GameProjectUtils

Unreal Engine C++ API Reference > Editor > GameProjectGeneration

References

   
Module GameProjectGeneration
Header /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Include #include "GameProjectUtils.h"

Syntax

class GameProjectUtils  

Functions

Type Name Description
EAddCodeToPr... AddCodeToProject ( const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleIn..., const FNewClassInfo ParentClassInfo, const TSet< FString >& DisallowedH..., FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason ) Adds new source code to the project.
EAddCodeToPr... AddCodeToProject ( const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleIn..., const FNewClassInfo ParentClassInfo, const TSet< FString >& DisallowedH..., FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason, EReloadStatus& OutReloadStatus ) Adds new source code to the project.
bool BuildCodeProject ( const FString& ProjectFilename ) Compiles a project while showing a progress bar, and offers to open the IDE if it fails.
bool CalculateSourcePaths ( const FString& InPath, const FModuleContextInfo& ModuleIn..., FString& OutHeaderPath, FString& OutSourcePath, FText*const OutFailReason ) Given the path provided, work out where generated .h and .cpp files would be placed
void CheckAndWarnProjectFilenameValid () Warn the user if the project filename is invalid in case they renamed it outside the editor
void CheckForOutOfDateGameProjectFile () Prompts the user to update their project file, if necessary.
void ClearSupportedTargetPlatforms () Clear the list of supported target platforms
bool CreateProject ( const FProjectInformation& InProje..., FText& OutFailReason, FText& OutFailLog, TArray< FString >* OutCreatedF... ) Creates the specified project file and all required folders.
void DeleteCreatedFiles ( const FString& RootFolder, const TArray< FString >& CreatedFi... ) Deletes the specified list of files that were created during file creation
FString DetermineModuleIncludePath ( const FModuleContextInfo& ModuleIn..., const FString& FileRelativeTo ) Returns the path to the module's include header
EProjectDupl... DuplicateProjectForUpgrade ( const FString& InProjectFile, FString& OutNewProjectFile ) Creates a copy of a project directory in order to upgrade it.
bool GenerateBasicSourceCode ( TArray< FString >& OutCreatedFiles, FText& OutFailReason ) Creates the basic source code for a new project. On failure, OutFailReason will be populated.
bool GenerateCodeProjectFiles ( const FString& ProjectFilename, FText& OutFailReason, FText& OutFailLog ) Creates code project files for a new game project.
bool GenerateGameModuleBuildFile ( const FString& NewBuildFileName, const FString& ModuleName, const TArray< FString >& PublicDep..., const TArray< FString >& PrivateDe..., FText& OutFailReason ) Generates a Build.cs file for a game module
bool GeneratePluginModuleBuildFile ( const FString& NewBuildFileName, const FString& ModuleName, const TArray< FString >& PublicDep..., const TArray< FString >& PrivateDe..., FText& OutFailReason, bool bUseExplicitOrSharedPCHs ) Generates a Build.cs file for a plugin module.
bool GeneratePluginModuleCPPFile ( const FString& CPPFileName, const FString& ModuleName, const FString& StartupSourceCode, FText& OutFailReason ) Generates a module .cpp file, intended for plugin use
bool GeneratePluginModuleHeaderFile ( const FString& HeaderFileName, const TArray< FString >& PublicHea..., FText& OutFailReason ) Generates a module .h file, intended for plugin use
bool GetClassLocation ( const FString& InPath, const FModuleContextInfo& ModuleIn..., EClassLocation& OutClassLocation, FText*const OutFailReason ) Given the path provided, work out where it's located within the Source folder
const TArray... GetCurrentProjectModules () Get the information about any modules referenced in the .uproject file of the currently loaded project
TArray< FMod... GetCurrentProjectPluginModules () Get the information about any modules in any of the plugins in the currently loaded project (Ignores Engine Plugins)
const TCHAR ... GetDefaultBuildSettingsVersion () Gets the default build settings version for UBT
FString GetDefaultProjectTemplateFilename () Returns the uproject template filename for the default project template.
int32 GetProjectCodeFileCount ()  
void GetProjectSourceDirectoryInfo ( int32& OutNumFiles, int64& OutDirectorySize ) Retrieves file and size info about the project's source directory
bool IsEngineStarterContentAvailable () Returns true if there are engine starter content files available for instancing into new projects.
bool IsStarterContentAvailableForProject ( const FProjectInformation& Project... ) Returns true if there are any starter content packs are available for given project.
bool IsUsingEngineStarterContent ( const FProjectInformation& Project... ) Returns true if the given project is referencing engine starter content pack.
bool IsValidBaseClassForCreation ( const UClass* InClass, const TArray< FModuleContextInfo > ... ) Returns true if the specified class is a valid base class for any of the given modules
bool IsValidBaseClassForCreation ( const UClass* InClass, const FModuleContextInfo& InModule... ) Returns true if the specified class is a valid base class for the given module
bool IsValidClassNameForCreation ( const FString& NewClassName, const FModuleContextInfo& ModuleIn..., const TSet< FString >& DisallowedH..., FText& OutFailReason ) Returns true if the specified class name is properly formed and does not conflict with another class, including source/header files
bool IsValidClassNameForCreation ( const FString& NewClassName, FText& OutFailReason ) Returns true if the specified class name is properly formed and does not conflict with another class
bool IsValidProjectFileForCreation ( const FString& ProjectFile, FText& OutFailReason ) Returns true if the project filename is properly formed and does not conflict with another project
bool IsValidSourcePath ( const FString& InPath, const FModuleContextInfo& ModuleIn..., FText*const OutFailReason ) Check to see if the given path is a valid place to put source code for this project (exists within the source root path)
UTemplateCat... LoadTemplateCategories ( const FString& RootDir ) Loads a list of template categories defined in the TemplateCategories.ini file in the specified folder
UTemplatePro... LoadTemplateDefs ( const FString& ProjectDirectory ) Loads a template project definitions object from the TemplateDefs.ini file in the specified project
FString MakeCommaDelimitedList ( const TArray< FString >& InList, bool bPlaceQuotesAroundEveryElement ) Returns a comma delimited string comprised of all the elements in InList.
FString MakeIncludeList ( const TArray< FString >& InList ) Returns a list of #include lines formed from InList
bool NameContainsOnlyLegalCharacters ( const FString& TestName, FString& OutIllegalCharacters ) Checks the name for illegal characters
bool NameMatchesPlatformModuleName ( const FString& TestName ) Checks the name to see if it matches platform module names
void OpenAddToProjectDialog ( const FAddToProjectConfig& Config, EClassDomain InDomain ) Opens a dialog to add code files or blueprints to the current project.
bool OpenCodeIDE ( const FString& ProjectFile, FText& OutFailReason ) Opens the code editing IDE for the specified project, if it exists.
bool OpenProject ( const FString& ProjectFile, FText& OutFailReason ) Opens the specified project, if it exists.
bool ProjectHasCodeFiles () Returns true if the currently loaded project has code files
bool ReadTemplateFile ( const FString& TemplateFileName, FString& OutFileContents, FText& OutFailReason ) Returns the contents of the specified template file
void ResetCurrentProjectModulesCache () Reset the cached result of information about any modules referenced in the .uproject file of the currently loaded project
void TryMakeProjectFileWriteable ( const FString& ProjectFile ) Checks out the current project file (or prompts to make writable)
bool UpdateAdditionalPluginDirectory ( const FString& InDir, const bool bAddOrRemove ) Update the list of plugin directories to scan This will take care of checking out and saving the updated .uproject file automatically
bool UpdateGameProject ( const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason ) Updates the given project file to an engine identifier.
void UpdateSupportedTargetPlatforms ( const FName& InPlatformName, const bool bIsSupported ) Update the list of supported target platforms based upon the parameters provided This will take care of checking out and saving the updated .uproject file automatically
bool WriteOutputFile ( const FString& OutputFilename, const FString& OutputFileContents, FText& OutFailReason ) Writes an output file. OutputFilename includes a path

Enums

Type Name Description
Public enum EAddCodeToProjectResult Used as a function return result when adding new code to the project
Public enum EClassLocation Where is this class located within the Source folder?
Public enum EProjectDuplicateResult Used as a function return result when a project is duplicated when upgrading project's version in Convert project dialog - Open a copy
Public enum EReloadStatus Reload status when adding new code to the project

Typedefs

Name Description
FDoesClassNeedAPIExportCallback Internal handler for IsValidBaseClassForCreation

Constants

Name Description
bUseAudioMixerForAllPlatforms Whether we should use AudioMixer for all platforms:
IncludePathFormatString  
UpdateGameProjectNotification  
WarningProjectNameNotification  

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