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Removed direct access to currently compiling BP class to restrict unguarded mutation. Const-corrected various accessors and overrides. Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency. Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to. Removed anim class subsystems. Moved property access code to engine module (editor code is still in a plugin). Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy #rb Dan.OConnor #jira none [CL 14278258 by Thomas Sarkanen in ue5-main branch]
24 lines
736 B
C++
24 lines
736 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "IAnimBlueprintCompilerHandler.h"
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#include "IAnimBlueprintCompilerHandlerCollection.h"
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class FAnimBlueprintCompilerContext;
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/** Handler collection for the anim blueprint compiler */
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class FAnimBlueprintCompilerHandlerCollection : public IAnimBlueprintCompilerHandlerCollection
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{
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private:
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friend class FAnimBlueprintCompilerContext;
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void Initialize(FAnimBlueprintCompilerContext* InCompilerContext);
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/** Get a named handler */
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virtual IAnimBlueprintCompilerHandler* GetHandlerByName(FName InName) const override;
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/** All the currently constructed handlers */
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TMap<FName, TUniquePtr<IAnimBlueprintCompilerHandler>> Handlers;
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}; |