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//---------------------------------------------------------------------------------------------------------- | |
// Overview | |
//---------------------------------------------------------------------------------------------------------- | |
// Below is a modified version of the vanilla UE5 function FLinkerLoad::CreateExportAndPreload which | |
// allows you to set a breakpoint which catches the loading of a specific asset (in this case "MyAsset"). | |
// | |
// NOTE: Lines which have been added to the vanilla version of this method are tagged as "// << New" | |
// | |
// NOTE: Here we also force bForcePreload to true when encountering the asset, which causes the PreLoad | |
// function to be called immediately and synchronously (which is handy if you next want to debug |
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//---------------------------------------------------------------------------------------------------------- | |
//---------------------------------------------------------------------------------------------------------- | |
// Overview | |
//---------------------------------------------------------------------------------------------------------- | |
// GeneratePreProcessorDefinition takes an input string and returns a C++ style pre-processor definition | |
//---------------------------------------------------------------------------------------------------------- | |
// Usage | |
//---------------------------------------------------------------------------------------------------------- | |
// string PreProcessorDefinition = GeneratePreProcessorDefinition("Input String"); | |
//---------------------------------------------------------------------------------------------------------- |
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/* --- IS THIS THE SERVER? ---> */ {,,"UE4Editor-Engine.dll"}((UEditorEngine*)GEngine)->PlayWorld!=0 && (({,,"UE4Editor-Engine.dll"}((UEditorEngine*)GEngine)->PlayWorld)->NetDriver)->ServerConnection==0 | |
/* --- IS THIS THE CLIENT? ---> */ {,,"UE4Editor-Engine.dll"}((UEditorEngine*)GEngine)->PlayWorld!=0 && (({,,"UE4Editor-Engine.dll"}((UEditorEngine*)GEngine)->PlayWorld)->NetDriver)->ServerConnection!=0 |
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//------------------------------------------------------------------------------------------------------------------------------ | |
// FOR USE IN VISUAL STUDIO IMMEDIATE WINDOW | |
//------------------------------------------------------------------------------------------------------------------------------ | |
// Dump Blueprint Callstack (UE4 Editor Build) | |
{,,UE4Editor-Core}::PrintScriptCallstack() | |
// Dump Blueprint Callstack (UE5 Editor Build) | |
{,,UnrealEditor-Core}::PrintScriptCallstack() | |
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//------------------------------------------------------------------------------------------------------------------------------ | |
#include <iostream> | |
#include <chrono> | |
//------------------------------------------------------------------------------------------------------------------------------ | |
int main() | |
{ | |
// Start timer |
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//------------------------------------------------------------------------------------------------------------------------------ | |
// Basic Usage | |
//------------------------------------------------------------------------------------------------------------------------------ | |
UPROPERTY(EditAnywhere, Category="Demo") | |
bool MyFlag = true; | |
UPROPERTY(EditAnywhere, Category="Demo", meta=(EditCondition="MyFlag")) | |
int MyNumber = 0; | |
//------------------------------------------------------------------------------------------------------------------------------ | |
// Basic Usage (Inverted) |
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//------------------------------------------------------------------------------------------------------------------------------ | |
struct MyType | |
{ | |
int x = 0; | |
void Mutate() { ++x; } | |
}; | |
//------------------------------------------------------------------------------------------------------------------------------ |