Files
UnrealEngine/Engine/Source/Editor/Kismet/Public/BlueprintCompilerExtension.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

45 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "KismetCompiler.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "BlueprintCompilerExtension.generated.h"
#define UE_API KISMET_API
class FKismetCompilerContext;
class UEdGraph;
USTRUCT()
struct FBlueprintCompiledData
{
GENERATED_BODY()
UPROPERTY()
TArray<TObjectPtr<UEdGraph>> IntermediateGraphs;
};
UCLASS(MinimalAPI, Abstract)
class UBlueprintCompilerExtension : public UObject
{
GENERATED_BODY()
public:
UE_API UBlueprintCompilerExtension(const FObjectInitializer& ObjectInitializer);
UE_API void BlueprintCompiled(const FKismetCompilerContext& CompilationContext, const FBlueprintCompiledData& Data);
protected:
/**
* Override this if you're interested in running logic after class layout has been
* generated, but before bytecode and member variables have been
*/
virtual void ProcessBlueprintCompiled(const FKismetCompilerContext& CompilationContext, const FBlueprintCompiledData& Data) {}
};
#undef UE_API