// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Containers/Array.h" class UBlueprint; class ULevelEditorPlaySettings; struct FInternalPlayLevelUtils { static int32 ResolveDirtyBlueprints(const bool bPromptForCompile, TArray& ErroredBlueprints, const bool bForceLevelScriptRecompile = true); }; DECLARE_LOG_CATEGORY_EXTERN(LogPlayLevel, Log, All);