Files
UnrealEngineUWP/Engine/Source/Runtime/Projects/Public/CustomBuildSteps.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

33 lines
936 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "Serialization/JsonWriter.h"
class FJsonObject;
/**
* Descriptor for projects. Contains all the information contained within a .uproject file.
*/
struct PROJECTS_API FCustomBuildSteps
{
/** Mapping from host platform to list of commands */
TMap<FString, TArray<FString>> HostPlatformToCommands;
/** Whether this object is empty */
bool IsEmpty() const;
/** Reads the descriptor from the given JSON object */
void Read(const FJsonObject& Object, const FString& FieldName);
/** Writes the CustomBuildSteps to JSON */
void Write(TJsonWriter<>& Writer, const FString& FieldName) const;
/** Updates the given json object with this CustomBuildSteps */
void UpdateJson(FJsonObject& JsonObject, const FString& FieldName) const;
};