Files
UnrealEngineUWP/Engine/Source/Runtime/Projects/Public/PluginManifest.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

38 lines
955 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "PluginDescriptor.h"
class FJsonObject;
class FText;
/**
* Descriptor for plugins. Contains all the information contained within a .uplugin file.
*/
struct PROJECTS_API FPluginManifestEntry
{
/** Normalized path to the plugin file */
FString File;
/** The plugin descriptor */
FPluginDescriptor Descriptor;
};
/**
* Manifest of plugins. Descriptor for plugins. Contains all the information contained within a .uplugin file.
*/
struct PROJECTS_API FPluginManifest
{
/** List of plugins in this manifest */
TArray<FPluginManifestEntry> Contents;
/** Loads the descriptor from the given file. */
bool Load(const FString& FileName, FText& OutFailReason);
/** Reads the descriptor from the given JSON object */
bool Read(const FJsonObject& Object, FText& OutFailReason);
};