//------------------------------------------------------------------------------ static bool BlueprintNativeCodeGenUtilsImpl::GenerateModuleSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths) { FText FailureReason; TArray<FString> PchIncludes; PchIncludes.Add(EngineHeaderFile); PchIncludes.Add(TEXT("GeneratedCodeHelpers.h")); TArray<FString> FilesToIncludeInModuleHeader; GConfig->GetArray(TEXT("BlueprintNativizationSettings"), TEXT("FilesToIncludeInModuleHeader"), FilesToIncludeInModuleHeader, GEditorIni); PchIncludes.Append(FilesToIncludeInModuleHeader); bool bSuccess = GameProjectUtils::GeneratePluginModuleHeaderFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::HFile), PchIncludes, FailureReason); if (bSuccess) { const FString NoStartupCode = TEXT(""); bSuccess &= GameProjectUtils::GeneratePluginModuleCPPFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::CppFile), TargetPaths.RuntimeModuleName(), NoStartupCode, FailureReason); } if (!bSuccess) { UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate module source files: %s"), *FailureReason.ToString()); } return bSuccess; }
//------------------------------------------------------------------------------ static bool BlueprintNativeCodeGenUtilsImpl::GenerateModuleSourceFiles(const FBlueprintNativeCodeGenPaths& TargetPaths) { FText FailureReason; TArray<FString> PchIncludes; PchIncludes.Add(EngineHeaderFile); bool bSuccess = GameProjectUtils::GeneratePluginModuleHeaderFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::HFile), PchIncludes, FailureReason); if (bSuccess) { const FString NoStartupCode = TEXT(""); bSuccess &= GameProjectUtils::GeneratePluginModuleCPPFile(TargetPaths.RuntimeModuleFile(FBlueprintNativeCodeGenPaths::CppFile), TargetPaths.RuntimeModuleName(), NoStartupCode, FailureReason); } if (!bSuccess) { UE_LOG(LogBlueprintCodeGen, Error, TEXT("Failed to generate module source files: %s"), *FailureReason.ToString()); } return bSuccess; }