Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/BlueprintNativeCodeGenManifest.h
2015-09-09 18:51:40 -04:00

73 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintNativeCodeGenManifest.generated.h"
// Forward declarations
struct FNativeCodeGenCommandlineParams;
class FAssetData;
/*******************************************************************************
* FCodeGenAssetRecord
******************************************************************************/
USTRUCT()
struct FConvertedAssetRecord
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY()
UClass* AssetType;
UPROPERTY()
FString AssetPath;
UPROPERTY()
FString GeneratedHeaderPath;
UPROPERTY()
FString GeneratedCppPath;
};
/*******************************************************************************
* FBlueprintNativeCodeGenManifest
******************************************************************************/
USTRUCT()
struct FBlueprintNativeCodeGenManifest
{
GENERATED_USTRUCT_BODY()
static FString GetDefaultFilename();
public:
FBlueprintNativeCodeGenManifest(const FString TargetPath = TEXT(""));
FBlueprintNativeCodeGenManifest(const FNativeCodeGenCommandlineParams& CommandlineParams);
FString GetTargetPath() const;
/** */
bool Save() const;
/** */
FConvertedAssetRecord& CreateConversionRecord(const FAssetData& AssetInfo);
private:
void Clear();
/** */
FString ManifestPath;
/** Relative to the project's directory */
UPROPERTY()
FString ModulePath;
UPROPERTY()
TArray<FString> ModuleDependencies;
UPROPERTY()
TArray<FConvertedAssetRecord> ConvertedAssets;
};