FGameProjectGenerationModule

Game Project Generation module

Windows
MacOS
Linux

Inheritance Hierarchy

IModuleInterface

FGameProjectGenerationModule

References

Module

GameProjectGeneration

Header

/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h

Include

#include "GameProjectGenerationModule.h"

Syntax

class FGameProjectGenerationModule : public IModuleInterface

Remarks

Game Project Generation module

Functions

Name Description

Public function Virtual

void

 

CheckAndWarnProjectFilenameValid()

Warn the user if the project filename is invalid in case they renamed it outside the editor

Public function Virtual

void

 

CheckForOutOfDateGameProjectFile()

Prompts the user to update his project file, if necessary.

Public function Virtual

void

 

ClearSupportedTargetPlatforms()

Clear the list of supported target platforms

Public function Virtual

TSharedRef< ...

 

CreateGameProjectDialog

(
    bool bAllowProjectOpening,
    bool bAllowProjectCreate
)

Creates the game project dialog

Public function Virtual

TSharedRef< ...

 

CreateNewClassDialog

(
    const UClass* InClass
)

Creates a new class dialog for creating classes based on the passed-in class.

Public function Virtual

FString

 

DetermineModuleIncludePath

(
    const FModuleContextInfo& ModuleIn...,
    const FString& FileRelativeTo
)

Returns the path to the module's include header

Public function Virtual

bool

 

GenerateBasicSourceCode

(
    TArray< FString >& OutCreatedFiles,
    FText& OutFailReason
)

Generate basic project source code

Public function Static

FGameProject...

 

Get()

Singleton-like access to this module's interface.

Public function Const

void

 

GetAllTemplateCategories

(
    TArray< TSharedPtr< FTemplateCatego...
)

Public function Const

TSharedPtr< ...

 

GetCategory

(
    FName Type
)

Non DLL-exposed access to template categories.

Public function Virtual

const TArray...

 

GetCurrentProjectModules()

Get the information about any modules referenced in the .uproject file of the currently loaded project

Public function Virtual

void

 

GetProjectSourceDirectoryInfo

(
    int32& OutNumFiles,
    int64& OutDirectorySize
)

Gets file and size info about the source directory

Public function Virtual

bool

 

IsValidBaseClassForCreation

(
    const UClass* InClass,
    const FModuleContextInfo& InModule...
)

Returns true if the specified class is a valid base class for the given module

Public function Virtual

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

Public function

FAddCodeToPr...

 

OnAddCodeToProjectDialogOpened()

Public function Virtual

void

 

OpenAddBlueprintToProjectDialog

(
    const FAddToProjectConfig& Config
)

Opens a dialog to add a new blueprint to the current project.

Public function Virtual

void

 

OpenAddCodeToProjectDialog

(
    const FAddToProjectConfig& Config
)

Opens a dialog to add code files to the current project.

Public function Virtual

bool

 

ProjectHasCodeFiles()

Gets the current projects source file count

Public function Virtual

void

 

TryMakeProjectFileWriteable

(
    const FString& ProjectFile
)

Tries to make the project file writable. Prompts to check out as necessary.

Public function Virtual

bool

 

UpdateCodeProject

(
    FText& OutFailReason,
    FText& OutFailLog
)

Updates the current code project

Public function Virtual

bool

 

UpdateGameProject

(
    const FString& ProjectFile,
    const FString& EngineIdentifier,
    FText& OutFailReason
)

Updates the currently loaded project.

Public function Virtual

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

Name Description

Public function Virtual

void

 

ShutdownModule()

Called before the plugin is unloaded, right before the plugin object is destroyed.

Public function Virtual

void

 

StartupModule()

Called right after the plugin DLL has been loaded and the plugin object has been created

Classes

Name

Description

Public class

FAddCodeToProjectDialogOpenedEvent

Delegate for when the AddCodeToProject dialog is opened

Typedefs

Name

Description

FTemplateCategoryMap

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