// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/Blueprint.h" #include "BaseWidgetBlueprint.generated.h" UCLASS(Abstract) class UNREALED_API UBaseWidgetBlueprint: public UBlueprint { GENERATED_UCLASS_BODY() public: #if WITH_EDITORONLY_DATA /** A tree of the widget templates to be created */ UPROPERTY() class UWidgetTree* WidgetTree; #endif virtual void PostLoad() override; /** * Returns collection of widgets that represent the 'source' (user edited) widgets for this * blueprint - avoids calling virtual functions on instances and is therefore safe to use * throughout compilation. */ TArray GetAllSourceWidgets(); TArray GetAllSourceWidgets() const; /** Identical to GetAllSourceWidgets, but as an algorithm */ void ForEachSourceWidget(TFunctionRef Fn); void ForEachSourceWidget(TFunctionRef Fn) const; private: void ForEachSourceWidgetImpl(TFunctionRef Fn) const; };