// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AssetRegistry/AssetData.h" #include "UObject/ObjectMacros.h" #include "MVVMDebugViewClass.generated.h" class UMVVMViewClass; USTRUCT() struct FMVVMViewBindingDebugEntry { GENERATED_BODY() UPROPERTY(VisibleAnywhere, Category = "Viewmodel") FGuid BlueprintViewBindingId; UPROPERTY(VisibleAnywhere, Category = "Viewmodel") FString SourceFieldPath; UPROPERTY(VisibleAnywhere, Category = "Viewmodel") FString DestinationFieldPath; UPROPERTY(VisibleAnywhere, Category = "Viewmodel") FString ConversionFunctionFieldPath; UPROPERTY(VisibleAnywhere, Category = "Viewmodel") int32 CompiledBindingIndex = INDEX_NONE; }; USTRUCT() struct FMVVMViewClassDebugEntry { GENERATED_BODY() UPROPERTY(VisibleAnywhere, Category = "Viewmodel") TArray Bindings; UPROPERTY() FGuid ViewClassDebugId; TWeakObjectPtr LiveViewClass; };