EAddCodeToPr... |
AddCodeToProject ( const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleIn..., const FNewClassInfo ParentClassInfo, const TSet< FString >& DisallowedH..., FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason ) |
Adds new source code to the project. |
EAddCodeToPr... |
AddCodeToProject ( const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleIn..., const FNewClassInfo ParentClassInfo, const TSet< FString >& DisallowedH..., FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason, EReloadStatus& OutReloadStatus ) |
Adds new source code to the project. |
bool |
BuildCodeProject ( const FString& ProjectFilename ) |
Compiles a project while showing a progress bar, and offers to open the IDE if it fails. |
bool |
CalculateSourcePaths ( const FString& InPath, const FModuleContextInfo& ModuleIn..., FString& OutHeaderPath, FString& OutSourcePath, FText*const OutFailReason ) |
Given the path provided, work out where generated .h and .cpp files would be placed |
void |
CheckAndWarnProjectFilenameValid () |
Warn the user if the project filename is invalid in case they renamed it outside the editor |
void |
CheckForOutOfDateGameProjectFile () |
Prompts the user to update their project file, if necessary. |
void |
ClearSupportedTargetPlatforms () |
Clear the list of supported target platforms |
bool |
CreateProject ( const FProjectInformation& InProje..., FText& OutFailReason, FText& OutFailLog, TArray< FString >* OutCreatedF... ) |
Creates the specified project file and all required folders. |
void |
DeleteCreatedFiles ( const FString& RootFolder, const TArray< FString >& CreatedFi... ) |
Deletes the specified list of files that were created during file creation |
FString |
DetermineModuleIncludePath ( const FModuleContextInfo& ModuleIn..., const FString& FileRelativeTo ) |
Returns the path to the module's include header |
EProjectDupl... |
DuplicateProjectForUpgrade ( const FString& InProjectFile, FString& OutNewProjectFile ) |
Creates a copy of a project directory in order to upgrade it. |
bool |
GenerateBasicSourceCode ( TArray< FString >& OutCreatedFiles, FText& OutFailReason ) |
Creates the basic source code for a new project. On failure, OutFailReason will be populated. |
bool |
GenerateCodeProjectFiles ( const FString& ProjectFilename, FText& OutFailReason, FText& OutFailLog ) |
Creates code project files for a new game project. |
bool |
GenerateGameModuleBuildFile ( const FString& NewBuildFileName, const FString& ModuleName, const TArray< FString >& PublicDep..., const TArray< FString >& PrivateDe..., FText& OutFailReason ) |
Generates a Build.cs file for a game module |
bool |
GeneratePluginModuleBuildFile ( const FString& NewBuildFileName, const FString& ModuleName, const TArray< FString >& PublicDep..., const TArray< FString >& PrivateDe..., FText& OutFailReason, bool bUseExplicitOrSharedPCHs ) |
Generates a Build.cs file for a plugin module. |
bool |
GeneratePluginModuleCPPFile ( const FString& CPPFileName, const FString& ModuleName, const FString& StartupSourceCode, FText& OutFailReason ) |
Generates a module .cpp file, intended for plugin use |
bool |
GeneratePluginModuleHeaderFile ( const FString& HeaderFileName, const TArray< FString >& PublicHea..., FText& OutFailReason ) |
Generates a module .h file, intended for plugin use |
bool |
GetClassLocation ( const FString& InPath, const FModuleContextInfo& ModuleIn..., EClassLocation& OutClassLocation, FText*const OutFailReason ) |
Given the path provided, work out where it's located within the Source folder |
const TArray... |
GetCurrentProjectModules () |
Get the information about any modules referenced in the .uproject file of the currently loaded project |
TArray< FMod... |
GetCurrentProjectPluginModules () |
Get the information about any modules in any of the plugins in the currently loaded project (Ignores Engine Plugins) |
const TCHAR ... |
GetDefaultBuildSettingsVersion () |
Gets the default build settings version for UBT |
FString |
GetDefaultProjectTemplateFilename () |
Returns the uproject template filename for the default project template. |
int32 |
GetProjectCodeFileCount () |
|
void |
GetProjectSourceDirectoryInfo ( int32& OutNumFiles, int64& OutDirectorySize ) |
Retrieves file and size info about the project's source directory |
bool |
IsEngineStarterContentAvailable () |
Returns true if there are engine starter content files available for instancing into new projects. |
bool |
IsStarterContentAvailableForProject ( const FProjectInformation& Project... ) |
Returns true if there are any starter content packs are available for given project. |
bool |
IsUsingEngineStarterContent ( const FProjectInformation& Project... ) |
Returns true if the given project is referencing engine starter content pack. |
bool |
IsValidBaseClassForCreation ( const UClass* InClass, const TArray< FModuleContextInfo > ... ) |
Returns true if the specified class is a valid base class for any of the given modules |
bool |
IsValidBaseClassForCreation ( const UClass* InClass, const FModuleContextInfo& InModule... ) |
Returns true if the specified class is a valid base class for the given module |
bool |
IsValidClassNameForCreation ( const FString& NewClassName, const FModuleContextInfo& ModuleIn..., const TSet< FString >& DisallowedH..., FText& OutFailReason ) |
Returns true if the specified class name is properly formed and does not conflict with another class, including source/header files |
bool |
IsValidClassNameForCreation ( const FString& NewClassName, FText& OutFailReason ) |
Returns true if the specified class name is properly formed and does not conflict with another class |
bool |
IsValidProjectFileForCreation ( const FString& ProjectFile, FText& OutFailReason ) |
Returns true if the project filename is properly formed and does not conflict with another project |
bool |
IsValidSourcePath ( const FString& InPath, const FModuleContextInfo& ModuleIn..., FText*const OutFailReason ) |
Check to see if the given path is a valid place to put source code for this project (exists within the source root path) |
UTemplateCat... |
LoadTemplateCategories ( const FString& RootDir ) |
Loads a list of template categories defined in the TemplateCategories.ini file in the specified folder |
UTemplatePro... |
LoadTemplateDefs ( const FString& ProjectDirectory ) |
Loads a template project definitions object from the TemplateDefs.ini file in the specified project |
FString |
MakeCommaDelimitedList ( const TArray< FString >& InList, bool bPlaceQuotesAroundEveryElement ) |
Returns a comma delimited string comprised of all the elements in InList. |
FString |
MakeIncludeList ( const TArray< FString >& InList ) |
Returns a list of #include lines formed from InList |
bool |
NameContainsOnlyLegalCharacters ( const FString& TestName, FString& OutIllegalCharacters ) |
Checks the name for illegal characters |
bool |
NameMatchesPlatformModuleName ( const FString& TestName ) |
Checks the name to see if it matches platform module names |
void |
OpenAddToProjectDialog ( const FAddToProjectConfig& Config, EClassDomain InDomain ) |
Opens a dialog to add code files or blueprints to the current project. |
bool |
OpenCodeIDE ( const FString& ProjectFile, FText& OutFailReason ) |
Opens the code editing IDE for the specified project, if it exists. |
bool |
OpenProject ( const FString& ProjectFile, FText& OutFailReason ) |
Opens the specified project, if it exists. |
bool |
ProjectHasCodeFiles () |
Returns true if the currently loaded project has code files |
bool |
ReadTemplateFile ( const FString& TemplateFileName, FString& OutFileContents, FText& OutFailReason ) |
Returns the contents of the specified template file |
void |
ResetCurrentProjectModulesCache () |
Reset the cached result of information about any modules referenced in the .uproject file of the currently loaded project |
void |
TryMakeProjectFileWriteable ( const FString& ProjectFile ) |
Checks out the current project file (or prompts to make writable) |
bool |
UpdateAdditionalPluginDirectory ( const FString& InDir, const bool bAddOrRemove ) |
Update the list of plugin directories to scan This will take care of checking out and saving the updated .uproject file automatically |
bool |
UpdateGameProject ( const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason ) |
Updates the given project file to an engine identifier. |
void |
UpdateSupportedTargetPlatforms ( const FName& InPlatformName, const bool bIsSupported ) |
Update the list of supported target platforms based upon the parameters provided This will take care of checking out and saving the updated .uproject file automatically |
bool |
WriteOutputFile ( const FString& OutputFilename, const FString& OutputFileContents, FText& OutFailReason ) |
Writes an output file. OutputFilename includes a path |