Files
UnrealEngineUWP/Engine/Plugins/Animation/ControlRig/Source/ControlRigDeveloper/Public/ControlRigBlueprintCompiler.h
jaime cifuentes fbb918e64d ControlRig : All instances use now the CDO VM to execute, no const VM data (bytecode or literal memory) is copied when an instance is created (only work memory data / debug data is initialized per instance).
RigVM instance data has been extracted to ExtendedExecuteContext, including  work and debug memory.

#rb [at]Helge.Mathee, [at]Sara.Schvartzman
#jira UE-186206, UE-183524

[CL 27299588 by jaime cifuentes in ue5-main branch]
2023-08-23 03:13:37 -04:00

26 lines
979 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RigVMBlueprintCompiler.h"
class CONTROLRIGDEVELOPER_API FControlRigBlueprintCompiler : public FRigVMBlueprintCompiler
{
public:
/** IBlueprintCompiler interface */
virtual bool CanCompile(const UBlueprint* Blueprint) override;
virtual void Compile(UBlueprint* Blueprint, const FKismetCompilerOptions& CompileOptions, FCompilerResultsLog& Results) override;
};
class CONTROLRIGDEVELOPER_API FControlRigBlueprintCompilerContext : public FRigVMBlueprintCompilerContext
{
public:
FControlRigBlueprintCompilerContext(UBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions)
: FRigVMBlueprintCompilerContext(SourceSketch, InMessageLog, InCompilerOptions)
{
}
// FKismetCompilerContext interface
virtual void SpawnNewClass(const FString& NewClassName) override;
virtual void CopyTermDefaultsToDefaultObject(UObject* DefaultObject) override;
};