// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "TranslationEditorPrivatePCH.h" #include "TranslationUnit.h" UTranslationUnit::UTranslationUnit( const class FPostConstructInitializeProperties& PCIP ) : Super(PCIP) { } void UTranslationUnit::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); const FName Name = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None; TranslationUnitPropertyChangedEvent.Broadcast(Name); }