Files
UnrealEngine/Engine/Source/Editor/Kismet/Public/WatchPointViewer.h
2025-05-18 13:04:45 +08:00

49 lines
1.7 KiB
C++

// 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<UBlueprint> 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<UBlueprint> 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<UBlueprint> BlueprintObj);
FName GetTabName();
void RegisterTabSpawner(FTabManager& TabManager);
}