Module |
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Header |
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h |
Include |
#include "GameProjectUtils.h" |
class GameProjectUtils
Name | Description | ||
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EAddCodeToPr... |
AddCodeToProject ( |
Adds new source code to the project. |
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BuildCodeProject ( |
Compiles a project while showing a progress bar, and offers to open the IDE if it fails. |
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CalculateSourcePaths ( |
Given the path provided, work out where generated .h and .cpp files would be placed |
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CheckAndWarnProjectFilenameValid() |
Warn the user if the project filename is invalid in case they renamed it outside the editor |
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CheckForOutOfDateGameProjectFile() |
Prompts the user to update his project file, if necessary. |
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ClearSupportedTargetPlatforms() |
Clear the list of supported target platforms |
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CreateProject ( |
Creates the specified project file and all required folders. |
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DeleteCreatedFiles |
Deletes the specified list of files that were created during file creation |
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DetermineModuleIncludePath ( |
Returns the path to the module's include header |
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EProjectDupl... |
DuplicateProjectForUpgrade |
Creates a copy of a project directory in order to upgrade it. |
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GenerateBasicSourceCode |
Creates the basic source code for a new project. On failure, OutFailReason will be populated. |
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GenerateCodeProjectFiles |
Creates code project files for a new game project. |
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GenerateGameModuleBuildFile |
Generates a Build.cs file for a game module |
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GeneratePluginModuleBuildFile |
Generates a Build.cs file for a plugin module. |
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GeneratePluginModuleCPPFile |
Generates a module .cpp file, intended for plugin use |
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GeneratePluginModuleHeaderFile |
Generates a module .h file, intended for plugin use |
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GetClassLocation ( |
Given the path provided, work out where it's located within the Source folder |
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const TArray... |
GetCurrentProjectModules() |
Get the information about any modules referenced in the .uproject file of the currently loaded project |
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GetCurrentProjectPluginModules() |
Get the information about any modules in any of the plugins in the currently loaded project (Ignores Engine Plugins) |
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const TCHAR ... |
GetDefaultBuildSettingsVersion() |
Gets the default build settings version for UBT |
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GetDefaultProjectTemplateFilename() |
Returns the uproject template filename for the default project template. |
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GetProjectCodeFileCount() |
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GetProjectSourceDirectoryInfo |
Retrieves file and size info about the project's source directory |
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IsStarterContentAvailableForNewProjects() |
Returns true if there are starter content files available for instancing into new projects. |
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IsStarterContentAvailableForProject ( |
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IsValidBaseClassForCreation ( |
Returns true if the specified class is a valid base class for any of the given modules |
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IsValidBaseClassForCreation ( |
Returns true if the specified class is a valid base class for the given module |
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IsValidClassNameForCreation ( |
Returns true if the specified class name is properly formed and does not conflict with another class, including source/header files |
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IsValidClassNameForCreation |
Returns true if the specified class name is properly formed and does not conflict with another class |
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IsValidProjectFileForCreation |
Returns true if the project filename is properly formed and does not conflict with another project |
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IsValidSourcePath ( |
Check to see if the given path is a valid place to put source code for this project (exists within the source root path) |
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UTemplateCat... |
LoadTemplateCategories ( |
Loads a list of template categories defined in the TemplateCategories.ini file in the specified folder |
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UTemplatePro... |
LoadTemplateDefs ( |
Loads a template project definitions object from the TemplateDefs.ini file in the specified project |
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MakeCommaDelimitedList |
Returns a comma delimited string comprised of all the elements in InList. |
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MakeIncludeList |
Returns a list of #include lines formed from InList |
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NameContainsOnlyLegalCharacters |
Checks the name for illegal characters |
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OpenAddToProjectDialog ( |
Opens a dialog to add code files or blueprints to the current project. |
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OpenCodeIDE |
Opens the code editing IDE for the specified project, if it exists. |
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OpenProject |
Opens the specified project, if it exists. |
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ProjectHasCodeFiles() |
Returns true if the currently loaded project has code files |
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ReadTemplateFile |
Returns the contents of the specified template file |
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ResetCurrentProjectModulesCache() |
Reset the cached result of information about any modules referenced in the .uproject file of the currently loaded project |
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TryMakeProjectFileWriteable ( |
Checks out the current project file (or prompts to make writable) |
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UpdateAdditionalPluginDirectory |
Update the list of plugin directories to scan This will take care of checking out and saving the updated .uproject file automatically |
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UpdateGameProject |
Updates the given project file to an engine identifier. |
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UpdateSupportedTargetPlatforms |
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 |
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WriteOutputFile |
Writes an output file. OutputFilename includes a path |
Name |
Description |
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EAddCodeToProjectResult |
Used as a function return result when adding new code to the project |
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EClassLocation |
Where is this class located within the Source folder? |
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EProjectDuplicateResult |
Used as a function return result when a project is duplicated when upgrading project's version in Convert project dialog - Open a copy |
Name |
Description |
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FDoesClassNeedAPIExportCallback |
Internal handler for IsValidBaseClassForCreation |
Name |
Description |
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bUseAudioMixerForAllPlatforms |
Whether we should use AudioMixer for all platforms: |
IncludePathFormatString |
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UpdateGameProjectNotification |
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WarningProjectNameNotification |