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