// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Templates/UniquePtr.h" class UBlueprint; struct FBlueprintDebugger { // Initializes the global state of the debugger (commands, tab spawners, etc): FBlueprintDebugger(); // Destructor declaration purely so that we can pimpl: ~FBlueprintDebugger(); /** Sets the current debugged blueprint in the debugger */ void SetDebuggedBlueprint(UBlueprint* InBlueprint); private: TUniquePtr< struct FBlueprintDebuggerImpl > Impl; // prevent copying: FBlueprintDebugger(const FBlueprintDebugger&); FBlueprintDebugger(FBlueprintDebugger&&); FBlueprintDebugger& operator=(FBlueprintDebugger const&); FBlueprintDebugger& operator=(FBlueprintDebugger&&); };