Files
UnrealEngineUWP/Engine/Plugins/Runtime/ModelViewViewModel/Source/ModelViewViewModelBlueprint/Public/ViewModel/MVVMViewModelBlueprint.h
patrick boutot 0ffec4acc3 MVVM: Fix looping compilation. When only the skeletal is compiled, no GC is called to destroyed the temporary objects.
#rb sebastian.nordgren
#preflight 630653d6c744dac9672cbf70

[CL 21572244 by patrick boutot in ue5-main branch]
2022-08-25 16:53:16 -04:00

45 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/Blueprint.h"
#include "MVVMViewModelBlueprint.generated.h"
class FCompilerResultsLog;
class UEdGraph;
class UMVVMViewModelBlueprintGeneratedClass;
/**
*
*/
UCLASS(BlueprintType, meta=(IgnoreClassThumbnail))
class MODELVIEWVIEWMODELBLUEPRINT_API UMVVMViewModelBlueprint : public UBlueprint
{
GENERATED_BODY()
public:
/** */
static TSharedPtr<FKismetCompilerContext> 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<TObjectPtr<UEdGraph>> TemporaryGraph;
};