ICookedEditorPackageManager

Allows a project to control how packages are cooked when making a cooked editor.

Unreal Engine C++ API Reference > Developer > CookedEditor

Inheritance Hierarchy

  • ICookedEditorPackageManager

References

   
Module CookedEditor
Header /Engine/Source/Developer/CookedEditor/Public/CookedEditorPackageManager.h
Include #include "CookedEditorPackageManager.h"

Syntax

class ICookedEditorPackageManager  

Remarks

Allows a project to control how packages are cooked when making a cooked editor.

Unlike a runtime game, a cooked editor typically needs to include all engine and plugin content, to make all resources available for the crafting of future games in the cooked editor with asset needs that are not yet known. When cooking a cooked editor target platform, an instance of this class adds the requests for all of that extra content.

The default implementation is FIniCookedEditorPackageManager which allows for Game.ini settings to control most functionality. By default (as set in BaseGame.ini) all content is cooked with a few class types and plugns that are not due to incompatibility with having been cooked and loaded by the editor.

If "Cook Against Release" mode is enabled, then making the cooked editor will act like "DLC" where it uses an already created Game or Client release and will not cook pacakges that are already in the release.

To override this class, generally you will want to override the Project functions in the first public section. In GetProjectPackagesToCook(), you can call AddPackagesFromPath to cook spefic project content subdirectories as needed

You likely can use just this class without needing to subclass TCookedEditorTargetPlatform at all, but you can do that if needed.

Destructors

Type Name Description
  ~ICookedEditorPackageManager ()  

Functions

Type Name Description
void AddPackagesFromPath ( TArray< FName >& Packages, const TCHAR* Path, EPackageSearchMode SearchMode ) Use the asset registry to find packages to be cooked
bool AllowAssetToBeGathered ( const FAssetData& AssetData ) Allows the subclass to disallow some assets to be gathered during AddPackagesFromPath, for instance This is similar to AllowObjectToBeCooked, but it can help with, for instance, removing maps from subdirectories, while still allowing the normal maps that come from the standard cooking process
bool AllowEnginePluginContentToBeCooked ( const TSharedRef< IPlugin > ) Should the given enabled engine plugin be cooked?
bool AllowObjectToBeCooked ( const UObject* Obj ) Allows the subclass to exclude specific objects in packages discovered during the cook.
bool AllowProjectPluginContentToBeCooked ( const TSharedRef< IPlugin > ) Should the given enabled project plugin be cooked?
TUniquePtr< ... FactoryForTargetPlatform ( ITargetPlatform* TP, bool bIsCookedCooker ) Construct a package manager for the given TP
void FilterGatheredPackages ( TArray< FName >& PackageNames ) Allow a subclass to remove packages found in GatherAllPackages
void GatherAllPackages ( TArray< FName >& PackageNames, const ITargetPlatform* TargetP... ) Gathers the packages this PackageManager wants to manage (ie cook)
void GatherAllPackagesExceptDisabled ( TArray< FName >& PackageNames, const ITargetPlatform* TargetP..., const TArray< FString >& DisabledP... ) Meat of this class, this calls other functions that generally will be overridden - subclass needs to pass in disabled plugins
void GetEnginePackagesToCook ( TArray< FName >& PackagesToCook ) Override to control engine packages to cook
void GetProjectPackagesToCook ( TArray< FName >& PackagesToCook ) Override to add project specific packages to cook

Enums

Type Name Description
Protected enum EPackageSearchMode  

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