text: #pragma once
  
  // This file was created automatically, do not modify the contents of this file.
  
  PRAGMA_DISABLE_DEPRECATION_WARNINGS
  
  #include "CoreShell.h"
  #include "ManageObject.h"
  #include "TypeConvertor.h"
  #include "Runtime/Engine/Classes/Components/RectLightComponent.h"
  #include "ManageRectLightComponent.generated.h"
  
  // Source file C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Engine\Classes\Components\RectLightComponent.h:20
  
  UCLASS()
  class UNREALDOTNETRUNTIME_API UManageRectLightComponent : public URectLightComponent, public IManageObject
  {
  	GENERATED_BODY()
  	
  public:
  	bool bIsManageAttach = false;
  	bool AddWrapperIfNotAttach() override;
  	void SetManageType(const FDotnetTypeName& ManageType) override;
  	
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "C#")
  	FDotnetTypeName ManageClassName;
  	
  	virtual void UpdateLightGUIDs() override;
  	virtual void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify) override;
  	virtual void OnAttachmentChanged() override;
  	virtual void OnHiddenInGameChanged() override;
  	virtual void OnVisibilityChanged() override;
  	virtual void PropagateLightingScenarioChange() override;
  	virtual void UpdateBounds() override;
  	virtual void UpdatePhysicsVolume(bool bTriggerNotifiers) override;
  	virtual void Activate(bool bReset) override;
  	virtual void BeginPlay() override;
  	virtual void CreateRenderState_Concurrent() override;
  	virtual void Deactivate() override;
  	virtual void DestroyComponent(bool bPromoteChildren) override;
  	virtual void DestroyRenderState_Concurrent() override;
  	virtual void InitializeComponent() override;
  	virtual void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) override;
  	virtual void OnActorEnableCollisionChanged() override;
  	virtual void OnComponentCreated() override;
  	virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
  	virtual void OnCreatePhysicsState() override;
  	virtual void OnDestroyPhysicsState() override;
  	virtual void OnRegister() override;
  	virtual void OnRep_IsActive() override;
  	virtual void OnUnregister() override;
  	virtual void RegisterComponentTickFunctions(bool bRegister) override;
  	virtual void SendRenderDynamicData_Concurrent() override;
  	virtual void SendRenderTransform_Concurrent() override;
  	virtual void SetActive(bool bNewActive, bool bReset) override;
  	virtual void SetAutoActivate(bool bNewAutoActivate) override;
  	virtual void SetComponentTickEnabled(bool bEnabled) override;
  	virtual void SetComponentTickEnabledAsync(bool bEnabled) override;
  	virtual void ToggleActive() override;
  	virtual void UninitializeComponent() override;
  	virtual void BeginDestroy() override;
  	virtual void FinishDestroy() override;
  	virtual void MarkAsEditorOnlySubobject() override;
  	virtual void PostCDOContruct() override;
  	virtual void PostEditImport() override;
  	virtual void PostInitProperties() override;
  	virtual void PostLoad() override;
  	virtual void PostNetReceive() override;
  	virtual void PostRepNotifies() override;
  	virtual void PostSaveRoot(bool bCleanupIsRequired) override;
  	virtual void PreDestroyFromReplication() override;
  	virtual void PreNetReceive() override;
  	virtual void ShutdownAfterError() override;
  	virtual void CreateCluster() override;
  	virtual void OnClusterMarkedAsPendingKill() override;
  	
  	void _Supper__UpdateLightGUIDs();
  	void _Supper__DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);
  	void _Supper__OnAttachmentChanged();
  	void _Supper__OnHiddenInGameChanged();
  	void _Supper__OnVisibilityChanged();
  	void _Supper__PropagateLightingScenarioChange();
  	void _Supper__UpdateBounds();
  	void _Supper__UpdatePhysicsVolume(bool bTriggerNotifiers);
  	void _Supper__Activate(bool bReset);
  	void _Supper__BeginPlay();
  	void _Supper__CreateRenderState_Concurrent();
  	void _Supper__Deactivate();
  	void _Supper__DestroyComponent(bool bPromoteChildren);
  	void _Supper__DestroyRenderState_Concurrent();
  	void _Supper__InitializeComponent();
  	void _Supper__InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly);
  	void _Supper__OnActorEnableCollisionChanged();
  	void _Supper__OnComponentCreated();
  	void _Supper__OnComponentDestroyed(bool bDestroyingHierarchy);
  	void _Supper__OnCreatePhysicsState();
  	void _Supper__OnDestroyPhysicsState();
  	void _Supper__OnRegister();
  	void _Supper__OnRep_IsActive();
  	void _Supper__OnUnregister();
  	void _Supper__RegisterComponentTickFunctions(bool bRegister);
  	void _Supper__SendRenderDynamicData_Concurrent();
  	void _Supper__SendRenderTransform_Concurrent();
  	void _Supper__SetActive(bool bNewActive, bool bReset);
  	void _Supper__SetAutoActivate(bool bNewAutoActivate);
  	void _Supper__SetComponentTickEnabled(bool bEnabled);
  	void _Supper__SetComponentTickEnabledAsync(bool bEnabled);
  	void _Supper__ToggleActive();
  	void _Supper__UninitializeComponent();
  	void _Supper__BeginDestroy();
  	void _Supper__FinishDestroy();
  	void _Supper__MarkAsEditorOnlySubobject();
  	void _Supper__PostCDOContruct();
  	void _Supper__PostEditImport();
  	void _Supper__PostInitProperties();
  	void _Supper__PostLoad();
  	void _Supper__PostNetReceive();
  	void _Supper__PostRepNotifies();
  	void _Supper__PostSaveRoot(bool bCleanupIsRequired);
  	void _Supper__PreDestroyFromReplication();
  	void _Supper__PreNetReceive();
  	void _Supper__ShutdownAfterError();
  	void _Supper__CreateCluster();
  	void _Supper__OnClusterMarkedAsPendingKill();
  };
  
  PRAGMA_ENABLE_DEPRECATION_WARNINGS
  