Files
UnrealEngineUWP/Engine/Source/Programs/LiveCodingConsole/Private/LiveCodingManifest.h
Ben Marsh 3a5790fdae LiveCoding: Fix asserts/crashes due to variables being reconstructed when files are split out of a unity blob.
These variables (and their dynamic initializers) were being treated as new, rather than being linked back to their original instances. UBT now outputs a mapping of object files to their original unity object file during a live coding compile, which allows Live++ to disambiguate between new and reconstructed instances.

#rb none

[CL 5988834 by Ben Marsh in Dev-Build branch]
2019-04-18 13:54:03 -04:00

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502 B
C

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
struct FLiveCodingManifest
{
FString LinkerPath;
TMap<FString, FString> LinkerEnvironment;
TMap<FString, TArray<FString>> BinaryToObjectFiles;
TMap<FString, FString> ObjectFileToUnityObjectFile;
bool Read(const TCHAR* FileName, FString& OutFailReason);
bool Parse(FJsonObject& Object, FString& OutFailReason);
};