FGameProjectGenerationModule

Game Project Generation module

Unreal Engine C++ API Reference > Editor > GameProjectGeneration

Inheritance Hierarchy

References

   
Module GameProjectGeneration
Header /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Include #include "GameProjectGenerationModule.h"

Syntax

class FGameProjectGenerationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)  

Remarks

Game Project Generation module

Functions

Type Name Description
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
TSharedRef< ... CreateGameProjectDialog ( bool bAllowProjectOpening, bool bAllowProjectCreate ) Creates the game project dialog
TSharedRef< ... CreateNewClassDialog ( const UClass* InClass ) Creates a new class dialog for creating classes based on the passed-in class.
FString DetermineModuleIncludePath ( const FModuleContextInfo& ModuleIn..., const FString& FileRelativeTo ) Returns the path to the module's include header
bool GenerateBasicSourceCode ( TArray< FString >& OutCreatedFiles, FText& OutFailReason ) Generate basic project source code
FGameProject... Get () Singleton-like access to this module's interface.
void GetAllTemplateCategories ( TArray< TSharedPtr< FTemplateCatego... )  
TSharedPtr< ... GetCategory ( FName Type ) Non DLL-exposed access to template categories.
const TArray... GetCurrentProjectModules () Get the information about any modules referenced in the .uproject file of the currently loaded project
void GetProjectSourceDirectoryInfo ( int32& OutNumFiles, int64& OutDirectorySize ) Gets file and size info about the source directory
bool IsValidBaseClassForCreation ( const UClass* InClass, const FModuleContextInfo& InModule... ) Returns true if the specified class is a valid base class for the given module
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
FAddCodeToPr... OnAddCodeToProjectDialogOpened ()  
void OpenAddBlueprintToProjectDialog ( const FAddToProjectConfig& Config ) Opens a dialog to add a new blueprint to the current project.
void OpenAddCodeToProjectDialog ( const FAddToProjectConfig& Config ) Opens a dialog to add code files to the current project.
bool ProjectHasCodeFiles () Gets the current projects source file count
void TryMakeProjectFileWriteable ( const FString& ProjectFile ) Tries to make the project file writable. Prompts to check out as necessary.
bool UpdateCodeProject ( FText& OutFailReason, FText& OutFailLog ) Updates the current code project
bool UpdateGameProject ( const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason ) Updates the currently loaded project.
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

Overridden from IModuleInterface

Type Name Description
void ShutdownModule () Called before the plugin is unloaded, right before the plugin object is destroyed.
void StartupModule () Called right after the plugin DLL has been loaded and the plugin object has been created

Classes

Type Name Description
Public class FAddCodeToProjectDialogOpenedEvent Delegate for when the AddCodeToProject dialog is opened

Typedefs

Name Description
FTemplateCategoryMap  

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