage,Z_Param_Out_bIsFixedScreenPercentage,Z_Param_Out_MinScreenPercentage,Z_Param_Out_MaxScreenPercentage,Z_Param_Out_OptimalSharpness);
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetSupportedDLSSModes)
{
P_FINISH;
P_NATIVE_BEGIN;
*(TArray<UDLSSMode>*)Z_Param__Result=UDLSSLibrary::GetSupportedDLSSModes();
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execIsDLSSModeSupported)
{
P_GET_ENUM(UDLSSMode,Z_Param_DLSSMode);
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)Z_Param__Result=UDLSSLibrary::IsDLSSModeSupported(UDLSSMode(Z_Param_DLSSMode));
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execIsDLAAEnabled)
{
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)Z_Param__Result=UDLSSLibrary::IsDLAAEnabled();
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execEnableDLAA)
{
P_GET_UBOOL(Z_Param_bEnabled);
P_FINISH;
P_NATIVE_BEGIN;
UDLSSLibrary::EnableDLAA(Z_Param_bEnabled);
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execGetDLSSMinimumDriverVersion)
{
P_GET_PROPERTY_REF(FIntProperty,Z_Param_Out_MinDriverVersionMajor);
P_GET_PROPERTY_REF(FIntProperty,Z_Param_Out_MinDriverVersionMinor);
P_FINISH;
P_NATIVE_BEGIN;
UDLSSLibrary::GetDLSSMinimumDriverVersion(Z_Param_Out_MinDriverVersionMajor,Z_Param_Out_MinDriverVersionMinor);
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execQueryDLSSSupport)
{
P_FINISH;
P_NATIVE_BEGIN;
*(UDLSSSupport*)Z_Param__Result=UDLSSLibrary::QueryDLSSSupport();
P_NATIVE_END;
}
DEFINE_FUNCTION(UDLSSLibrary::execIsDLSSSupported)
{
P_FINISH;
P_NATIVE_BEGIN;
*(bool*)Z_Param__Result=UDLSSLibrary::IsDLSSSupported();
P_NATIVE_END;
}
void UDLSSLibrary::StaticRegisterNativesUDLSSLibrary()
{
UClass* Class = UDLSSLibrary::StaticClass();
static const FNameNativePtrPair Funcs[] = {
{ "EnableDLAA", &UDLSSLibrary::execEnableDLAA },
{ "GetDefaultDLSSMode", &UDLSSLibrary::execGetDefaultDLSSMode },
{ "GetDLSSMinimumDriverVersion", &UDLSSLibrary::execGetDLSSMinimumDriverVersion },
{ "GetDLSSMode", &UDLSSLibrary::execGetDLSSMode },
{ "GetDLSSModeInformation", &UDLSSLibrary::execGetDLSSModeInformation },
{ "GetDLSSScreenPercentageRange", &UDLSSLibrary::execGetDLSSScreenPercentageRange },
{ "GetDLSSSharpness", &UDLSSLibrary::execGetDLSSSharpness },
{ "GetSupportedDLSSModes", &UDLSSLibrary::execGetSupportedDLSSModes },
{ "IsDLAAEnabled", &UDLSSLibrary::execIsDLAAEnabled },
{ "IsDLSSModeSupported", &UDLSSLibrary::execIsDLSSModeSupported },
{ "IsDLSSSupported", &UDLSSLibrary::execIsDLSSSupported },
{ "QueryDLSSSupport", &UDLSSLibrary::execQueryDLSSSupport },
{ "SetDLSSMode", &UDLSSLibrary::execSetDLSSMode },
{ "SetDLSSSharpness", &UDLSSLibrary::execSetDLSSSharpness },
};
FNativeFunctionRegistrar::RegisterFunctions(Class, Funcs, UE_ARRAY_COUNT(Funcs));
}
struct Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics
{
struct DLSSLibrary_eventEnableDLAA_Parms
{
bool bEnabled;
};
static void NewProp_bEnabled_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_bEnabled;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
void Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::NewProp_bEnabled_SetBit(void* Obj)
{
((DLSSLibrary_eventEnableDLAA_Parms*)Obj)->bEnabled = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::NewProp_bEnabled = { "bEnabled", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(DLSSLibrary_eventEnableDLAA_Parms), &Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::NewProp_bEnabled_SetBit, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::NewProp_bEnabled,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Enable/disable DLAA. Note that while DLAA is enabled, DLSS will be automatically disabled */" },
{ "DisplayName", "Enable DLAA" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Enable/disable DLAA. Note that while DLAA is enabled, DLSS will be automatically disabled" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "EnableDLAA", nullptr, nullptr, sizeof(DLSSLibrary_eventEnableDLAA_Parms), Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_EnableDLAA()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_EnableDLAA_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics
{
struct DLSSLibrary_eventGetDefaultDLSSMode_Parms
{
UDLSSMode ReturnValue;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_ReturnValue_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::NewProp_ReturnValue_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDefaultDLSSMode_Parms, ReturnValue), Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::NewProp_ReturnValue_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/* Find a reasonable default DLSS mode based on current hardware */" },
{ "DisplayName", "Get Default DLSS Mode" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Find a reasonable default DLSS mode based on current hardware" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetDefaultDLSSMode", nullptr, nullptr, sizeof(DLSSLibrary_eventGetDefaultDLSSMode_Parms), Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics
{
struct DLSSLibrary_eventGetDLSSMinimumDriverVersion_Parms
{
int32 MinDriverVersionMajor;
int32 MinDriverVersionMinor;
};
static const UE4CodeGen_Private::FIntPropertyParams NewProp_MinDriverVersionMajor;
static const UE4CodeGen_Private::FIntPropertyParams NewProp_MinDriverVersionMinor;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::NewProp_MinDriverVersionMajor = { "MinDriverVersionMajor", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSMinimumDriverVersion_Parms, MinDriverVersionMajor), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::NewProp_MinDriverVersionMinor = { "MinDriverVersionMinor", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSMinimumDriverVersion_Parms, MinDriverVersionMinor), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::NewProp_MinDriverVersionMajor,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::NewProp_MinDriverVersionMinor,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** If QueryDLSSSupport returns \"NotSupportedDriverOutOfDate\", then MinDriverVersionMajor and MinDriverVersionMinor contains the required driver version.*/" },
{ "DisplayName", "Get DLSS Minimum DriverVersion" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "If QueryDLSSSupport returns \"NotSupportedDriverOutOfDate\", then MinDriverVersionMajor and MinDriverVersionMinor contains the required driver version." },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetDLSSMinimumDriverVersion", nullptr, nullptr, sizeof(DLSSLibrary_eventGetDLSSMinimumDriverVersion_Parms), Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14422403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics
{
struct DLSSLibrary_eventGetDLSSMode_Parms
{
UDLSSMode ReturnValue;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_ReturnValue_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::NewProp_ReturnValue_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSMode_Parms, ReturnValue), Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::NewProp_ReturnValue_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/* Reads the console variables to infer the current DLSS mode (r.NGX.DLSS.Enable, r.NGX.DLSS.Quality, r.TemporalAA.Upscaler)*/" },
{ "DisplayName", "Get DLSS Mode" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Reads the console variables to infer the current DLSS mode (r.NGX.DLSS.Enable, r.NGX.DLSS.Quality, r.TemporalAA.Upscaler)" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetDLSSMode", nullptr, nullptr, sizeof(DLSSLibrary_eventGetDLSSMode_Parms), Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics
{
struct DLSSLibrary_eventGetDLSSModeInformation_Parms
{
UDLSSMode DLSSMode;
FVector2D ScreenResolution;
bool bIsSupported;
float OptimalScreenPercentage;
bool bIsFixedScreenPercentage;
float MinScreenPercentage;
float MaxScreenPercentage;
float OptimalSharpness;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_DLSSMode_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_DLSSMode;
static const UE4CodeGen_Private::FStructPropertyParams NewProp_ScreenResolution;
static void NewProp_bIsSupported_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_bIsSupported;
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_OptimalScreenPercentage;
static void NewProp_bIsFixedScreenPercentage_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_bIsFixedScreenPercentage;
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_MinScreenPercentage;
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_MaxScreenPercentage;
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_OptimalSharpness;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_DLSSMode_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_DLSSMode = { "DLSSMode", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSModeInformation_Parms, DLSSMode), Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FStructPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_ScreenResolution = { "ScreenResolution", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Struct, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSModeInformation_Parms, ScreenResolution), Z_Construct_UScriptStruct_FVector2D, METADATA_PARAMS(nullptr, 0) };
void Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsSupported_SetBit(void* Obj)
{
((DLSSLibrary_eventGetDLSSModeInformation_Parms*)Obj)->bIsSupported = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsSupported = { "bIsSupported", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(DLSSLibrary_eventGetDLSSModeInformation_Parms), &Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsSupported_SetBit, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_OptimalScreenPercentage = { "OptimalScreenPercentage", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSModeInformation_Parms, OptimalScreenPercentage), METADATA_PARAMS(nullptr, 0) };
void Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsFixedScreenPercentage_SetBit(void* Obj)
{
((DLSSLibrary_eventGetDLSSModeInformation_Parms*)Obj)->bIsFixedScreenPercentage = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsFixedScreenPercentage = { "bIsFixedScreenPercentage", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(DLSSLibrary_eventGetDLSSModeInformation_Parms), &Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsFixedScreenPercentage_SetBit, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_MinScreenPercentage = { "MinScreenPercentage", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSModeInformation_Parms, MinScreenPercentage), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_MaxScreenPercentage = { "MaxScreenPercentage", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSModeInformation_Parms, MaxScreenPercentage), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_OptimalSharpness = { "OptimalSharpness", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSModeInformation_Parms, OptimalSharpness), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_DLSSMode_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_DLSSMode,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_ScreenResolution,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsSupported,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_OptimalScreenPercentage,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_bIsFixedScreenPercentage,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_MinScreenPercentage,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_MaxScreenPercentage,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::NewProp_OptimalSharpness,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Provides additional details (such as screen percentage ranges) about a DLSS mode. Screen Resolution is required for Auto mode */" },
{ "DisplayName", "Get DLSS Mode Information" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Provides additional details (such as screen percentage ranges) about a DLSS mode. Screen Resolution is required for Auto mode" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetDLSSModeInformation", nullptr, nullptr, sizeof(DLSSLibrary_eventGetDLSSModeInformation_Parms), Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14C22403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics
{
struct DLSSLibrary_eventGetDLSSScreenPercentageRange_Parms
{
float MinScreenPercentage;
float MaxScreenPercentage;
};
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_MinScreenPercentage;
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_MaxScreenPercentage;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::NewProp_MinScreenPercentage = { "MinScreenPercentage", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSScreenPercentageRange_Parms, MinScreenPercentage), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::NewProp_MaxScreenPercentage = { "MaxScreenPercentage", nullptr, (EPropertyFlags)0x0010000000000180, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSScreenPercentageRange_Parms, MaxScreenPercentage), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::NewProp_MinScreenPercentage,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::NewProp_MaxScreenPercentage,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** The global screen percentage range that DLSS supports. Excludes DLSS modes with fixed screen percentage. Also see GetDLSSModeInformation*/" },
{ "DisplayName", "Get DLSS Screenpercentage Range" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "The global screen percentage range that DLSS supports. Excludes DLSS modes with fixed screen percentage. Also see GetDLSSModeInformation" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetDLSSScreenPercentageRange", nullptr, nullptr, sizeof(DLSSLibrary_eventGetDLSSScreenPercentageRange_Parms), Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14422403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics
{
struct DLSSLibrary_eventGetDLSSSharpness_Parms
{
float ReturnValue;
};
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetDLSSSharpness_Parms, ReturnValue), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/*Reads the console variables to infer the current DLSS sharpness (r.NGX.DLSS.Sharpness) */" },
{ "DisplayName", "Get DLSS Sharpness" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Reads the console variables to infer the current DLSS sharpness (r.NGX.DLSS.Sharpness)" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetDLSSSharpness", nullptr, nullptr, sizeof(DLSSLibrary_eventGetDLSSSharpness_Parms), Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics
{
struct DLSSLibrary_eventGetSupportedDLSSModes_Parms
{
TArray<UDLSSMode> ReturnValue;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_ReturnValue_Inner_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_ReturnValue_Inner;
static const UE4CodeGen_Private::FArrayPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::NewProp_ReturnValue_Inner_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::NewProp_ReturnValue_Inner = { "ReturnValue", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FArrayPropertyParams Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Array, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventGetSupportedDLSSModes_Parms, ReturnValue), EArrayPropertyFlags::None, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::NewProp_ReturnValue_Inner_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::NewProp_ReturnValue_Inner,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Retrieves all supported DLSS modes. Can be used to populate UI */" },
{ "DisplayName", "Get Supported DLSS Modes" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Retrieves all supported DLSS modes. Can be used to populate UI" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "GetSupportedDLSSModes", nullptr, nullptr, sizeof(DLSSLibrary_eventGetSupportedDLSSModes_Parms), Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics
{
struct DLSSLibrary_eventIsDLAAEnabled_Parms
{
bool ReturnValue;
};
static void NewProp_ReturnValue_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
void Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::NewProp_ReturnValue_SetBit(void* Obj)
{
((DLSSLibrary_eventIsDLAAEnabled_Parms*)Obj)->ReturnValue = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(DLSSLibrary_eventIsDLAAEnabled_Parms), &Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Checks whether DLAA is enabled */" },
{ "DisplayName", "Is DLAA Enabled" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Checks whether DLAA is enabled" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "IsDLAAEnabled", nullptr, nullptr, sizeof(DLSSLibrary_eventIsDLAAEnabled_Parms), Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics
{
struct DLSSLibrary_eventIsDLSSModeSupported_Parms
{
UDLSSMode DLSSMode;
bool ReturnValue;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_DLSSMode_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_DLSSMode;
static void NewProp_ReturnValue_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_DLSSMode_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_DLSSMode = { "DLSSMode", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventIsDLSSModeSupported_Parms, DLSSMode), Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, METADATA_PARAMS(nullptr, 0) };
void Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_ReturnValue_SetBit(void* Obj)
{
((DLSSLibrary_eventIsDLSSModeSupported_Parms*)Obj)->ReturnValue = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(DLSSLibrary_eventIsDLSSModeSupported_Parms), &Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_DLSSMode_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_DLSSMode,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Checks whether a DLSS mode is supported */" },
{ "DisplayName", "Is DLSS Mode Supported" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Checks whether a DLSS mode is supported" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "IsDLSSModeSupported", nullptr, nullptr, sizeof(DLSSLibrary_eventIsDLSSModeSupported_Parms), Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics
{
struct DLSSLibrary_eventIsDLSSSupported_Parms
{
bool ReturnValue;
};
static void NewProp_ReturnValue_SetBit(void* Obj);
static const UE4CodeGen_Private::FBoolPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
void Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::NewProp_ReturnValue_SetBit(void* Obj)
{
((DLSSLibrary_eventIsDLSSSupported_Parms*)Obj)->ReturnValue = 1;
}
const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(DLSSLibrary_eventIsDLSSSupported_Parms), &Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::NewProp_ReturnValue_SetBit, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Checks whether DLSS/DLAA is supported by the current GPU. Further details can be retrieved via QueryDLSSSupport*/" },
{ "DisplayName", "Is NVIDIA DLSS Supported" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Checks whether DLSS/DLAA is supported by the current GPU. Further details can be retrieved via QueryDLSSSupport" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "IsDLSSSupported", nullptr, nullptr, sizeof(DLSSLibrary_eventIsDLSSSupported_Parms), Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics
{
struct DLSSLibrary_eventQueryDLSSSupport_Parms
{
UDLSSSupport ReturnValue;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_ReturnValue_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_ReturnValue;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::NewProp_ReturnValue_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::NewProp_ReturnValue = { "ReturnValue", nullptr, (EPropertyFlags)0x0010000000000580, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventQueryDLSSSupport_Parms, ReturnValue), Z_Construct_UEnum_DLSSBlueprint_UDLSSSupport, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::NewProp_ReturnValue_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::NewProp_ReturnValue,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Checks whether DLSS/DLAA is supported by the current GPU\x09*/" },
{ "DisplayName", "Query NVIDIA DLSS Support" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Checks whether DLSS/DLAA is supported by the current GPU" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "QueryDLSSSupport", nullptr, nullptr, sizeof(DLSSLibrary_eventQueryDLSSSupport_Parms), Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x14022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics
{
struct DLSSLibrary_eventSetDLSSMode_Parms
{
UDLSSMode DLSSMode;
};
static const UE4CodeGen_Private::FBytePropertyParams NewProp_DLSSMode_Underlying;
static const UE4CodeGen_Private::FEnumPropertyParams NewProp_DLSSMode;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FBytePropertyParams Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::NewProp_DLSSMode_Underlying = { "UnderlyingType", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Byte, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, nullptr, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FEnumPropertyParams Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::NewProp_DLSSMode = { "DLSSMode", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Enum, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventSetDLSSMode_Parms, DLSSMode), Z_Construct_UEnum_DLSSBlueprint_UDLSSMode, METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::NewProp_DLSSMode_Underlying,
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::NewProp_DLSSMode,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/** Sets the console variables to enable/disable DLSS (r.NGX.DLSS.Enable, r.NGX.DLSS.Quality)*/" },
{ "DisplayName", "Set DLSS Mode" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Sets the console variables to enable/disable DLSS (r.NGX.DLSS.Enable, r.NGX.DLSS.Quality)" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "SetDLSSMode", nullptr, nullptr, sizeof(DLSSLibrary_eventSetDLSSMode_Parms), Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode_Statics::FuncParams);
}
return ReturnFunction;
}
struct Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics
{
struct DLSSLibrary_eventSetDLSSSharpness_Parms
{
float Sharpness;
};
static const UE4CodeGen_Private::FFloatPropertyParams NewProp_Sharpness;
static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[];
#endif
static const UE4CodeGen_Private::FFunctionParams FuncParams;
};
const UE4CodeGen_Private::FFloatPropertyParams Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::NewProp_Sharpness = { "Sharpness", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Float, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(DLSSLibrary_eventSetDLSSSharpness_Parms, Sharpness), METADATA_PARAMS(nullptr, 0) };
const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::PropPointers[] = {
(const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::NewProp_Sharpness,
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::Function_MetaDataParams[] = {
{ "Category", "DLSS" },
{ "Comment", "/* Sets the console variables to enable additional DLSS sharpening. Set to 0 to disable (r.NGX.DLSS.Sharpness) */" },
{ "DisplayName", "Set DLSS Sharpness" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
{ "ToolTip", "Sets the console variables to enable additional DLSS sharpening. Set to 0 to disable (r.NGX.DLSS.Sharpness)" },
};
#endif
const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UDLSSLibrary, nullptr, "SetDLSSSharpness", nullptr, nullptr, sizeof(DLSSLibrary_eventSetDLSSSharpness_Parms), Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022403, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::Function_MetaDataParams)) };
UFunction* Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness()
{
static UFunction* ReturnFunction = nullptr;
if (!ReturnFunction)
{
UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness_Statics::FuncParams);
}
return ReturnFunction;
}
UClass* Z_Construct_UClass_UDLSSLibrary_NoRegister()
{
return UDLSSLibrary::StaticClass();
}
struct Z_Construct_UClass_UDLSSLibrary_Statics
{
static UObject* (*const DependentSingletons[])();
static const FClassFunctionLinkInfo FuncInfo[];
#if WITH_METADATA
static const UE4CodeGen_Private::FMetaDataPairParam Class_MetaDataParams[];
#endif
static const FCppClassTypeInfoStatic StaticCppClassTypeInfo;
static const UE4CodeGen_Private::FClassParams ClassParams;
};
UObject* (*const Z_Construct_UClass_UDLSSLibrary_Statics::DependentSingletons[])() = {
(UObject* (*)())Z_Construct_UClass_UBlueprintFunctionLibrary,
(UObject* (*)())Z_Construct_UPackage__Script_DLSSBlueprint,
};
const FClassFunctionLinkInfo Z_Construct_UClass_UDLSSLibrary_Statics::FuncInfo[] = {
{ &Z_Construct_UFunction_UDLSSLibrary_EnableDLAA, "EnableDLAA" }, // 911162253
{ &Z_Construct_UFunction_UDLSSLibrary_GetDefaultDLSSMode, "GetDefaultDLSSMode" }, // 578967396
{ &Z_Construct_UFunction_UDLSSLibrary_GetDLSSMinimumDriverVersion, "GetDLSSMinimumDriverVersion" }, // 1556264258
{ &Z_Construct_UFunction_UDLSSLibrary_GetDLSSMode, "GetDLSSMode" }, // 2511064192
{ &Z_Construct_UFunction_UDLSSLibrary_GetDLSSModeInformation, "GetDLSSModeInformation" }, // 1087274364
{ &Z_Construct_UFunction_UDLSSLibrary_GetDLSSScreenPercentageRange, "GetDLSSScreenPercentageRange" }, // 1690551544
{ &Z_Construct_UFunction_UDLSSLibrary_GetDLSSSharpness, "GetDLSSSharpness" }, // 637941015
{ &Z_Construct_UFunction_UDLSSLibrary_GetSupportedDLSSModes, "GetSupportedDLSSModes" }, // 42367125
{ &Z_Construct_UFunction_UDLSSLibrary_IsDLAAEnabled, "IsDLAAEnabled" }, // 16617166
{ &Z_Construct_UFunction_UDLSSLibrary_IsDLSSModeSupported, "IsDLSSModeSupported" }, // 1538485074
{ &Z_Construct_UFunction_UDLSSLibrary_IsDLSSSupported, "IsDLSSSupported" }, // 1852524390
{ &Z_Construct_UFunction_UDLSSLibrary_QueryDLSSSupport, "QueryDLSSSupport" }, // 227199299
{ &Z_Construct_UFunction_UDLSSLibrary_SetDLSSMode, "SetDLSSMode" }, // 820694163
{ &Z_Construct_UFunction_UDLSSLibrary_SetDLSSSharpness, "SetDLSSSharpness" }, // 1286679746
};
#if WITH_METADATA
const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UDLSSLibrary_Statics::Class_MetaDataParams[] = {
{ "IncludePath", "DLSSLibrary.h" },
{ "ModuleRelativePath", "Public/DLSSLibrary.h" },
};
#endif
const FCppClassTypeInfoStatic Z_Construct_UClass_UDLSSLibrary_Statics::StaticCppClassTypeInfo = {
TCppClassTypeTraits<UDLSSLibrary>::IsAbstract,
};
const UE4CodeGen_Private::FClassParams Z_Construct_UClass_UDLSSLibrary_Statics::ClassParams = {
&UDLSSLibrary::StaticClass,
nullptr,
&StaticCppClassTypeInfo,
DependentSingletons,
FuncInfo,
nullptr,
nullptr,
UE_ARRAY_COUNT(DependentSingletons),
UE_ARRAY_COUNT(FuncInfo),
0,
0,
0x000800A0u,
METADATA_PARAMS(Z_Construct_UClass_UDLSSLibrary_Statics::Class_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UClass_UDLSSLibrary_Statics::Class_MetaDataParams))
};
UClass* Z_Construct_UClass_UDLSSLibrary()
{
static UClass* OuterClass = nullptr;
if (!OuterClass)
{
UE4CodeGen_Private::ConstructUClass(OuterClass, Z_Construct_UClass_UDLSSLibrary_Statics::ClassParams);
}
return OuterClass;
}
IMPLEMENT_CLASS(UDLSSLibrary, 133521508);
template<> DLSSBLUEPRINT_API UClass* StaticClass<UDLSSLibrary>()
{
return UDLSSLibrary::StaticClass();
}
static FCompiledInDefer Z_CompiledInDefer_UClass_UDLSSLibrary(Z_Construct_UClass_UDLSSLibrary, &UDLSSLibrary::StaticClass, TEXT("/Script/DLSSBlueprint"), TEXT("UDLSSLibrary"), false, nullptr, nullptr, nullptr);
DEFINE_VTABLE_PTR_HELPER_CTOR(UDLSSLibrary);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
@@ -0,0 +1,156 @@
// 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/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
enum class UDLSSMode : uint8;
struct FVector2D;
enum class UDLSSSupport : uint8;
#ifdef DLSSBLUEPRINT_DLSSLibrary_generated_h
#error "DLSSLibrary.generated.h already included, missing '#pragma once' in DLSSLibrary.h"
#endif
#define DLSSBLUEPRINT_DLSSLibrary_generated_h
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_SPARSE_DATA
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_RPC_WRAPPERS \
\
DECLARE_FUNCTION(execGetDefaultDLSSMode); \
DECLARE_FUNCTION(execGetDLSSSharpness); \
DECLARE_FUNCTION(execSetDLSSSharpness); \
DECLARE_FUNCTION(execGetDLSSMode); \
DECLARE_FUNCTION(execSetDLSSMode); \
DECLARE_FUNCTION(execGetDLSSScreenPercentageRange); \
DECLARE_FUNCTION(execGetDLSSModeInformation); \
DECLARE_FUNCTION(execGetSupportedDLSSModes); \
DECLARE_FUNCTION(execIsDLSSModeSupported); \
DECLARE_FUNCTION(execIsDLAAEnabled); \
DECLARE_FUNCTION(execEnableDLAA); \
DECLARE_FUNCTION(execGetDLSSMinimumDriverVersion); \
DECLARE_FUNCTION(execQueryDLSSSupport); \
DECLARE_FUNCTION(execIsDLSSSupported);
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_RPC_WRAPPERS_NO_PURE_DECLS \
\
DECLARE_FUNCTION(execGetDefaultDLSSMode); \
DECLARE_FUNCTION(execGetDLSSSharpness); \
DECLARE_FUNCTION(execSetDLSSSharpness); \
DECLARE_FUNCTION(execGetDLSSMode); \
DECLARE_FUNCTION(execSetDLSSMode); \
DECLARE_FUNCTION(execGetDLSSScreenPercentageRange); \
DECLARE_FUNCTION(execGetDLSSModeInformation); \
DECLARE_FUNCTION(execGetSupportedDLSSModes); \
DECLARE_FUNCTION(execIsDLSSModeSupported); \
DECLARE_FUNCTION(execIsDLAAEnabled); \
DECLARE_FUNCTION(execEnableDLAA); \
DECLARE_FUNCTION(execGetDLSSMinimumDriverVersion); \
DECLARE_FUNCTION(execQueryDLSSSupport); \
DECLARE_FUNCTION(execIsDLSSSupported);
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUDLSSLibrary(); \
friend struct Z_Construct_UClass_UDLSSLibrary_Statics; \
public: \
DECLARE_CLASS(UDLSSLibrary, UBlueprintFunctionLibrary, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/DLSSBlueprint"), DLSSBLUEPRINT_API) \
DECLARE_SERIALIZER(UDLSSLibrary)
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_INCLASS \
private: \
static void StaticRegisterNativesUDLSSLibrary(); \
friend struct Z_Construct_UClass_UDLSSLibrary_Statics; \
public: \
DECLARE_CLASS(UDLSSLibrary, UBlueprintFunctionLibrary, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/DLSSBlueprint"), DLSSBLUEPRINT_API) \
DECLARE_SERIALIZER(UDLSSLibrary)
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
DLSSBLUEPRINT_API UDLSSLibrary(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UDLSSLibrary) \
DECLARE_VTABLE_PTR_HELPER_CTOR(DLSSBLUEPRINT_API, UDLSSLibrary); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UDLSSLibrary); \
private: \
/** Private move- and copy-constructors, should never be used */ \
DLSSBLUEPRINT_API UDLSSLibrary(UDLSSLibrary&&); \
DLSSBLUEPRINT_API UDLSSLibrary(const UDLSSLibrary&); \
public:
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
DLSSBLUEPRINT_API UDLSSLibrary(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()) : Super(ObjectInitializer) { }; \
private: \
/** Private move- and copy-constructors, should never be used */ \
DLSSBLUEPRINT_API UDLSSLibrary(UDLSSLibrary&&); \
DLSSBLUEPRINT_API UDLSSLibrary(const UDLSSLibrary&); \
public: \
DECLARE_VTABLE_PTR_HELPER_CTOR(DLSSBLUEPRINT_API, UDLSSLibrary); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UDLSSLibrary); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UDLSSLibrary)
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_PRIVATE_PROPERTY_OFFSET
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_64_PROLOG
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_PRIVATE_PROPERTY_OFFSET \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_SPARSE_DATA \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_RPC_WRAPPERS \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_INCLASS \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#define HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_PRIVATE_PROPERTY_OFFSET \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_SPARSE_DATA \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_RPC_WRAPPERS_NO_PURE_DECLS \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_INCLASS_NO_PURE_DECLS \
HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h_68_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
template<> DLSSBLUEPRINT_API UClass* StaticClass<class UDLSSLibrary>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID HostProject_Plugins_DLSS_Source_DLSSBlueprint_Public_DLSSLibrary_h
#define FOREACH_ENUM_UDLSSMODE(op) \
op(UDLSSMode::Off) \
op(UDLSSMode::Auto) \
op(UDLSSMode::UltraQuality) \
op(UDLSSMode::Quality) \
op(UDLSSMode::Balanced) \
op(UDLSSMode::Performance) \
op(UDLSSMode::UltraPerformance)
enum class UDLSSMode : uint8;
template<> DLSSBLUEPRINT_API UEnum* StaticEnum<UDLSSMode>();
#define FOREACH_ENUM_UDLSSSUPPORT(op) \
op(UDLSSSupport::Supported) \
op(UDLSSSupport::NotSupported) \
op(UDLSSSupport::NotSupportedIncompatibleHardware) \
op(UDLSSSupport::NotSupportedDriverOutOfDate) \
op(UDLSSSupport::NotSupportedOperatingSystemOutOfDate) \
op(UDLSSSupport::NotSupportedByPlatformAtBuildTime) \
op(UDLSSSupport::NotSupportedIncompatibleAPICaptureToolActive)
enum class UDLSSSupport : uint8;
template<> DLSSBLUEPRINT_API UEnum* StaticEnum<UDLSSSupport>();
PRAGMA_ENABLE_DEPRECATION_WARNINGS
@@ -0,0 +1 @@
C:\BuildAgent\work\206b5a556ada38bf\_Stage\Plugin\DLSS\HostProject\Plugins\DLSS\Source\DLSSBlueprint\Public\DLSSLibrary.h
@@ -0,0 +1,7 @@
{
"OutputFiles": [
"DLSSLibrary.cpp.obj",
"DLSSBlueprint.init.gen.cpp.obj",
"DLSSLibrary.gen.cpp.obj"
]
}
@@ -0,0 +1,6 @@
{
"OutputFiles": [
"Module.DLSS.cpp.obj",
"Module.DLSS.gen.cpp.obj"
]
}
@@ -0,0 +1,189 @@
#undef DLSS_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\etisaladCOD\\etisalatCOD.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME etisalatCOD
#define UE_TARGET_NAME etisalatCOD
#define DLSS_ENGINE_SUPPORTS_CSSPD 1
#define DLSS_ENGINE_ADDPASSES_RETURN_THROUGH_PARAMS 1
#define SUPPORTS_POSTPROCESSING_SCREEN_PERCENTAGE 1
#define DLSS_ENGINE_HAS_AAM_TSR 0
#define DLSS_ENGINE_HAS_GTEMPORALUPSCALER 1
#define UE_MODULE_NAME "DLSS"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define ENGINESETTINGS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define MATERIALSHADERQUALITYSETTINGS_API
#define NGX_DLSS_BINARY_NAME TEXT("nvngx_dlss.dll")
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 0
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 0
#define PROJECTS_API
#define DLSSUTILITY_API
#define NGXRHI_API
#define DLSS_ENGINE_SUPPORTS_CSSPD 1
#define DLSS_ENGINE_ADDPASSES_RETURN_THROUGH_PARAMS 1
#define DLSS_API
@@ -0,0 +1,189 @@
#undef DLSS_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\ShipyardSaudi\\ShipyardSaudiDev.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME ShipyardSaudiDev
#define UE_TARGET_NAME ShipyardSaudiDev
#define DLSS_ENGINE_SUPPORTS_CSSPD 1
#define DLSS_ENGINE_ADDPASSES_RETURN_THROUGH_PARAMS 1
#define SUPPORTS_POSTPROCESSING_SCREEN_PERCENTAGE 1
#define DLSS_ENGINE_HAS_AAM_TSR 0
#define DLSS_ENGINE_HAS_GTEMPORALUPSCALER 1
#define UE_MODULE_NAME "DLSS"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define ENGINESETTINGS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define MATERIALSHADERQUALITYSETTINGS_API
#define NGX_DLSS_BINARY_NAME TEXT("nvngx_dlss.dll")
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 0
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 0
#define PROJECTS_API
#define DLSSUTILITY_API
#define NGXRHI_API
#define DLSS_ENGINE_SUPPORTS_CSSPD 1
#define DLSS_ENGINE_ADDPASSES_RETURN_THROUGH_PARAMS 1
#define DLSS_API
@@ -0,0 +1,16 @@
{
"RemapUnityFiles":
{
"Module.DLSS.cpp.obj": [
"DLSS.cpp.obj",
"DLSSDenoiser.cpp.obj",
"DLSSSettings.cpp.obj",
"DLSSUpscaler.cpp.obj",
"DLSSUpscalerHistory.cpp.obj"
],
"Module.DLSS.gen.cpp.obj": [
"DLSS.init.gen.cpp.obj",
"DLSSSettings.gen.cpp.obj"
]
}
}
@@ -0,0 +1,6 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSS.cpp"
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSDenoiser.cpp"
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSSettings.cpp"
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSUpscaler.cpp"
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSUpscalerHistory.cpp"
@@ -0,0 +1,390 @@
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/I Runtime\Core\Public\Compression
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/I Runtime\Core\Public\Containers
/I Runtime\Core\Public\Delegates
/I Runtime\Core\Public\Experimental
/I Runtime\Core\Public\Experimental\Containers
/I Runtime\Core\Public\Features
/I Runtime\Core\Public\FileCache
/I Runtime\Core\Public\FramePro
/I Runtime\Core\Public\GenericPlatform
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/I Runtime\Core\Public\UObject
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/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsPhysX
/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsShared
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/I ..\Intermediate\Build\Win64\UE4\Inc\InputCore
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/I ThirdParty\Intel
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/I ThirdParty
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/I Runtime\SignalProcessing\Public\DSP
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/I ..\Intermediate\Build\Win64\UE4\Inc\AudioExtensions
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/I ..\Intermediate\Build\Win64\UE4\Inc\PropertyAccess
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/I ..\Intermediate\Build\Win64\UE4\Inc\AudioMixer
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/I ThirdParty\PhysX3\APEX_1.4\include
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/I ThirdParty\PhysX3\APEX_1.4\include\nvparameterized
/I ThirdParty\PhysX3\APEX_1.4\include\legacy
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/Yu"E:\Projects\etisaladCOD\Intermediate\Build\Win64\etisalatCOD\Development\Engine\SharedPCH.Engine.h"
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/TP
/GR-
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@@ -0,0 +1,390 @@
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/Gw
/Gy
/Zm1000
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/D_CRT_STDIO_LEGACY_WIDE_SPECIFIERS=1
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/Ox
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/GF
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/Z7
/MD
/bigobj
/fp:fast
/Zo
/Zp8
/wd4463
/we4668
/wd4244
/wd4838
/I .
/I Runtime\Renderer\Private
/I E:\Projects\ShipyardSaudi\Plugins\DLSS\Source\DLSS\Private
/I Runtime
/I Runtime\TraceLog\Public
/I Runtime\Core\Public
/I Runtime\Core
/I Runtime\Core\Public\Algo
/I Runtime\Core\Public\Algo\Impl
/I Runtime\Core\Public\Async
/I Runtime\Core\Public\Clang
/I Runtime\Core\Public\Compression
/I Runtime\Core\Public\Concepts
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/I Runtime\Core\Public\Experimental
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/I Runtime\Core\Public\Features
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/I Runtime\Core\Public\FramePro
/I Runtime\Core\Public\GenericPlatform
/I Runtime\Core\Public\HAL
/I Runtime\Core\Public\HAL\Allocators
/I Runtime\Core\Public\Hash
/I Runtime\Core\Public\Internationalization
/I Runtime\Core\Public\IO
/I Runtime\Core\Public\Logging
/I Runtime\Core\Public\Math
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/I Runtime\Core\Public\MemPro
/I Runtime\Core\Public\Microsoft
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/I ThirdParty\PhysX3\APEX_1.4\include\nvparameterized
/I ThirdParty\PhysX3\APEX_1.4\include\legacy
/I ThirdParty\PhysX3\APEX_1.4\include\PhysX3
/I ThirdParty\PhysX3\APEX_1.4\common\include
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/I "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\INCLUDE"
/I "C:\Program Files (x86)\Windows Kits\NETFXSDK\4.6.2\include\um"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\ucrt"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\shared"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\um"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\winrt"
/FI"E:\Projects\ShipyardSaudi\Intermediate\Build\Win64\ShipyardSaudiDev\Development\Engine\SharedPCH.Engine.h"
/Yu"E:\Projects\ShipyardSaudi\Intermediate\Build\Win64\ShipyardSaudiDev\Development\Engine\SharedPCH.Engine.h"
/Fp"E:\Projects\ShipyardSaudi\Intermediate\Build\Win64\ShipyardSaudiDev\Development\Engine\SharedPCH.Engine.h.pch"
"E:\Projects\ShipyardSaudi\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSS\Module.DLSS.cpp"
/FI"E:\Projects\ShipyardSaudi\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSS\Definitions.DLSS.h"
/Fo"E:\Projects\ShipyardSaudi\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSS\Module.DLSS.cpp.obj"
/TP
/GR-
/W4
@@ -0,0 +1,6 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSS/Private/DLSS.cpp"
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSS/Private/DLSSDenoiser.cpp"
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSS/Private/DLSSSettings.cpp"
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSS/Private/DLSSUpscaler.cpp"
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSS/Private/DLSSUpscalerHistory.cpp"
@@ -0,0 +1,132 @@
E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSS\Definitions.DLSS.h
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSS.cpp
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSS\Public\DLSS.h
e:\projects\etisaladcod\plugins\dlss\source\dlss\private\DLSSUpscalerPrivate.h
e:\projects\etisaladcod\plugins\dlss\source\dlss\private\DLSSUpscaler.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\PostProcess/TemporalAA.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\ScreenPass.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\CommonRenderResources.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\ShaderParameterStruct.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphResources.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphParameter.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphTextureSubresource.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphResources.inl
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\RenderGraph.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphPass.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphEvent.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphEvent.inl
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphParameters.inl
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphBuilder.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphValidation.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphBlackboard.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Misc/GeneratedTypeName.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphBuilder.inl
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphUtils.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\PostProcess/SceneFilterRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\postprocess\SceneRenderTargets.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\postprocess\../TranslucencyPass.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\postprocess\../VT/VirtualTextureFeedback.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\VT/VirtualTextureFeedbackBuffer.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\SceneRenderTargetParameters.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\RenderTargetTemp.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SceneRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ScenePrivateBase.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\PrimitiveSceneInfo.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MeshPassProcessor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MeshMaterialShader.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MaterialShader.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MeshDrawShaderBindings.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Experimental/Containers/RobinHoodHashTable.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\DistortionRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\HeightfieldLighting.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightShaftRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SkyAtmosphereRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\MeshDrawCommands.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\GpuDebugRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\PostProcess/PostProcessAmbientOcclusionMobile.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ScreenPass.inl
E:\Projects\etisaladCOD\Plugins\DLSS\Source\NGXRHI\Public\NGXRHI.h
E:\Projects\etisaladCOD\Plugins\DLSS\Source\ThirdParty\NGX\Include\nvsdk_ngx_params.h
e:\projects\etisaladcod\plugins\dlss\source\thirdparty\ngx\include\nvsdk_ngx_defs.h
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSS\Public\DLSSSettings.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\CustomStaticScreenPercentage.h
E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Inc\DLSS\DLSSSettings.generated.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\CustomResourcePool.h
e:\projects\etisaladcod\plugins\dlss\source\dlss\private\DLSSDenoiser.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\ScreenSpaceDenoise.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Projects\Public\Interfaces/IPluginManager.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Projects\Public\PluginDescriptor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\ModuleDescriptor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\CustomBuildSteps.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\LocalizationDescriptor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\PluginReferenceDescriptor.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\EngineSettings\Classes\GeneralProjectSettings.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Intermediate\Build\Win64\UE4\Inc\EngineSettings\GeneralProjectSettings.generated.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\SceneViewExtension.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\engine\public\SceneViewExtensionContext.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Intermediate\Build\Win64\UE4\Inc\Engine\SceneViewExtensionContext.generated.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Misc/MessageDialog.h
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSDenoiser.cpp
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\SceneTextureParameters.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\ScenePrivate.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\RenderTargetPool.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SceneCore.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Containers/AllocatorFixedSizeFreeList.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightSceneInfo.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\DepthRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ShaderBaseClasses.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SceneHitProxyRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ShadowRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SystemTextures.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightPropagationVolume.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\HairStrands/HairStrandsRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsUtils.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\HairStrandsInterface.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsCluster.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsVoxelization.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsDeepShadow.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsClusters.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsLUT.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsVisibility.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsTransmittance.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsEnvironment.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsComposition.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\hairstrands\HairStrandsDebug.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightMapRendering.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\LightMap.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Classes\Engine/LightMapTexture2D.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Intermediate\Build\Win64\UE4\Inc\Engine\LightMapTexture2D.generated.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\VelocityRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\BasePassRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\FogRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\VolumetricFog.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\PlanarReflectionRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ReflectionEnvironment.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\MobileBasePassRendering.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\VolumeRendering.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\ShaderCompilerCore.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\ScreenRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SceneSoftwareOcclusion.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\VisualizeTexture.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightMapDensityRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\VolumetricFogShared.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\DebugViewModeRendering.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\PrecomputedVolumetricLightmap.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Math/PackedVector.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\RayTracing/RaytracingOptions.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\RayTracing/RayTracingIESLightProfiles.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\Halton.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\HaltonUtilities.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\VolumetricRenderTargetViewStateData.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\BasePassRendering.inl
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSSettings.cpp
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSUpscaler.cpp
e:\projects\etisaladcod\plugins\dlss\source\dlss\private\DLSSUpscalerHistory.h
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSSUtility\Public\VelocityCombinePass.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\PostProcess/PostProcessing.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\PostProcess/RenderingCompositionGraph.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\PostProcessParameters.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\LegacyScreenPercentageDriver.h
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSS/Private/DLSSUpscalerHistory.cpp
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Intermediate/Build/Win64/UE4/Inc/DLSS/DLSS.init.gen.cpp"
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Intermediate/Build/Win64/UE4/Inc/DLSS/DLSSSettings.gen.cpp"
@@ -0,0 +1,390 @@
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/TP
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@@ -0,0 +1,390 @@
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#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Intermediate/Build/Win64/UE4/Inc/DLSS/DLSSSettings.gen.cpp"
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E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSS\Definitions.DLSS.h
E:/Projects/etisaladCOD/Plugins/DLSS/Intermediate/Build/Win64/UE4/Inc/DLSS/DLSS.init.gen.cpp
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/GeneratedCppIncludes.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/MetaData.h
E:/Projects/etisaladCOD/Plugins/DLSS/Intermediate/Build/Win64/UE4/Inc/DLSS/DLSSSettings.gen.cpp
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSS/Public/DLSSSettings.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Engine\Public\CustomStaticScreenPercentage.h
e:\projects\etisaladcod\plugins\dlss\intermediate\build\win64\ue4\inc\dlss\DLSSSettings.generated.h
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@@ -0,0 +1,5 @@
E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSSBlueprint\Definitions.DLSSBlueprint.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/GeneratedCppIncludes.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/MetaData.h
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSSBlueprint/Public/DLSSLibrary.h
e:\projects\etisaladcod\plugins\dlss\intermediate\build\win64\ue4\inc\dlssblueprint\DLSSLibrary.generated.h
@@ -0,0 +1,186 @@
#undef DLSSBLUEPRINT_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\etisaladCOD\\etisalatCOD.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME etisalatCOD
#define UE_TARGET_NAME etisalatCOD
#define WITH_DLSS 1
#define UE_MODULE_NAME "DLSSBlueprint"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define MATERIALSHADERQUALITYSETTINGS_API
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 0
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 0
#define PROJECTS_API
#define NGX_DLSS_BINARY_NAME TEXT("nvngx_dlss.dll")
#define NGXRHI_API
#define DLSS_ENGINE_SUPPORTS_CSSPD 1
#define DLSS_ENGINE_ADDPASSES_RETURN_THROUGH_PARAMS 1
#define DLSS_API
#define WITH_DLSS 1
#define DLSSBLUEPRINT_API
@@ -0,0 +1,186 @@
#undef DLSSBLUEPRINT_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\ShipyardSaudi\\ShipyardSaudiDev.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME ShipyardSaudiDev
#define UE_TARGET_NAME ShipyardSaudiDev
#define WITH_DLSS 1
#define UE_MODULE_NAME "DLSSBlueprint"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define MATERIALSHADERQUALITYSETTINGS_API
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 0
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 0
#define PROJECTS_API
#define NGX_DLSS_BINARY_NAME TEXT("nvngx_dlss.dll")
#define NGXRHI_API
#define DLSS_ENGINE_SUPPORTS_CSSPD 1
#define DLSS_ENGINE_ADDPASSES_RETURN_THROUGH_PARAMS 1
#define DLSS_API
#define WITH_DLSS 1
#define DLSSBLUEPRINT_API
@@ -0,0 +1,5 @@
{
"RemapUnityFiles":
{
}
}
@@ -0,0 +1,5 @@
{
"OutputFiles": [
"Module.DLSSUtility.cpp.obj"
]
}
@@ -0,0 +1,180 @@
#undef DLSSUTILITY_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\etisaladCOD\\etisalatCOD.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME etisalatCOD
#define UE_TARGET_NAME etisalatCOD
#define DLSS_ENGINE_USES_FVECTOR2D 1
#define UE_MODULE_NAME "DLSSUtility"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 0
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 0
#define PROJECTS_API
#define DLSSUTILITY_API
#define MATERIALSHADERQUALITYSETTINGS_API
@@ -0,0 +1,180 @@
#undef DLSSUTILITY_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\ShipyardSaudi\\ShipyardSaudiDev.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME ShipyardSaudiDev
#define UE_TARGET_NAME ShipyardSaudiDev
#define DLSS_ENGINE_USES_FVECTOR2D 1
#define UE_MODULE_NAME "DLSSUtility"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 0
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 0
#define PROJECTS_API
#define DLSSUTILITY_API
#define MATERIALSHADERQUALITYSETTINGS_API
@@ -0,0 +1,9 @@
{
"RemapUnityFiles":
{
"Module.DLSSUtility.cpp.obj": [
"DLSSUtility.cpp.obj",
"VelocityCombinePass.cpp.obj"
]
}
}
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSSUtility/Private/DLSSUtility.cpp"
#include "E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSSUtility/Private/VelocityCombinePass.cpp"
@@ -0,0 +1,382 @@
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/I .
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/I Runtime\Engine\Public\Analytics
/I Runtime\Engine\Public\Animation
/I Runtime\Engine\Public\Audio
/I Runtime\Engine\Public\Blueprint
/I Runtime\Engine\Public\Curves
/I Runtime\Engine\Public\EdGraph
/I Runtime\Engine\Public\HLOD
/I Runtime\Engine\Public\Internationalization
/I Runtime\Engine\Public\Net
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/I Runtime\Engine\Public\ODSC
/I Runtime\Engine\Public\PacketHandlers
/I Runtime\Engine\Public\Performance
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/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsChaos
/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsPhysX
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/I Runtime\Core\Public\UObject
/I Runtime\Core\Public\Windows
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/I Runtime\TraceLog\Public\Trace
/I Runtime\TraceLog\Public\Trace\Detail
/I Runtime\TraceLog\Public\Trace\Detail\Protocols
/I ..\Intermediate\Build\Win64\UE4\Inc\CoreUObject
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/I Runtime\CoreUObject
/I Runtime\CoreUObject\Public\AssetRegistry
/I Runtime\CoreUObject\Public\Blueprint
/I Runtime\CoreUObject\Public\Internationalization
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/I Runtime\CoreUObject\Public\Serialization
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/I ..\Intermediate\Build\Win64\UE4\Inc\NetCore
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/I Runtime\Net\Core\Public\Net\Core
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/I Runtime\Net\Core\Public\Net\Core\Misc
/I Runtime\Net\Core\Public\Net\Core\PushModel
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/I Runtime\Net\Core\Public\Net\Core\Trace\Private
/I Runtime\ApplicationCore\Public
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/I Runtime\ApplicationCore\Public\GenericPlatform
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/I Runtime\Json\Public
/I Runtime\Json
/I Runtime\Json\Public\Dom
/I Runtime\Json\Public\JsonUtils
/I Runtime\Json\Public\Policies
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/I ..\Intermediate\Build\Win64\UE4\Inc\SlateCore
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/I Runtime\SlateCore
/I Runtime\SlateCore\Public\Animation
/I Runtime\SlateCore\Public\Application
/I Runtime\SlateCore\Public\Brushes
/I Runtime\SlateCore\Public\Debugging
/I Runtime\SlateCore\Public\FastUpdate
/I Runtime\SlateCore\Public\Fonts
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/I Runtime\SlateCore\Public\Layout
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/I Runtime\SlateCore\Public\Sound
/I Runtime\SlateCore\Public\Styling
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/I Runtime\SlateCore\Public\Trace
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/I Runtime\SlateCore\Public\Widgets
/I Runtime\SlateCore\Public\Widgets\Accessibility
/I Runtime\SlateCore\Public\Widgets\Images
/I ..\Intermediate\Build\Win64\UE4\Inc\InputCore
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/I Runtime\InputCore\Public
/I Runtime\InputCore
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/I Runtime\InputCore\Public\HAL
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/I ..\Intermediate\Build\Win64\UE4\Inc\Slate
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/I ThirdParty
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/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\winrt"
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@@ -0,0 +1,382 @@
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/I .
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/I ..\Intermediate\Build\Win64\UE4\Inc\Engine
/I Runtime
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/I Runtime\Engine\Public
/I Runtime\Engine
/I Runtime\Engine\Public\AI
/I Runtime\Engine\Public\AI\Navigation
/I Runtime\Engine\Public\Analytics
/I Runtime\Engine\Public\Animation
/I Runtime\Engine\Public\Audio
/I Runtime\Engine\Public\Blueprint
/I Runtime\Engine\Public\Curves
/I Runtime\Engine\Public\EdGraph
/I Runtime\Engine\Public\HLOD
/I Runtime\Engine\Public\Internationalization
/I Runtime\Engine\Public\Net
/I Runtime\Engine\Public\Net\Util
/I Runtime\Engine\Public\ODSC
/I Runtime\Engine\Public\PacketHandlers
/I Runtime\Engine\Public\Performance
/I Runtime\Engine\Public\Physics
/I Runtime\Engine\Public\Physics\Experimental
/I Runtime\Engine\Public\Physics\ImmediatePhysics
/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsChaos
/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsPhysX
/I Runtime\Engine\Public\Physics\ImmediatePhysics\ImmediatePhysicsShared
/I Runtime\Engine\Public\Physics\Tests
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/I Runtime\Engine\Public\Rendering
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/I Runtime\Core\Public\FramePro
/I Runtime\Core\Public\GenericPlatform
/I Runtime\Core\Public\HAL
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/I Runtime\Core\Public\Windows
/I Runtime\TraceLog
/I Runtime\TraceLog\Public\Trace
/I Runtime\TraceLog\Public\Trace\Detail
/I Runtime\TraceLog\Public\Trace\Detail\Protocols
/I ..\Intermediate\Build\Win64\UE4\Inc\CoreUObject
/I Runtime\CoreUObject\Public
/I Runtime\CoreUObject
/I Runtime\CoreUObject\Public\AssetRegistry
/I Runtime\CoreUObject\Public\Blueprint
/I Runtime\CoreUObject\Public\Internationalization
/I Runtime\CoreUObject\Public\Misc
/I Runtime\CoreUObject\Public\Serialization
/I Runtime\CoreUObject\Public\Serialization\Formatters
/I Runtime\CoreUObject\Public\Templates
/I Runtime\CoreUObject\Public\UObject
/I ..\Intermediate\Build\Win64\UE4\Inc\NetCore
/I Runtime\Net
/I Runtime\Net\Core\Classes
/I Runtime\Net\Core\Public
/I Runtime\Net\Core
/I Runtime\Net\Core\Public\Net
/I Runtime\Net\Core\Public\Net\Core
/I Runtime\Net\Core\Public\Net\Core\Analytics
/I Runtime\Net\Core\Public\Net\Core\Misc
/I Runtime\Net\Core\Public\Net\Core\PushModel
/I Runtime\Net\Core\Public\Net\Core\Trace
/I Runtime\Net\Core\Public\Net\Core\Trace\Private
/I Runtime\ApplicationCore\Public
/I Runtime\ApplicationCore
/I Runtime\ApplicationCore\Public\GenericPlatform
/I Runtime\ApplicationCore\Public\GenericPlatform\Accessibility
/I Runtime\ApplicationCore\Public\HAL
/I Runtime\ApplicationCore\Public\Windows
/I Runtime\ApplicationCore\Public\Windows\Accessibility
/I Runtime\RHI\Public
/I Runtime\RHI
/I Runtime\RHI\Public\Tests
/I Runtime\Json\Public
/I Runtime\Json
/I Runtime\Json\Public\Dom
/I Runtime\Json\Public\JsonUtils
/I Runtime\Json\Public\Policies
/I Runtime\Json\Public\Serialization
/I ..\Intermediate\Build\Win64\UE4\Inc\SlateCore
/I Runtime\SlateCore\Public
/I Runtime\SlateCore
/I Runtime\SlateCore\Public\Animation
/I Runtime\SlateCore\Public\Application
/I Runtime\SlateCore\Public\Brushes
/I Runtime\SlateCore\Public\Debugging
/I Runtime\SlateCore\Public\FastUpdate
/I Runtime\SlateCore\Public\Fonts
/I Runtime\SlateCore\Public\Input
/I Runtime\SlateCore\Public\Layout
/I Runtime\SlateCore\Public\Rendering
/I Runtime\SlateCore\Public\Sound
/I Runtime\SlateCore\Public\Styling
/I Runtime\SlateCore\Public\Textures
/I Runtime\SlateCore\Public\Trace
/I Runtime\SlateCore\Public\Types
/I Runtime\SlateCore\Public\Widgets
/I Runtime\SlateCore\Public\Widgets\Accessibility
/I Runtime\SlateCore\Public\Widgets\Images
/I ..\Intermediate\Build\Win64\UE4\Inc\InputCore
/I Runtime\InputCore\Classes
/I Runtime\InputCore\Public
/I Runtime\InputCore
/I Runtime\InputCore\Public\GenericPlatform
/I Runtime\InputCore\Public\HAL
/I Runtime\InputCore\Public\Windows
/I ..\Intermediate\Build\Win64\UE4\Inc\Slate
/I Runtime\Slate\Public
/I Runtime\Slate
/I Runtime\Slate\Public\Framework
/I Runtime\Slate\Public\Framework\Application
/I Runtime\Slate\Public\Framework\Commands
/I Runtime\Slate\Public\Framework\Docking
/I Runtime\Slate\Public\Framework\Layout
/I Runtime\Slate\Public\Framework\MetaData
/I Runtime\Slate\Public\Framework\MultiBox
/I Runtime\Slate\Public\Framework\Notifications
/I Runtime\Slate\Public\Framework\Styling
/I Runtime\Slate\Public\Framework\Text
/I Runtime\Slate\Public\Framework\Text\Windows
/I Runtime\Slate\Public\Framework\Views
/I Runtime\Slate\Public\Widgets
/I Runtime\Slate\Public\Widgets\Accessibility
/I Runtime\Slate\Public\Widgets\Colors
/I Runtime\Slate\Public\Widgets\Docking
/I Runtime\Slate\Public\Widgets\Images
/I Runtime\Slate\Public\Widgets\Input
/I Runtime\Slate\Public\Widgets\LayerManager
/I Runtime\Slate\Public\Widgets\Layout
/I Runtime\Slate\Public\Widgets\Navigation
/I Runtime\Slate\Public\Widgets\Notifications
/I Runtime\Slate\Public\Widgets\Text
/I Runtime\Slate\Public\Widgets\Views
/I ..\Intermediate\Build\Win64\UE4\Inc\ImageWrapper
/I Runtime\ImageWrapper\Public
/I Runtime\ImageWrapper
/I Runtime\Messaging\Public
/I Runtime\Messaging
/I Runtime\MessagingCommon\Public
/I Runtime\MessagingCommon
/I Runtime\RenderCore\Public
/I Runtime\RenderCore
/I Runtime\RenderCore\Public\ProfilingDebugging
/I Runtime\Analytics
/I Runtime\Analytics\AnalyticsET\Public
/I Runtime\Analytics\AnalyticsET
/I Runtime\Analytics\Analytics\Public
/I Runtime\Analytics\Analytics
/I Runtime\Analytics\Analytics\Public\Interfaces
/I Runtime\Sockets\Public
/I Runtime\Sockets
/I Runtime\Net\Common\Public
/I Runtime\Net\Common
/I Runtime\Net\Common\Public\Net
/I Runtime\Net\Common\Public\Net\Common
/I Runtime\Net\Common\Public\Net\Common\Packets
/I Runtime\Net\Common\Public\Net\Common\Sockets
/I ..\Intermediate\Build\Win64\UE4\Inc\AssetRegistry
/I Runtime\AssetRegistry\Public
/I Runtime\AssetRegistry
/I Runtime\AssetRegistry\Public\AssetRegistry
/I ..\Intermediate\Build\Win64\UE4\Inc\EngineMessages
/I Runtime\EngineMessages\Public
/I Runtime\EngineMessages
/I ..\Intermediate\Build\Win64\UE4\Inc\EngineSettings
/I Runtime\EngineSettings\Classes
/I Runtime\EngineSettings\Public
/I Runtime\EngineSettings
/I Runtime\SynthBenchmark\Public
/I Runtime\SynthBenchmark
/I ..\Intermediate\Build\Win64\UE4\Inc\Renderer
/I Runtime\Renderer\Public
/I Runtime\Renderer
/I Runtime\Renderer\Public\VT
/I ..\Intermediate\Build\Win64\UE4\Inc\GameplayTags
/I Runtime\GameplayTags\Classes
/I Runtime\GameplayTags\Public
/I Runtime\GameplayTags
/I ..\Intermediate\Build\Win64\UE4\Inc\DeveloperSettings
/I Runtime\DeveloperSettings\Public
/I Runtime\DeveloperSettings
/I Runtime\DeveloperSettings\Public\Engine
/I ..\Intermediate\Build\Win64\UE4\Inc\PacketHandler
/I Runtime\PacketHandlers
/I Runtime\PacketHandlers\PacketHandler\Classes
/I Runtime\PacketHandlers\PacketHandler\Public
/I Runtime\PacketHandlers\PacketHandler
/I Runtime\PacketHandlers\ReliabilityHandlerComponent\Public
/I Runtime\PacketHandlers\ReliabilityHandlerComponent
/I ..\Intermediate\Build\Win64\UE4\Inc\AudioPlatformConfiguration
/I Runtime\AudioPlatformConfiguration\Public
/I Runtime\AudioPlatformConfiguration
/I ..\Intermediate\Build\Win64\UE4\Inc\MeshDescription
/I Runtime\MeshDescription\Public
/I Runtime\MeshDescription
/I ..\Intermediate\Build\Win64\UE4\Inc\StaticMeshDescription
/I Runtime\StaticMeshDescription\Public
/I Runtime\StaticMeshDescription
/I Runtime\PakFile\Public
/I Runtime\PakFile
/I Runtime\RSA\Public
/I Runtime\RSA
/I Runtime\NetworkReplayStreaming
/I Runtime\NetworkReplayStreaming\NetworkReplayStreaming\Public
/I Runtime\NetworkReplayStreaming\NetworkReplayStreaming
/I ..\Intermediate\Build\Win64\UE4\Inc\PhysicsCore
/I Runtime\PhysicsCore\Public
/I Runtime\PhysicsCore
/I Runtime\PhysicsCore\Public\Chaos
/I Runtime\PhysicsCore\Public\PhysicalMaterials
/I ..\Intermediate\Build\Win64\UE4\Inc\Chaos
/I Runtime\Experimental
/I Runtime\Experimental\Chaos\Public
/I Runtime\Experimental\Chaos
/I Runtime\Experimental\Chaos\Public\Chaos
/I Runtime\Experimental\Chaos\Public\Chaos\Collision
/I Runtime\Experimental\Chaos\Public\Chaos\Evolution
/I Runtime\Experimental\Chaos\Public\Chaos\Framework
/I Runtime\Experimental\Chaos\Public\Chaos\Joint
/I Runtime\Experimental\Chaos\Public\Chaos\Particle
/I Runtime\Experimental\Chaos\Public\ChaosVisualDebugger
/I Runtime\Experimental\Chaos\Public\Field
/I Runtime\Experimental\Chaos\Public\Framework
/I Runtime\Experimental\Chaos\Public\GeometryCollection
/I Runtime\Experimental\Chaos\Public\PhysicsProxy
/I Runtime\Experimental\ChaosCore\Public
/I Runtime\Experimental\ChaosCore
/I Runtime\Experimental\ChaosCore\Public\Chaos
/I ThirdParty\Intel
/I Runtime\Experimental\Voronoi\Public
/I Runtime\Experimental\Voronoi
/I Runtime\Experimental\Voronoi\Public\Voronoi
/I ThirdParty
/I Runtime\SignalProcessing\Public
/I Runtime\SignalProcessing
/I Runtime\SignalProcessing\Public\DSP
/I Runtime\SignalProcessing\Public\DSP\Encoders
/I ..\Intermediate\Build\Win64\UE4\Inc\AudioExtensions
/I Runtime\AudioExtensions\Public
/I Runtime\AudioExtensions
/I Runtime\AudioMixerCore\Public
/I Runtime\AudioMixerCore
/I ..\Intermediate\Build\Win64\UE4\Inc\PropertyAccess
/I Runtime\PropertyAccess\Public
/I Runtime\PropertyAccess
/I ..\Intermediate\Build\Win64\UE4\Inc\ClothingSystemRuntimeInterface
/I Runtime\ClothingSystemRuntimeInterface\Public
/I Runtime\ClothingSystemRuntimeInterface
/I ..\Intermediate\Build\Win64\UE4\Inc\AudioMixer
/I Runtime\AudioMixer\Classes
/I Runtime\AudioMixer\Public
/I Runtime\AudioMixer
/I Runtime\AudioMixer\Public\Components
/I Runtime\AudioMixer\Public\Quartz
/I Runtime\AudioMixer\Public\SoundFileIO
/I Developer
/I Developer\TargetPlatform\Public
/I Developer\TargetPlatform
/I Developer\TargetPlatform\Public\Common
/I Developer\TargetPlatform\Public\Interfaces
/I ..\Intermediate\Build\Win64\UE4\Inc\AnimationCore
/I Runtime\AnimationCore\Public
/I Runtime\AnimationCore
/I Runtime\Projects\Public
/I Runtime\Projects
/I Runtime\Projects\Public\Interfaces
/I E:\Projects\ShipyardSaudi\Plugins\DLSS\Source
/I E:\Projects\ShipyardSaudi\Plugins\DLSS\Source\DLSSUtility\Public
/I E:\Projects\ShipyardSaudi\Plugins\DLSS\Source\DLSSUtility
/I ..\Intermediate\Build\Win64\UE4\Inc\MaterialShaderQualitySettings
/I Runtime\MaterialShaderQualitySettings\Classes
/I Runtime\MaterialShaderQualitySettings
/I ThirdParty\PhysX3\PxShared\include
/I ThirdParty\PhysX3\PxShared\include\cudamanager
/I ThirdParty\PhysX3\PxShared\include\filebuf
/I ThirdParty\PhysX3\PxShared\include\foundation
/I ThirdParty\PhysX3\PxShared\include\pvd
/I ThirdParty\PhysX3\PxShared\include\task
/I ThirdParty\PhysX3\PhysX_3.4\Include
/I ThirdParty\PhysX3\PhysX_3.4\Include\cooking
/I ThirdParty\PhysX3\PhysX_3.4\Include\common
/I ThirdParty\PhysX3\PhysX_3.4\Include\extensions
/I ThirdParty\PhysX3\PhysX_3.4\Include\geometry
/I ThirdParty\PhysX3\APEX_1.4\include
/I ThirdParty\PhysX3\APEX_1.4\include\clothing
/I ThirdParty\PhysX3\APEX_1.4\include\nvparameterized
/I ThirdParty\PhysX3\APEX_1.4\include\legacy
/I ThirdParty\PhysX3\APEX_1.4\include\PhysX3
/I ThirdParty\PhysX3\APEX_1.4\common\include
/I ThirdParty\PhysX3\APEX_1.4\common\include\autogen
/I ThirdParty\PhysX3\APEX_1.4\framework\include
/I ThirdParty\PhysX3\APEX_1.4\framework\include\autogen
/I ThirdParty\PhysX3\APEX_1.4\shared\general\RenderDebug\public
/I ThirdParty\PhysX3\APEX_1.4\shared\general\PairFilter\include
/I ThirdParty\PhysX3\APEX_1.4\shared\internal\include
/I "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\INCLUDE"
/I "C:\Program Files (x86)\Windows Kits\NETFXSDK\4.6.2\include\um"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\ucrt"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\shared"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\um"
/I "C:\Program Files (x86)\Windows Kits\10\include\10.0.17763.0\winrt"
/FI"E:\Projects\ShipyardSaudi\Intermediate\Build\Win64\ShipyardSaudiDev\Development\Engine\SharedPCH.Engine.h"
/Yu"E:\Projects\ShipyardSaudi\Intermediate\Build\Win64\ShipyardSaudiDev\Development\Engine\SharedPCH.Engine.h"
/Fp"E:\Projects\ShipyardSaudi\Intermediate\Build\Win64\ShipyardSaudiDev\Development\Engine\SharedPCH.Engine.h.pch"
"E:\Projects\ShipyardSaudi\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSSUtility\Module.DLSSUtility.cpp"
/FI"E:\Projects\ShipyardSaudi\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSSUtility\Definitions.DLSSUtility.h"
/Fo"E:\Projects\ShipyardSaudi\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSSUtility\Module.DLSSUtility.cpp.obj"
/TP
/GR-
/W4
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSSUtility/Private/DLSSUtility.cpp"
#include "E:/Projects/ShipyardSaudi/Plugins/DLSS/Source/DLSSUtility/Private/VelocityCombinePass.cpp"
@@ -0,0 +1,52 @@
E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\DLSSUtility\Definitions.DLSSUtility.h
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSSUtility/Private/DLSSUtility.cpp
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSSUtility\Public\DLSSUtility.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Projects\Public\Interfaces/IPluginManager.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Projects\Public\PluginDescriptor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\ModuleDescriptor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\CustomBuildSteps.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\LocalizationDescriptor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\projects\public\PluginReferenceDescriptor.h
E:/Projects/etisaladCOD/Plugins/DLSS/Source/DLSSUtility/Private/VelocityCombinePass.cpp
E:\Projects\etisaladCOD\Plugins\DLSS\Source\DLSSUtility\Public\VelocityCombinePass.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Private\ScreenPass.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\CommonRenderResources.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\ShaderParameterStruct.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphResources.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphParameter.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphTextureSubresource.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphResources.inl
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\RenderCore\Public\RenderGraph.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphPass.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphEvent.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphEvent.inl
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphParameters.inl
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphBuilder.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphValidation.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphBlackboard.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Misc/GeneratedTypeName.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphBuilder.inl
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\rendercore\public\RenderGraphUtils.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\PostProcess/SceneFilterRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\postprocess\SceneRenderTargets.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\postprocess\../TranslucencyPass.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\postprocess\../VT/VirtualTextureFeedback.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\VT/VirtualTextureFeedbackBuffer.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\SceneRenderTargetParameters.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\RenderTargetTemp.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SceneRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ScenePrivateBase.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\PrimitiveSceneInfo.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MeshPassProcessor.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MeshMaterialShader.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MaterialShader.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\public\MeshDrawShaderBindings.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Core\Public\Experimental/Containers/RobinHoodHashTable.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\DistortionRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\HeightfieldLighting.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\LightShaftRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\SkyAtmosphereRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\MeshDrawCommands.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\Renderer\Public\GpuDebugRendering.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\PostProcess/PostProcessAmbientOcclusionMobile.h
d:\unrealengine4\engines\ue_4.27\engine\source\runtime\renderer\private\ScreenPass.inl
@@ -0,0 +1,182 @@
#undef NGXD3D11RHI_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\etisaladCOD\\etisalatCOD.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME etisalatCOD
#define UE_TARGET_NAME etisalatCOD
#define UE_MODULE_NAME "NGXD3D11RHI"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define D3D11RHI_API
#define NGX_DLSS_BINARY_NAME TEXT("nvngx_dlss.dll")
#define NGXRHI_API
#define WITH_D3DX_LIBS 1
#define NV_AFTERMATH 1
#define INTEL_METRICSDISCOVERY 1
#define INTEL_EXTENSIONS 1
#define NGXD3D11RHI_API
@@ -0,0 +1,182 @@
#undef NGXD3D11RHI_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\ShipyardSaudi\\ShipyardSaudiDev.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME ShipyardSaudiDev
#define UE_TARGET_NAME ShipyardSaudiDev
#define UE_MODULE_NAME "NGXD3D11RHI"
#define UE_PLUGIN_NAME "DLSS"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define D3D11RHI_API
#define NGX_DLSS_BINARY_NAME TEXT("nvngx_dlss.dll")
#define NGXRHI_API
#define WITH_D3DX_LIBS 1
#define NV_AFTERMATH 1
#define INTEL_METRICSDISCOVERY 1
#define INTEL_EXTENSIONS 1
#define NGXD3D11RHI_API
@@ -0,0 +1,5 @@
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/I E:\Projects\etisaladCOD\Plugins\DLSS\Source\NGXD3D11RHI\Private
/I Runtime
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/I Runtime\Core\Public\Compression
/I Runtime\Core\Public\Concepts
/I Runtime\Core\Public\Containers
/I Runtime\Core\Public\Delegates
/I Runtime\Core\Public\Experimental
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/I Runtime\Core\Public\Features
/I Runtime\Core\Public\FileCache
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/I Runtime\Core\Public\HAL\Allocators
/I Runtime\Core\Public\Hash
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/I Runtime\Core\Public\String
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/I Runtime\Core\Public\Traits
/I Runtime\Core\Public\UObject
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/I Runtime\TraceLog
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/I Runtime\Engine\Public\Analytics
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/I Runtime\Engine\Public\Audio
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/I Runtime\CoreUObject\Public\AssetRegistry
/I Runtime\CoreUObject\Public\Blueprint
/I Runtime\CoreUObject\Public\Internationalization
/I Runtime\CoreUObject\Public\Misc
/I Runtime\CoreUObject\Public\Serialization
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/I Runtime\CoreUObject\Public\UObject
/I ..\Intermediate\Build\Win64\UE4\Inc\NetCore
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/I Runtime\Net\Core\Public
/I Runtime\Net\Core
/I Runtime\Net\Core\Public\Net
/I Runtime\Net\Core\Public\Net\Core
/I Runtime\Net\Core\Public\Net\Core\Analytics
/I Runtime\Net\Core\Public\Net\Core\Misc
/I Runtime\Net\Core\Public\Net\Core\PushModel
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/I Runtime\ApplicationCore\Public
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/I Runtime\ApplicationCore\Public\HAL
/I Runtime\ApplicationCore\Public\Windows
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/I Runtime\Json\Public
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/I Runtime\SlateCore\Public\Fonts
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/I Runtime\SlateCore\Public\Trace
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/I Runtime\SlateCore\Public\Widgets
/I Runtime\SlateCore\Public\Widgets\Accessibility
/I Runtime\SlateCore\Public\Widgets\Images
/I ..\Intermediate\Build\Win64\UE4\Inc\InputCore
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/I Runtime\InputCore\Public
/I Runtime\InputCore
/I Runtime\InputCore\Public\GenericPlatform
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/I ..\Intermediate\Build\Win64\UE4\Inc\Slate
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/FI"E:\Projects\etisaladCOD\Intermediate\Build\Win64\etisalatCOD\Development\Engine\SharedPCH.Engine.h"
/Yu"E:\Projects\etisaladCOD\Intermediate\Build\Win64\etisalatCOD\Development\Engine\SharedPCH.Engine.h"
/Fp"E:\Projects\etisaladCOD\Intermediate\Build\Win64\etisalatCOD\Development\Engine\SharedPCH.Engine.h.pch"
"E:\Projects\etisaladCOD\Plugins\DLSS\Source\NGXD3D11RHI\Private\NGXD3D11RHI.cpp"
/FI"E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\NGXD3D11RHI\Definitions.NGXD3D11RHI.h"
/Fo"E:\Projects\etisaladCOD\Plugins\DLSS\Intermediate\Build\Win64\UE4\Development\NGXD3D11RHI\NGXD3D11RHI.cpp.obj"
/TP
/GR-
/W4

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