41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "KismetCompiler.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "BlueprintCompilerExtension.generated.h"
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class FKismetCompilerContext;
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class UEdGraph;
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USTRUCT()
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struct FBlueprintCompiledData
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{
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GENERATED_BODY()
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UPROPERTY()
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TArray<TObjectPtr<UEdGraph>> IntermediateGraphs;
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};
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UCLASS(Abstract)
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class KISMET_API UBlueprintCompilerExtension : public UObject
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{
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GENERATED_BODY()
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public:
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UBlueprintCompilerExtension(const FObjectInitializer& ObjectInitializer);
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void BlueprintCompiled(const FKismetCompilerContext& CompilationContext, const FBlueprintCompiledData& Data);
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protected:
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/**
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* Override this if you're interested in running logic after class layout has been
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* generated, but before bytecode and member variables have been
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*/
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virtual void ProcessBlueprintCompiled(const FKismetCompilerContext& CompilationContext, const FBlueprintCompiledData& Data) {}
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};
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