// Copyright Epic Games, Inc. All Rights Reserved. #include "BlueprintCompilerExtension.h" class FKismetCompilerContext; UBlueprintCompilerExtension::UBlueprintCompilerExtension(const FObjectInitializer& ObjectInitializer) : UObject(ObjectInitializer) { } void UBlueprintCompilerExtension::BlueprintCompiled(const FKismetCompilerContext& CompilationContext, const FBlueprintCompiledData& Data) { // common entry point in case we need to add logging, profiling, etc ProcessBlueprintCompiled(CompilationContext, Data); }