Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/UnrealHeaderTool.h
Tim Smith c21dd493c5 Fixed global delegate functions to support changes when doing live coding.
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]
2021-06-09 11:42:43 -04:00

29 lines
970 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
// Enable property tags for enums and structures
#define UHT_ENABLE_VALUE_PROPERTY_TAG 1
// Enable property tags for delegates
#define UHT_ENABLE_DELEGATE_PROPERTY_TAG 1
// Enable property tags for class and interfaces wrapped in porters
// DO NOT ENABLE: This does not handle forward declarations. Also,
// we might never need this tracking since it is always by pointer.
#define UHT_ENABLE_PTR_PROPERTY_TAG 0
// Enable concurrent parsing of header files
#define UHT_ENABLE_CONCURRENT_PARSING 1
struct FHeaderParserNames
{
static const FName NAME_IsConversionRoot;
static const FName NAME_HideCategories;
static const FName NAME_ShowCategories;
static const FName NAME_SparseClassDataTypes;
static const FName NAME_BlueprintType;
static const FName NAME_AutoCollapseCategories;
static const FName NAME_HideFunctions;
static const FName NAME_AutoExpandCategories;
};