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Nodes can now be implemented by arbitary C# methods. Graph structure is specified through expression trees implemented using Bg* types, which are not substituted with values until execution time. Doing so allows determination of node and option dependencies for a particular target, allowing us to generate dynamic UI for presenting relevant settings to the user. Includes partial implementation of Installed Build script as an example implementation. #preflight 61bb85d46c2686e86322eec9 [CL 18477305 by Ben Marsh in ue5-main branch]
22 lines
479 B
C#
22 lines
479 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.BuildGraph;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace AutomationTool
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{
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/// <summary>
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/// Base class for any user defined graphs
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/// </summary>
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public abstract class BgGraphBuilder
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{
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/// <summary>
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/// Callback used to instantiate the graph
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/// </summary>
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/// <param name="Graph">The graph object</param>
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public abstract void SetupGraph(BgGraphSpec Graph);
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}
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}
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