// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/Blueprint.h" #include "MVVMViewModelBlueprint.generated.h" class FKismetCompilerContext; class FCompilerResultsLog; class UEdGraph; class UMVVMViewModelBlueprintGeneratedClass; /** * */ UCLASS(BlueprintType, meta=(IgnoreClassThumbnail)) class MODELVIEWVIEWMODELBLUEPRINT_API UMVVMViewModelBlueprint : public UBlueprint { GENERATED_BODY() public: /** */ static TSharedPtr GetCompilerForViewModelBlueprint(UBlueprint* BP, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompileOptions); /** Get the (full) generated class for this viewmodel blueprint */ UMVVMViewModelBlueprintGeneratedClass* GetViewModelBlueprintGeneratedClass() const; /** Get the (skeleton) generated class for this viewmodel blueprint */ UMVVMViewModelBlueprintGeneratedClass* GetViewModelBlueprintSkeletonClass() const; protected: virtual bool SupportsMacros() const override; virtual bool SupportsEventGraphs() const override; virtual bool SupportsDelegates() const override; virtual bool SupportsAnimLayers() const override; public: // Use during compilation to clean the automatically generated graph. UPROPERTY(Transient) TArray> TemporaryGraph; }; #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 #include "CoreMinimal.h" #endif