Files
UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptPlugin/Classes/ScriptBlueprint.h
Ben Marsh 13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00

61 lines
1.3 KiB
C++

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