UEditorLoadingAndSavingUtils

This class is a wrapper for editor loading and saving functionality It is meant to contain only functions that can be executed in script (but are also allowed in C++).

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UEditorLoadingAndSavingUtils

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/FileHelpers.h

Include

#include "FileHelpers.h"

Syntax

class UEditorLoadingAndSavingUtils : public UObject

Remarks

This class is a wrapper for editor loading and saving functionality It is meant to contain only functions that can be executed in script (but are also allowed in C++). It is separated from FEditorFileUtils to ensure new easier to use methods can be created without breaking FEditorFileUtils backwards compatibility However this should be used in place of FEditorFileUtils wherever possible as the goal is to deprecate FEditorFileUtils eventually

Functions

Name Description

Public function Static

void

 

ExportScene

(
    bool bExportSelectedActorsOnly
)

Exports the current scene

Public function Static

void

 

GetDirtyContentPackages

(
    TArray< UPackage* >& OutDirty...
)

Appends array with all currently dirty content packages.

Public function Static

void

 

GetDirtyMapPackages

(
    TArray< UPackage* >& OutDirty...
)

Appends array with all currently dirty map packages.

Public function Static

void

 

ImportScene

(
    const FString& Filename
)

Imports a file such as (FBX or obj) and spawns actors f into the current level

Public function Static

UWorld *

 

LoadMap

(
    const FString& Filename
)

Loads the specified map. Does not prompt the user to save the current map.

Public function Static

UWorld *

 

LoadMapWithDialog()

Prompts the user to save the current map if necessary, the presents a load dialog and loads a new map if selected by the user.

Public function Static

UWorld *

 

NewBlankMap

(
    bool bSaveExistingMap
)

Public function Static

UWorld *

 

NewMapFromTemplate

(
    const FString& PathToTemplateLevel,
    bool bSaveExistingMap
)

Public function Static

bool

 

SaveCurrentLevel()

Saves the active level, prompting the use for checkout if necessary.

Public function Static

bool

 

SaveDirtyPackages

(
    const bool bSaveMapPackages,
    const bool bSaveContentPackages
)

Looks at all currently loaded packages and saves them if their "bDirty" flag is set.

Public function Static

bool

 

SaveDirtyPackagesWithDialog

(
    const bool bSaveMapPackages,
    const bool bSaveContentPackages
)

Looks at all currently loaded packages and saves them if their "bDirty" flag is set.

Public function Static

bool

 

SaveMap

(
    UWorld* World,
    const FString& AssetPath
)

Saves the specified map, returning true on success.

Public function Static

bool

 

SavePackages

(
    const TArray< UPackage* >& Pa...,
    bool bOnlyDirty
)

Save all packages.

Public function Static

bool

 

SavePackagesWithDialog

(
    const TArray< UPackage* >& Pa...,
    bool bOnlyDirty
)

Save all packages.

Public function Static

void

 

UnloadPackages

(
    const TArray< UPackage* >& Pa...,
    bool& bOutAnyPackagesUnloaded,
    FText& OutErrorMessage
)

Unloads a list of packages

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss