Native method

UGBAEditorSubsystem::​

HandlePostCompile#

  • Declared in "Subsystems/GBAEditorSubsystem.h"
public:
void HandlePostCompile(
const FName& InPackageName
)

TODO: Probably not needed anymore since refactoring of Slate widget to use TWeakFieldPtr (that method was used to close any active / opened GE Blueprint to avoid a crash) Addendum: Still needed, if we have a ref to one of the attributes of a BP that is compiled, may crash (seen it consistently with Gameplay Cues Magnitude Attribute) Better TODO: See if we can "pause" the details customization (instead of closing / re-opening), or "refresh"

Parameters#

  • const FName& InPackageName