UResavePackagesCommandlet

Log category should be accessible by derived classes.

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h

Include

#include "Commandlets/ResavePackagesCommandlet.h"

Syntax

class UResavePackagesCommandlet : public UCommandlet

Remarks

Added to expose this to the save packages test

Variables

Name Description

Protected variable

bool

 

bAutoCheckIn

If we should auto checkin packages that were checked out

Protected variable

bool

 

bAutoCheckOut

If we should auto checkout packages that need to be saved

Protected variable

bool

 

bBulkCheckOut

When auto checking out packages, bulk checkout packages that will be saved to minimize source control requests

Protected variable

bool

 

bCanIgnoreFails

Skip the assert when a package can not be opened

Protected variable

bool

 

bForceClusterGeneration

Protected variable

bool

 

bForceEnableHLODForLevel

Protected variable

bool

 

bForceProxyGeneration

Protected variable

bool

 

bForceSingleClusterForLevel

Protected variable

bool

 

bForceUATEnvironmentVariableSet

Protected variable

bool

 

bGenerateClusters

Protected variable

bool

 

bGenerateMeshProxies

Protected variable

bool

 

bHLODMapCleanup

Protected variable

bool

 

bIgnoreChangelist

Ignore package version changelist

Protected variable

bool

 

bOnlyLicenseed

Only save packages that been saved by a licensee

Protected variable

bool

 

bOnlyMaterials

Only process packages containing materials

Protected variable

bool

 

bOnlySaveDirtyPackages

If we should only save dirty packages

Protected variable

bool

 

bOnlyUnversioned

Only save packages with a changelist of zero

Protected variable

bool

 

bShouldBuildHLOD

Should we update HLODs

Protected variable

bool

 

bShouldBuildLighting

Should we build lighting for the packages we are saving?

Protected variable

bool

 

bShouldBuildNavigationData

Should we build navigation data for the packages we are saving?

Protected variable

bool

 

bShouldBuildReflectionCaptures

Should we build reflection captures for the packages we are saving?

Protected variable

bool

 

bShouldBuildTextureStreaming

Should we build texture streaming for the packages we are saving?

Protected variable

bool

 

bShouldBuildTextureStreamingForAll

Similar to above, but applies to all packages rather than just maps

Protected variable

bool

 

bSkipCheckedOutFiles

If we should simply skip checked out files rather than error-ing out

Protected variable

bool

 

bSkipSubLevels

Protected variable

bool

 

bStripEditorOnlyContent

Strip editor only content

Protected variable

bool

 

bVerifyContent

Load all packages, and display warnings for those packages which would have been resaved but were read-only

Protected variable

TSet< FName >

 

CollectionFilter

Filter packages based on a collection

Protected variable

TArray< FString...

 

FilesToSubmit

List of files to submit

Protected variable

FString

 

ForceHLODSetupAsset

Protected variable

int32

 

GarbageCollectionFrequency

Only collect garbage after N packages

Protected variable

FString

 

HLODSkipToMap

Protected variable

ELightingBuildQ...

 

LightingBuildQuality

Lighting Build Quality(default: Production)

Protected variable

int32

 

MaxPackagesToResave

Maximum number of packages to resave to avoid having a massive sync A value of -1 (default) removes this limitation.

Protected variable

int32

 

MaxResaveLicenseeUE4Version

Limits resaving to packages with this licensee package version or lower.

Protected variable

int32

 

MaxResaveUE4Version

Limits resaving to packages with this UE4 package version or lower.

Protected variable

int32

 

MinResaveUE4Version

Only packages that have this version or higher will be resaved; a value of IGNORE_PACKAGE_VERSION indicates that there is no minimum package version

Protected variable

int32

 

PackagesConsideredForResave

Running count of packages that got modified and will need to be resaved

Protected variable

int32

 

PackagesResaved

Protected variable

FString

 

PackageSubstring

If non-empty, this substring has to be present in the package name for the commandlet to process it.

Protected variable

TArray< FString...

 

RedirectorsToFixup

List of redirector packages that should be fixed up at the end

Protected variable

TArray< FName >

 

ResaveClasses

Allows users to save only packages with a particular class in them (useful for fixing content)

Protected variable

TArray< FString...

 

Switches

The list of switches that were passed on the commandline

Protected variable

EBrevity

 

Verbosity

Constructors

Name Description

Public function

UResavePackagesCommandlet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

bool

 

CanCheckoutFile

(
    const FString& Filename,
    FString& CheckedOutUser
)

Protected function Const

void

 

CheckInFiles

(
    const TArray< FString >& InFilesTo...,
    const FText& InDescription
)

Protected function

void

 

CheckoutAndSavePackage

(
    UPackage* Package,
    TArray< FString >& SublevelFilenam...,
    bool bIgnoreAlreadyCheckedOut
)

Protected function

bool

 

CheckoutFile

(
    const FString& Filename,
    bool bAddFile,
    bool bIgnoreAlreadyCheckedOut
)

Protected function

bool

 

CleanClassesFromContentPackages

(
    UPackage* Package
)

Removes any UClass exports from packages which aren't script packages.

Protected function Virtual

void

 

DeleteOnePackage

(
    const FString& Filename
)

Deletes a single package

Protected function Virtual Const

FText

 

GetChangelistDescription()

Get the changelist description to use if automatically checking packages out.

Protected function Virtual

int32

 

InitializeResaveParameters

(
    const TArray< FString >& Tokens,
    TArray< FString >& MapPathNames
)

Evaluates the command-line to determine which maps to check.

Protected function Virtual

void

 

LoadAndSaveOnePackage

(
    const FString& Filename
)

Loads and saves a single package

Protected function Virtual

void

 

PerformAdditionalOperations

(
    UObject* Object,
    bool& bSavePackage
)

Allows the commandlet to perform any additional operations on the object before it is resaved.

Protected function Virtual

void

 

PerformAdditionalOperations

(
    UPackage* Package,
    bool& bSavePackage
)

Allows the commandlet to perform any additional operations on the package before it is resaved.

Protected function Virtual

void

 

PerformAdditionalOperations

(
    UWorld* World,
    bool& bSavePackage
)

Allows the commandlet to perform any additional operations on the world before it is resaved.

Protected function Virtual

void

 

PerformPreloadOperations

(
    FLinkerLoad* PackageLinker,
    bool& bSavePackage
)

Allow the commandlet to perform any operations on the export/import table of the package before all objects in the package are loaded.

Protected function

bool

 

RevertFile

(
    const FString& Filename
)

Protected function Virtual

bool

 

ShouldSkipPackage

(
    const FString& Filename
)

Checks to see if a package should be skipped

Protected function

void

 

VerboseMessage

(
    const FString& Message
)

Print out a message only if running in very verbose mode.

Overridden from UCommandlet

Name Description

Public function Virtual

int32

 

Main

(
    const FString& Params
)

Entry point for your commandlet

Enums

Name

Description

Protected enum

EBrevity

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