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Add a different "key" structures to prevent mistakes with indexes. Unregister the delay bindings when the source is released. Store the FieldId, in the source itself. That reduces the amount of work when loading the view. Add option to delay the events initialization (like we do for bindings). The binding to evaluate "long path" view models are now separated from regular bindings. #jira UE-194167 #rb editor-ui-systems [CL 30042205 by patrick boutot in ue5-main branch]
48 lines
991 B
C++
48 lines
991 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "AssetRegistry/AssetData.h"
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#include "UObject/ObjectMacros.h"
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#include "MVVMDebugViewClass.generated.h"
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class UMVVMViewClass;
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USTRUCT()
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struct FMVVMViewBindingDebugEntry
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{
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GENERATED_BODY()
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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FGuid BlueprintViewBindingId;
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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FString SourceFieldPath;
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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FString DestinationFieldPath;
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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FString ConversionFunctionFieldPath;
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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int32 CompiledBindingIndex = INDEX_NONE;
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};
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USTRUCT()
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struct FMVVMViewClassDebugEntry
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{
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GENERATED_BODY()
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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TArray<FMVVMViewBindingDebugEntry> Bindings;
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UPROPERTY()
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FGuid ViewClassDebugId;
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TWeakObjectPtr<const UMVVMViewClass> LiveViewClass;
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}; |