I have editor code that changes changes the content of a .cpp file in a module and I want to make it so that, that module gets recompiled right after the changes are made. I know where is a button you can press in the editor to recompile your c++ code. I want trigger that recompile inside the editor code.
Here is what I have…
void FFlankingPrototypeEditor::StartupModule()
{
UE_LOG(LogTemp, Warning, TEXT("Running Editor GUI"));
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
LevelEditorMenuExtensibilityManager = LevelEditorModule.GetMenuExtensibilityManager();
MenuExtender = MakeShareable(new FExtender);
MenuExtender->AddMenuBarExtension("Window", EExtensionHook::After, NULL, FMenuBarExtensionDelegate::CreateRaw(this, &FFlankingPrototypeEditor::MakePulldownMenu));
LevelEditorMenuExtensibilityManager->AddExtender(MenuExtender);
}
void FFlankingPrototypeEditor::MakePulldownMenu(FMenuBarBuilder &menuBuilder)
{
menuBuilder.AddMenuEntry(
FText::FromString("Example 2"),
FText::FromString("Open the Example menu"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateLambda([] {
UE_LOG(LogTemp, Log, TEXT("Example menu item clicked"));
// Edit file here
// Triger re-compile here
}))
);
}
What code do I have to add after “// Triger re-compile here” so that all / some c++ modules are re-compiled
Thanks in advanced