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