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Copying //UE4/Dev-Core [at] 4771952 to Dev-Main (//UE4/Dev-Main)
#rb none #lockdown Nick.Penwarden #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 4772220 in //UE4/Main/... #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 4782699 by robert manuszewski in Dev-Networking branch]
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@@ -15,8 +15,8 @@
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///-------------------------------------------------------------
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FScriptBlueprintCompiler::FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions, TArray<UObject*>* InObjLoaded)
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: Super(SourceSketch, InMessageLog, InCompilerOptions, InObjLoaded)
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FScriptBlueprintCompiler::FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions)
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: Super(SourceSketch, InMessageLog, InCompilerOptions)
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, NewScriptBlueprintClass(NULL)
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, ContextProperty(NULL)
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{
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@@ -18,7 +18,7 @@ protected:
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typedef FKismetCompilerContext Super;
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public:
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FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions, TArray<UObject*>* InObjLoaded);
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FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions);
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virtual ~FScriptBlueprintCompiler();
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protected:
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@@ -60,7 +60,7 @@ public:
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virtual bool CanCompile(const UBlueprint* Blueprint) override;
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virtual void PreCompile(UBlueprint* Blueprint) override;
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virtual void Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results, TArray<UObject*>* ObjLoaded) override;
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virtual void Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results) override;
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virtual void PostCompile(UBlueprint* Blueprint) override;
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};
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@@ -90,11 +90,11 @@ void FScriptEditorPlugin::PreCompile(UBlueprint* Blueprint)
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}
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void FScriptEditorPlugin::Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results, TArray<UObject*>* ObjLoaded)
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void FScriptEditorPlugin::Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results)
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{
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if ( UScriptBlueprint* ScriptBlueprint = Cast<UScriptBlueprint>(Blueprint) )
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{
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FScriptBlueprintCompiler Compiler(ScriptBlueprint, Results, CompileOptions, ObjLoaded);
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FScriptBlueprintCompiler Compiler(ScriptBlueprint, Results, CompileOptions);
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Compiler.Compile();
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check(Compiler.NewClass);
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}
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