Files
UnrealEngineUWP/Engine/Source/Editor/Blutility/Private/EditorUtilityBlueprint.cpp
michael noland 6eb87c05e5 Moved BaseClassesToAllowRecompilingDuringPlayInEditor from experimental to *both* blueprint project settings and blueprint editor preferences (so it can be enabled for everyone in a given project for safe base classes as well as the existing 'local power user' cases)
- Also got rid of the loaded class cache in favor of a cached state for just opened BP editors that gets invalidated when settings are edited or the BP is (directly) reparented
#jira UE-81056
#rb marc.audy
#preflight 61e0aa1b6e49801093696899

#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 18609404 in //UE5/Release-5.0/... via CL 18609465 via CL 18609499
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18609551 by michael noland in ue5-main branch]
2022-01-13 18:38:06 -05:00

23 lines
502 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorUtilityBlueprint.h"
#include "Modules/ModuleManager.h"
/////////////////////////////////////////////////////
// UEditorUtilityBlueprint
UEditorUtilityBlueprint::UEditorUtilityBlueprint(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
bool UEditorUtilityBlueprint::SupportedByDefaultBlueprintFactory() const
{
return false;
}
bool UEditorUtilityBlueprint::AlwaysCompileOnLoad() const
{
return true;
}