FBlueprintCompileReinstancer::SaveClassFieldMapping

Saves a mapping of field names to their [UField](API\Runtime\CoreUObject\UObject\UField) equivalents, so we can remap any bytecode that references them later

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References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetReinstanceUtilities.h

Include

#include "Kismet2/KismetReinstanceUtilities.h"

Source

/Engine/Source/Editor/UnrealEd/Private/Kismet2/KismetReinstanceUtilities.cpp

Syntax

void SaveClassFieldMapping
(
    UClass * InClassToReinstance
)

Remarks

Saves a mapping of field names to their UField equivalents, so we can remap any bytecode that references them later

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