IDesktopPlatform

Interface for functionality supported by desktop platforms

Unreal Engine C++ API Reference > Developer > DesktopPlatform

References

   
Module DesktopPlatform
Header /Engine/Source/Developer/DesktopPlatform/Public/IDesktopPlatform.h
Include #include "IDesktopPlatform.h"

Syntax

class IDesktopPlatform  

Remarks

Interface for functionality supported by desktop platforms

Destructors

Type Name Description
  ~IDesktopPlatform () Virtual destructor

Functions

Type Name Description
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.

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library