bool |
CleanGameProject ( const FString& ProjectDir, FString& OutFailPath, FFeedbackContext* Warn ) |
Cleans a game project. Removes the intermediate folder and binary build products. |
bool |
CompileGameProject ( const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn, ECompilationResult::Type* OutR... ) |
Compiles a game project. |
void |
EnumerateEngineInstallations ( TMap< FString, FString >& OutInsta... ) |
Enumerates all the registered engine installations. |
void |
EnumerateLauncherEngineInstallations ( TMap< FString, FString >& OutInsta... ) |
Enumerates all the registered binary engine installations. |
void |
EnumerateLauncherSampleInstallations ( TArray< FString >& OutInstallation... ) |
Enumerates all the samples installed by the launcher. |
void |
EnumerateLauncherSampleProjects ( TArray< FString >& OutFileNames ) |
Enumerates all the sample projects installed by the launcher. |
bool |
EnumerateProjectsKnownByEngine ( const FString& Identifier, bool bIncludeNativeProjects, TArray< FString >& OutProjectFileN... ) |
Finds all the projects which the engine (given by an identifier) has a record of. |
bool |
GenerateProjectFiles ( const FString& RootDir, const FString& ProjectFileName, FFeedbackContext* Warn, FString LogFilePath ) |
Generates project files for the given project. |
FString |
GetCurrentEngineIdentifier () |
Gets the identifier for the currently executing engine installation |
bool |
GetDefaultEngineIdentifier ( FString& OutIdentifier ) |
Gets the identifier for the default engine. This will be the newest installed engine. |
bool |
GetDefaultEngineRootDir ( FString& OutRootDir ) |
Gets the root directory for the default engine installation. |
FString |
GetDefaultProjectCreationPath () |
Gets the default folder for creating new projects. |
FString |
GetEngineDescription ( const FString& Identifier ) |
Returns a description for the engine with the given identifier. |
bool |
GetEngineIdentifierForProject ( const FString& ProjectFileName, FString& OutIdentifier ) |
Gets the engine association for a project. |
bool |
GetEngineIdentifierFromRootDir ( const FString& RootDir, FString& OutIdentifier ) |
Returns the identifier for the engine with the given root directory. |
bool |
GetEngineRootDirFromIdentifier ( const FString& Identifier, FString& OutRootDir ) |
Returns the identifier for the engine with the given root directory. |
FString |
GetEngineSavedConfigDirectory ( const FString& Identifier ) |
Gets the root directory for the engine's saved config files |
FFeedbackCon... |
GetNativeFeedbackContext () |
Gets a feedback context which can display progress information using the native platform GUI. |
bool |
GetOidcAccessToken ( const FString& RootDir, const FString& ProjectFileName, const FString& ProviderIdentifier, bool bUnattended, FFeedbackContext* Warn, FString& OutToken, FDateTime& OutTokenExpiresAt, bool& bOutWasInteractiveLogin ) |
Get a Access token for use by OIDC compliant Identity Providers |
bool |
GetOidcTokenStatus ( const FString& RootDir, const FString& ProjectFileName, const FString& ProviderIdentifier, FFeedbackContext* Warn, int& OutStatus ) |
Get the status of a access token for use by OIDC compliant Identity Providers |
const TArray... |
GetTargetsForCurrentProject () |
Gets information about the build targets supported by the current project. |
const TArray... |
GetTargetsForProject ( const FString& ProjectFile ) |
Gets information about the build targets supported by a particular project. |
FString |
GetUserTempPath () |
Gets the path to the user's temporary directory |
FProcHandle |
InvokeUnrealBuildToolAsync ( const FString& InCmdLineParams, FOutputDevice& Ar, void*& OutReadPipe, void*& OutWritePipe, bool bSkipBuildUBT ) |
Launches UnrealBuildTool with the specified command line parameters |
bool |
InvokeUnrealBuildToolSync ( const FString& InCmdLineParams, FOutputDevice& Ar, bool bSkipBuildUBT, int32& OutReturnCode, FString& OutProcOutput ) |
Invokes UnrealBuildTool with the given arguments |
bool |
IsPerforceBuild ( const FString& RootDir ) |
Tests whether an engine installation is a perforce build. |
bool |
IsPreferredEngineIdentifier ( const FString& Identifier, const FString& OtherIdentifier ) |
Compares two identifiers and checks whether the first is preferred to the second. |
bool |
IsSourceDistribution ( const FString& RootDir ) |
Tests whether an engine installation is a source distribution. |
bool |
IsStockEngineRelease ( const FString& Identifier ) |
Checks if the given engine identifier is for an stock engine release. |
bool |
IsUnrealBuildToolAvailable () |
Determines whether UnrealBuildTool is available |
bool |
IsUnrealBuildToolRunning () |
Checks if an instance of UnrealBuildTool is running. |
bool |
IsValidRootDirectory ( const FString& RootDir ) |
Tests whether a root directory is a valid Unreal Engine installation |
bool |
OpenDirectoryDialog ( const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, FString& OutFolderName ) |
Opens the "choose folder" dialog for the platform |
bool |
OpenFileDialog ( const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray< FString >& OutFilenames, int32& outFilterIndex ) |
Opens the "open file" dialog for the platform |
bool |
OpenFileDialog ( const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray< FString >& OutFilenames ) |
Opens the "open file" dialog for the platform |
bool |
OpenFontDialog ( const void* ParentWindowHandle, FString& OutFontName, float& OutHeight, EFontImportFlags& OutFlags ) |
Opens the "choose font" dialog for the platform |
bool |
OpenProject ( const FString& ProjectFileName ) |
Opens the given project with the appropriate editor. Tries to use the shell association. |
bool |
RegisterEngineInstallation ( const FString& RootDir, FString& OutIdentifier ) |
Registers a directory as containing an engine installation |
bool |
RunUnrealBuildTool ( const FText& Description, const FString& RootDir, const FString& Arguments, FFeedbackContext* Warn ) |
Runs UnrealBuildTool with the given arguments. |
bool |
RunUnrealBuildTool ( const FText& Description, const FString& RootDir, const FString& Arguments, FFeedbackContext* Warn, int32& OutExitCode ) |
Runs UnrealBuildTool with the given arguments. |
bool |
SaveFileDialog ( const void* ParentWindowHandle, const FString& DialogTitle, const FString& DefaultPath, const FString& DefaultFile, const FString& FileTypes, uint32 Flags, TArray< FString >& OutFilenames ) |
Opens the "save file" dialog for the platform |
bool |
SetEngineIdentifierForProject ( const FString& ProjectFileName, const FString& Identifier ) |
Sets the engine association for a project. |
bool |
TryGetEngineVersion ( const FString& RootDir, FEngineVersion& OutVersion ) |
Attempt to get the engine version from the supplied engine root directory. |
bool |
TryParseStockEngineVersion ( const FString& Identifier, FEngineVersion& OutVersion ) |
Attempt to get the engine version from the supplied identifier |
bool |
UpdateFileAssociations () |
Updates file associations. |
bool |
VerifyFileAssociations () |
Checks that the current file associations are correct. |