// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "Misc/CoreMiscDefines.h" #include "UObject/NameTypes.h" #include "UObject/WeakObjectPtrTemplates.h" class FTabManager; class UBlueprint; struct FAssetData; #define WATCH_VIEWER_DEPRECATED #ifdef WATCH_VIEWER_DEPRECATED namespace UE_DEPRECATED(5.0, "WatchViewer has been deprecated, use SKismetDebuggingView instead") WatchViewer #else namespace WatchViewer #endif { // updates the instanced watch values, these are only valid while execution is paused void KISMET_API UpdateInstancedWatchDisplay(); // called when we unpause execution and set watch values back to the blueprint versions void KISMET_API ContinueExecution(); // called when we are adding or changing watches from BlueprintObj void KISMET_API UpdateWatchListFromBlueprint(TWeakObjectPtr BlueprintObj); // called when we want to remove watches in the watch window from a blueprint // does NOT remove watches from the pins in the blueprint object void KISMET_API RemoveWatchesForBlueprint(TWeakObjectPtr BlueprintObj); // called when we want to remove watches in the watch window from a blueprint // does NOT remove watches from the pins in the blueprint object void KISMET_API RemoveWatchesForAsset(const FAssetData& AssetData); // called when an asset is renamed; updates the watches on the asset void KISMET_API OnRenameAsset(const FAssetData& AssetData, const FString& OldAssetName); // called when a BlueprintObj should no longer be watched void KISMET_API ClearWatchListFromBlueprint(TWeakObjectPtr BlueprintObj); FName GetTabName(); void RegisterTabSpawner(FTabManager& TabManager); }