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// module startup | |
FCoreUObjectDelegates::ReloadCompleteDelegate.AddRaw( this, &FMyEditorModule::HandleReloadFinished ); | |
// module shutdown | |
FCoreUObjectDelegates::ReloadCompleteDelegate.RemoveAll( this ); | |
void FMyEditorModule::HandleReloadFinished( EReloadCompleteReason Reason ) | |
{ |
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// Normally it is possible to register each member function to be spawned as default like this | |
// But it does not work with ForceAsFunction or BlueprintNativeEvents that return value that spawn function graphs | |
// FKismetEditorUtilities::RegisterAutoGeneratedDefaultEvent(this, UDynamicAssetFilter::StaticClass(), GET_FUNCTION_NAME_CHECKED(UDynamicAssetFilter, K2_FilterAsset)); | |
// | |
// By utilizig RegisterOnBlueprintCreatedCallback can track new blueprint creation and do any stuff to blueprints | |
// for example - finding BlueprintDefaultEvent meta and creating default node or graph for Blueprint(Native|Implementable)Event | |
// With this hook any BNE/BIE with BlueprintDefaultEvent will be generated into default node or overridden by default function | |
// No more need to manually register each function | |
void MODULENAME::RegisterBlueprintDefaultEvents() | |
{ |