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Destroy the skeleton class before clearing the UBlueprint's generated class. This allows UBlueprintGeneratedClass::PostLoad (called during duplication) to correctly identify that it is not the authoritative class, and therefore not generate GC info
#jira UE-188776 #rb Phillip.Kavan [CL 26109850 by dan oconnor in ue5-main branch]
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@@ -193,17 +193,19 @@ void FKismet2CompilerModule::RemoveBlueprintGeneratedClasses(class UBlueprint* B
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{
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if (Blueprint != NULL)
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{
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if (Blueprint->GeneratedClass != NULL)
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{
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FKismetCompilerUtilities::ConsignToOblivion(Blueprint->GeneratedClass, Blueprint->bIsRegeneratingOnLoad);
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Blueprint->GeneratedClass = NULL;
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}
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// Order unfortunately matters, as we want to allow UBlueprintGeneratedClass::GetAuthoritativeClass to function
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// correctly for as long as possible:
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if (Blueprint->SkeletonGeneratedClass != NULL)
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{
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FKismetCompilerUtilities::ConsignToOblivion(Blueprint->SkeletonGeneratedClass, Blueprint->bIsRegeneratingOnLoad);
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Blueprint->SkeletonGeneratedClass = NULL;
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}
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if (Blueprint->GeneratedClass != NULL)
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{
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FKismetCompilerUtilities::ConsignToOblivion(Blueprint->GeneratedClass, Blueprint->bIsRegeneratingOnLoad);
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Blueprint->GeneratedClass = NULL;
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}
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}
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}
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