UTemplateProjectDefs

Unreal Engine C++ API Reference > Editor > GameProjectGeneration

Inheritance Hierarchy

References

   
Module GameProjectGeneration
Header /Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Include #include "TemplateProjectDefs.h"

Syntax

class UTemplateProjectDefs : public [UObject](API\Runtime\CoreUObject\UObject\UObject)  

Variables

Type Name Description
FString AssetTypes  
bool bAllowProjectCreation Should we allow creation of a project from this template.
bool bIsBlank Is this a blank template? Determines whether we can override the default map when creating the project.
bool bIsEnterprise Is this an enterprise template?
bool bThumbnailAsIcon Is there a rendered thumbnail that should be treated as the project template icon.
TArray< FName > Categories  
FString ClassTypes  
EFeaturePackDet... EditDetailLevelPreference What detail level to edit when editing shared template resources
TArray< FTempla... FilenameReplacements  
TArray< FString... FilesToIgnore  
TArray< FTempla... FolderRenames  
TArray< FString... FoldersToIgnore  
TArray< ETempla... HiddenSettings Optional list of settings to hide. If none are specified, then all settings are shown.
TArray< FLocali... LocalizedDescriptions  
TArray< FLocali... LocalizedDisplayNames  
TArray< FString... PacksToInclude Optional list of feature packs to include
TArray< FTempla... ReplacementsInFiles  
TArray< FFeatur... SharedContentPacks Shared feature packs.
FString SortKey  
FString StarterContent  

Constructors

Type Name Description
  UTemplateProjectDefs ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AddConfigValues ( TArray< FTemplateConfigValue >& Co..., const FString& TemplateName, const FString& ProjectName, bool bShouldGenerateCode ) Callback for adding config values
void FixupStrings ( const FString& TemplateName, const FString& ProjectName ) Fixes up all strings in this definitions object to replace %TEMPLATENAME% with the supplied template name and %PROJECTNAME% with the supplied project name
bool GeneratesCode ( const FString& ProjectTemplatePath ) Does this template generate C++ source?
FText GetDisplayNameText () Returns the display name for the current culture, or English if the current culture has no translation
FText GetLocalizedDescription () Returns the display name for the current culture, or English if the current culture has no translation
bool IsClassRename ( const FString& DestFilename, const FString& SrcFilename, const FString& FileExtension ) Callback for each file rename, so class renames can be extracted
bool PostGenerateProject ( const FString& DestFolder, const FString& SrcFolder, const FString& NewProjectFile, const FString& TemplateFile, bool bShouldGenerateCode, FText& OutFailReason ) Callback after project generation is done, allowing for custom project generation behavior
bool PreGenerateProject ( const FString& DestFolder, const FString& SrcFolder, const FString& NewProjectFile, const FString& TemplateFile, bool bShouldGenerateCode, FText& OutFailReason ) Callback before project generation is done, allowing for custom project generation behavior

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