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61 lines
1.3 KiB
C++
61 lines
1.3 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/Blueprint.h"
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#include "ScriptBlueprintGeneratedClass.h"
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#include "ScriptBlueprint.generated.h"
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/**
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* The Script blueprint generates script-defined classes
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*/
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UCLASS(BlueprintType, EarlyAccessPreview)
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class SCRIPTPLUGIN_API UScriptBlueprint : public UBlueprint
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{
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GENERATED_UCLASS_BODY()
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public:
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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FString SourceFilePath_DEPRECATED;
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UPROPERTY()
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class UAssetImportData* AssetImportData;
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#endif
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public:
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/** Generated script bytecode */
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UPROPERTY()
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TArray<uint8> ByteCode;
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/** Script source code. @todo: this should be editor-only */
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UPROPERTY()
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FString SourceCode;
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#if WITH_EDITORONLY_DATA
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/** Override to ensure we write out the asset import data */
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virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const;
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virtual void PostLoad() override;
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#endif
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#if WITH_EDITOR
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virtual UClass* GetBlueprintClass() const override;
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virtual bool SupportedByDefaultBlueprintFactory() const override
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{
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return false;
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}
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// End of UBlueprint interface
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static bool ValidateGeneratedClass(const UClass* InClass);
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bool IsCodeDirty() const;
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void UpdateScriptStatus();
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/**
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* Checks if the source code changed and updates it if so (does not recompile the class)
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*/
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void UpdateSourceCodeIfChanged();
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#endif
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}; |