refactor: Update API macro from FRAMEWORK_API to PG_FRAMEWORK_API across multiple headers

This commit is contained in:
Lefteris Notas
2026-05-21 17:15:25 +03:00
parent 6132571f8d
commit cd0ebf2233
22 changed files with 39 additions and 39 deletions

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@@ -20,7 +20,7 @@
* bypass them entirely for performance and correctness.
*/
UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "DA_GameTagRegistry"))
class FRAMEWORK_API UDA_GameTagRegistry : public UPrimaryDataAsset
class PG_FRAMEWORK_API UDA_GameTagRegistry : public UPrimaryDataAsset
{
GENERATED_BODY()

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@@ -21,7 +21,7 @@ class APC_CoreController;
* here we get clean UFUNCTION(BlueprintCallable) with fast native paths.
*/
UCLASS()
class FRAMEWORK_API UFL_GameUtilities : public UBlueprintFunctionLibrary
class PG_FRAMEWORK_API UFL_GameUtilities : public UBlueprintFunctionLibrary
{
GENERATED_BODY()

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@@ -69,7 +69,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFrameworkInitFailed, const FStrin
* pattern with clean template access via GetService<T>().
*/
UCLASS(Blueprintable)
class FRAMEWORK_API UGI_GameFramework : public UGameInstance
class PG_FRAMEWORK_API UGI_GameFramework : public UGameInstance
{
GENERATED_BODY()

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@@ -33,7 +33,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag,
* Set them in your BP child's Class Defaults.
*/
UCLASS(Blueprintable)
class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
class PG_FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase
{
GENERATED_BODY()

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@@ -30,7 +30,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayTimeUpdated, float, ElapsedSe
* clients and local single-player.
*/
UCLASS(Blueprintable)
class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase
class PG_FRAMEWORK_API AGS_CoreGameState : public AGameStateBase
{
GENERATED_BODY()

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@@ -26,7 +26,7 @@ class UInteractable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IInteractable
class PG_FRAMEWORK_API IInteractable
{
GENERATED_BODY()
@@ -66,7 +66,7 @@ class UInspectable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IInspectable
class PG_FRAMEWORK_API IInspectable
{
GENERATED_BODY()
@@ -97,7 +97,7 @@ class UDamageable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IDamageable
class PG_FRAMEWORK_API IDamageable
{
GENERATED_BODY()
@@ -138,7 +138,7 @@ class UHoldable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IHoldable
class PG_FRAMEWORK_API IHoldable
{
GENERATED_BODY()
@@ -169,7 +169,7 @@ class ULockable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API ILockable
class PG_FRAMEWORK_API ILockable
{
GENERATED_BODY()
@@ -200,7 +200,7 @@ class UUsableItem : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IUsableItem
class PG_FRAMEWORK_API IUsableItem
{
GENERATED_BODY()
@@ -229,7 +229,7 @@ class UPersistable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IPersistable
class PG_FRAMEWORK_API IPersistable
{
GENERATED_BODY()
@@ -261,7 +261,7 @@ class UToggleable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IToggleable
class PG_FRAMEWORK_API IToggleable
{
GENERATED_BODY()
@@ -292,7 +292,7 @@ class UAdjustable : public UInterface
GENERATED_BODY()
};
class FRAMEWORK_API IAdjustable
class PG_FRAMEWORK_API IAdjustable
{
GENERATED_BODY()

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@@ -34,7 +34,7 @@ enum class EInputContextPriority : uint8
* Mapping context entry in the stack.
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FInputContextEntry
struct PG_FRAMEWORK_API FInputContextEntry
{
GENERATED_BODY()
@@ -70,7 +70,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnKeyRebound, FGameplayTag, Action
* "Get Enhanced Input Local Player Subsystem" node chains.
*/
UCLASS()
class FRAMEWORK_API USS_EnhancedInputManager : public UGameInstanceSubsystem
class PG_FRAMEWORK_API USS_EnhancedInputManager : public UGameInstanceSubsystem
{
GENERATED_BODY()

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@@ -16,7 +16,7 @@ class UDA_ItemData;
* Single inventory slot entry.
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FInventorySlot
struct PG_FRAMEWORK_API FInventorySlot
{
GENERATED_BODY()
@@ -64,7 +64,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWeightChanged, float, CurrentWei
* no BP interpretive array node overhead.
*/
UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_InventorySystem : public UActorComponent
{
GENERATED_BODY()

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@@ -6,7 +6,7 @@
#include "DA_EquipmentConfig.generated.h"
USTRUCT(BlueprintType)
struct FRAMEWORK_API FDamageTypeResistance
struct PG_FRAMEWORK_API FDamageTypeResistance
{
GENERATED_BODY()
@@ -18,7 +18,7 @@ struct FRAMEWORK_API FDamageTypeResistance
};
UCLASS(BlueprintType)
class FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset
class PG_FRAMEWORK_API UDA_EquipmentConfig : public UPrimaryDataAsset
{
GENERATED_BODY()

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@@ -49,7 +49,7 @@ enum class EEquipmentSlot : uint8
* Equipment-specific data (shown when ItemType is Weapon or Tool).
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FItemEquipmentData
struct PG_FRAMEWORK_API FItemEquipmentData
{
GENERATED_BODY()
@@ -76,7 +76,7 @@ struct FRAMEWORK_API FItemEquipmentData
* Consumable-specific data (shown when ItemType is Consumable).
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FItemConsumableData
struct PG_FRAMEWORK_API FItemConsumableData
{
GENERATED_BODY()
@@ -97,7 +97,7 @@ struct FRAMEWORK_API FItemConsumableData
* Inspect-specific data (shown when bHasInspectMode is true).
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FItemInspectData
struct PG_FRAMEWORK_API FItemInspectData
{
GENERATED_BODY()
@@ -122,7 +122,7 @@ struct FRAMEWORK_API FItemInspectData
* shows relevant sub-structs based on ItemType — a massive UX win for designers.
*/
UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "Item Data"))
class FRAMEWORK_API UDA_ItemData : public UPrimaryDataAsset
class PG_FRAMEWORK_API UDA_ItemData : public UPrimaryDataAsset
{
GENERATED_BODY()

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@@ -8,7 +8,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, CurrentHea
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDeath);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_HealthSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_HealthSystem : public UActorComponent
{
GENERATED_BODY()

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@@ -8,7 +8,7 @@
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMovementModeChanged, FGameplayTag, NewMode, FGameplayTag, OldMode);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_MovementStateSystem : public UActorComponent
{
GENERATED_BODY()

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@@ -7,7 +7,7 @@
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnExhaustionStateChanged, bool, bExhausted);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_StaminaSystem : public UActorComponent
{
GENERATED_BODY()

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@@ -66,7 +66,7 @@ enum class EHeartRateTier : uint8
* In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead.
*/
UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_StateManager : public UActorComponent
class PG_FRAMEWORK_API UBPC_StateManager : public UActorComponent
{
GENERATED_BODY()

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@@ -17,7 +17,7 @@ enum class EStressTier : uint8
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStressTierChanged, EStressTier, NewTier);
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_StressSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_StressSystem : public UActorComponent
{
GENERATED_BODY()

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@@ -5,7 +5,7 @@
#include "PC_CoreController.generated.h"
UCLASS(Blueprintable)
class FRAMEWORK_API APC_CoreController : public APlayerController
class PG_FRAMEWORK_API APC_CoreController : public APlayerController
{
GENERATED_BODY()

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@@ -5,7 +5,7 @@
#include "PS_CorePlayerState.generated.h"
UCLASS(Blueprintable)
class FRAMEWORK_API APS_CorePlayerState : public APlayerState
class PG_FRAMEWORK_API APS_CorePlayerState : public APlayerState
{
GENERATED_BODY()

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@@ -15,7 +15,7 @@
* Save slot metadata returned by GetSlotManifest().
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FSaveSlotInfo
struct PG_FRAMEWORK_API FSaveSlotInfo
{
GENERATED_BODY()
@@ -54,7 +54,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSaveManifestUpdated, const TArray
* and async save operations — impossible to match in Blueprint.
*/
UCLASS()
class FRAMEWORK_API USS_SaveManager : public UGameInstanceSubsystem
class PG_FRAMEWORK_API USS_SaveManager : public UGameInstanceSubsystem
{
GENERATED_BODY()

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@@ -6,7 +6,7 @@
#include "DA_StateGatingTable.generated.h"
USTRUCT(BlueprintType)
struct FRAMEWORK_API FStateGatingRule
struct PG_FRAMEWORK_API FStateGatingRule
{
GENERATED_BODY()
@@ -21,7 +21,7 @@ struct FRAMEWORK_API FStateGatingRule
};
UCLASS(BlueprintType)
class FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset
class PG_FRAMEWORK_API UDA_StateGatingTable : public UPrimaryDataAsset
{
GENERATED_BODY()

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@@ -28,7 +28,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnKnockedDown, AActor*, KnockdownC
* Damage modifier for a specific damage type.
*/
USTRUCT(BlueprintType)
struct FRAMEWORK_API FDamageModifier
struct PG_FRAMEWORK_API FDamageModifier
{
GENERATED_BODY()
@@ -57,7 +57,7 @@ struct FRAMEWORK_API FDamageModifier
* health system. In C++, the damage pipeline is native-speed vectorized math.
*/
UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent
{
GENERATED_BODY()

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@@ -6,7 +6,7 @@
#include "BPC_HitReactionSystem.generated.h"
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent
{
GENERATED_BODY()

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@@ -5,7 +5,7 @@
#include "BPC_ShieldDefenseSystem.generated.h"
UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent))
class FRAMEWORK_API UBPC_ShieldDefenseSystem : public UActorComponent
class PG_FRAMEWORK_API UBPC_ShieldDefenseSystem : public UActorComponent
{
GENERATED_BODY()