Files
UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptEditorPlugin/Private/ScriptBlueprintEditor.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

28 lines
974 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Editor/Kismet/Public/BlueprintEditor.h"
/**
* Script blueprint editor (extends Blueprint editor)
*/
class FScriptBlueprintEditor : public FBlueprintEditor
{
public:
FScriptBlueprintEditor();
virtual ~FScriptBlueprintEditor();
/** Initializes script editor */
void InitScriptBlueprintEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray<UBlueprint*>& InBlueprints, bool bShouldOpenInDefaultsMode);
/** Work around for the fact there's no other way to prevent Components Mode and Graph Mode from being entered/created */
virtual void AddApplicationMode(FName ModeName, TSharedRef<FApplicationMode> Mode) override;
/** @return The Script blueprint currently being edited in this editor */
class UScriptBlueprint* GetScriptBlueprintObj() const;
virtual UBlueprint* GetBlueprintObj() const override;
};