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Unreal Engine C++ API Reference > Developer > SourceControl > ISourceControlProvider
References
Module | SourceControl |
Header | /Engine/Source/Developer/SourceControl/Public/ISourceControlProvider.h |
Include | #include "ISourceControlProvider.h" |
Source | /Engine/Source/Developer/SourceControl/Private/ISourceControlProvider.cpp |
virtual [ECommandResult::Type](API\Developer\SourceControl\ECommandResult__Type) Login ( const [FString](API\Runtime\Core\Containers\FString) & InPassword, [EConcurrency::Type](API\Developer\SourceControl\EConcurrency__Type) InConcurrency, const [FSourceControlOperationComplete](API\Developer\SourceControl\FSourceControlOperationComplete) & InOperationCompleteDelegate )
Remarks
Login to the source control server (if any). This is just a wrapper around Execute(). the result of the operation.
Parameters
Name | Description |
---|---|
InPassword | The password (if required) to use when logging in. |
InConcurrency | How to execute the operation, blocking or asynchronously on another thread. |
InOperationCompleteDelegate | Delegate to call when the operation is completed. This is called back internal to this call when executed on the main thread, or from Tick() when queued for asynchronous execution. If the provider is not enabled or if the command is not suported the delegate is immediately called with ECommandResult::Failed. |