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Fixed issue where changing a function signature in an interface wouldn't update nodes in a blueprint. Changed the API of the deferred registry to be more inline with UE coding standards. #rb ben.marsh phillip.kavan #rnx #jira UE-113662 #preflight 60c0c0fdc61264000190e16a [CL 16606206 by Tim Smith in ue5-main branch]
29 lines
970 B
C
29 lines
970 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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// Enable property tags for enums and structures
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#define UHT_ENABLE_VALUE_PROPERTY_TAG 1
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// Enable property tags for delegates
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#define UHT_ENABLE_DELEGATE_PROPERTY_TAG 1
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// Enable property tags for class and interfaces wrapped in porters
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// DO NOT ENABLE: This does not handle forward declarations. Also,
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// we might never need this tracking since it is always by pointer.
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#define UHT_ENABLE_PTR_PROPERTY_TAG 0
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// Enable concurrent parsing of header files
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#define UHT_ENABLE_CONCURRENT_PARSING 1
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struct FHeaderParserNames
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{
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static const FName NAME_IsConversionRoot;
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static const FName NAME_HideCategories;
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static const FName NAME_ShowCategories;
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static const FName NAME_SparseClassDataTypes;
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static const FName NAME_BlueprintType;
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static const FName NAME_AutoCollapseCategories;
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static const FName NAME_HideFunctions;
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static const FName NAME_AutoExpandCategories;
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}; |