bool UMovieScene::RemoveSpawnable( const FGuid& Guid )
{
	bool bAnythingRemoved = false;
	if( ensure( Guid.IsValid() ) )
	{
		for( auto SpawnableIter( Spawnables.CreateIterator() ); SpawnableIter; ++SpawnableIter )
		{
			auto& CurSpawnable = *SpawnableIter;
			if( CurSpawnable.GetGuid() == Guid )
			{
				Modify();

				{
					UClass* GeneratedClass = CurSpawnable.GetClass();
					UBlueprint* Blueprint = GeneratedClass ? Cast<UBlueprint>(GeneratedClass->ClassGeneratedBy) : NULL;
					check(NULL != Blueprint);
					// @todo sequencer: Also remove created Blueprint inner object.  Is this sufficient?  Needs to work with Undo too!
					Blueprint->ClearFlags( RF_Standalone );	// @todo sequencer: Probably not needed for Blueprint
					Blueprint->MarkPendingKill();
				}

				RemoveObjectBinding( Guid );

				// Found it!
				Spawnables.RemoveAt( SpawnableIter.GetIndex() );


				bAnythingRemoved = true;
				break;
			}
		}
	}

	return bAnythingRemoved;
}
//------------------------------------------------------------------------------
void FBlueprintNativeCodeGenUtils::GenerateCppCode(UObject* Obj, TSharedPtr<FString> OutHeaderSource, TSharedPtr<FString> OutCppSource)
{
	auto UDEnum = Cast<UUserDefinedEnum>(Obj);
	auto UDStruct = Cast<UUserDefinedStruct>(Obj);
	auto BPGC = Cast<UClass>(Obj);
	auto InBlueprintObj = BPGC ? Cast<UBlueprint>(BPGC->ClassGeneratedBy) : Cast<UBlueprint>(Obj);

	OutHeaderSource->Empty();
	OutCppSource->Empty();

	if (InBlueprintObj)
	{
		if (EBlueprintStatus::BS_Error == InBlueprintObj->Status)
		{
			UE_LOG(LogBlueprintCodeGen, Error, TEXT("Cannot convert \"%s\". It has errors."), *InBlueprintObj->GetPathName());
			return;
		}

		check(InBlueprintObj->GetOutermost() != GetTransientPackage());
		if (!ensureMsgf(InBlueprintObj->GeneratedClass, TEXT("Invalid generated class for %s"), *InBlueprintObj->GetName()))
		{
			return;
		}
		check(OutHeaderSource.IsValid());
		check(OutCppSource.IsValid());

		FDisableGatheringDataOnScope DisableFib;

		const FString TempPackageName = FString::Printf(TEXT("/Temp/__TEMP_BP__/%s"), *InBlueprintObj->GetName());
		UPackage* TempPackage = CreatePackage(nullptr, *TempPackageName);
		check(TempPackage);
		ON_SCOPE_EXIT
		{
			TempPackage->RemoveFromRoot();
			TempPackage->MarkPendingKill();
		};

		UBlueprint* DuplicateBP = nullptr;
		{
			FBlueprintDuplicationScopeFlags BPDuplicationFlags(
				FBlueprintDuplicationScopeFlags::NoExtraCompilation | FBlueprintDuplicationScopeFlags::TheSameTimelineGuid);
			DuplicateBP = DuplicateObject<UBlueprint>(InBlueprintObj, TempPackage, *InBlueprintObj->GetName());
		}
		ensure((nullptr != DuplicateBP->GeneratedClass) && (InBlueprintObj->GeneratedClass != DuplicateBP->GeneratedClass));
		ON_SCOPE_EXIT
		{
			DuplicateBP->RemoveFromRoot();
			DuplicateBP->MarkPendingKill();
		};

		IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
		CodeGenBackend.GetOriginalClassMap().Add(*DuplicateBP->GeneratedClass, *InBlueprintObj->GeneratedClass);

		{
			TSharedPtr<FBlueprintCompileReinstancer> Reinstancer = FBlueprintCompileReinstancer::Create(DuplicateBP->GeneratedClass);
			IKismetCompilerInterface& Compiler = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>(KISMET_COMPILER_MODULENAME);
			TGuardValue<bool> GuardTemplateNameFlag(GCompilingBlueprint, true);
			FCompilerResultsLog Results;

			FKismetCompilerOptions CompileOptions;
			CompileOptions.CompileType = EKismetCompileType::Cpp;
			CompileOptions.OutCppSourceCode = OutCppSource;
			CompileOptions.OutHeaderSourceCode = OutHeaderSource;

			Compiler.CompileBlueprint(DuplicateBP, CompileOptions, Results);

			Compiler.RemoveBlueprintGeneratedClasses(DuplicateBP);
		}

		if (EBlueprintType::BPTYPE_Interface == DuplicateBP->BlueprintType && OutCppSource.IsValid())
		{
			OutCppSource->Empty(); // ugly temp hack
		}
	}
	else if ((UDEnum || UDStruct) && OutHeaderSource.IsValid())