UBlueprintCompilerExtension::ProcessBlueprintCompiled

Override this if you're interested in running logic after class layout has been generated, but before bytecode and member variables have been

Unreal Engine C++ API Reference > Editor > Kismet > UBlueprintCompilerExtension

References

   
Module Kismet
Header /Engine/Source/Editor/Kismet/Public/BlueprintCompilerExtension.h
Include #include "BlueprintCompilerExtension.h"
virtual void ProcessBlueprintCompiled
(
    const [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilationContext,
    const [FBlueprintCompiledData](API\Editor\Kismet\FBlueprintCompiledData) & Data
)

Remarks

Override this if you're interested in running logic after class layout has been generated, but before bytecode and member variables have been


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