FEditorBuildUtils

Utility class to hold functionality for building within the editor

Windows
MacOS
Linux

References

Module

UnrealEd

Header

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

Include

#include "EditorBuildUtils.h"

Syntax

class FEditorBuildUtils

Remarks

Utility class to hold functionality for building within the editor

Constructors

No constructors are accessible with public or protected access.

Destructors

No destructors are accessible with public or protected access.

Functions

Name Description

Public function Static

void

 

AsyncBuildCompleted()

Call this when an async custom build step has completed (successfully or not).

Public function Static

bool

 

EditorAutomatedBuildAndSubmit

(
    const FEditorAutomatedBuildSettings...,
    FText& OutErrorMessages
)

Start an automated build of all current maps in the editor.

Public function Static

bool

 

EditorBuild

(
    UWorld* InWorld,
    FName Id,
    const bool bAllowLightingDialog
)

Perform an editor build with behavior dependent upon the specified id

Public function Static

void

 

EditorBuildGrassMaps

(
    UWorld* InWorld
)

Perform an editor build for grass maps

Public function Static

bool

 

EditorBuildMaterialTextureStreamingData

(
    UPackage* Package
)

Similar to EditorBuildTextureStreaming, but attempts to rebuild TextureStreamingData for all materials in loaded package(s).

Public function Static

bool

 

EditorBuildTextureStreaming

(
    UWorld* InWorld,
    EViewModeIndex SelectedViewMode
)

Perform an editor build for texture streaming

Public function Static

bool

 

EditorBuildVirtualTexture

(
    UWorld* InWorld
)

Perform an editor build for virtual textures

Public function Static

bool

 

IsBuildCurrentlyRunning()

Is there currently an (async) build in progress?

Public function Static

bool

 

IsBuildingNavigationFromUserRequest()

Check if navigation build was was triggered from editor as user request

Public function Static

void

 

PathBuildingFinished()

Call it to notify that navigation builder finished building

Public function Static

void

 

RegisterCustomBuildType

(
    FName Id,
    const FDoEditorBuildDelegate& DoBu...,
    FName BuildAllExtensionPoint
)

Register a custom build type.

Public function Static

void

 

UnregisterCustomBuildType

(
    FName Id
)

Unregister a custom build type.

Public function Static

void

 

UpdateTextureStreamingMaterialBindings

(
    UWorld* InWorld
)

Update every used material texture binding (see FMaterialTextureInfo::TextureIndex)

Classes

Name

Description

Public struct

FEditorAutomatedBuildSettings

Helper struct to specify settings for an automated editor build

Enums

Name

Description

Public enum

EAutomatedBuildBehavior

Enumeration representing automated build behavior in the event of an error

Constants

Name

Description

bBuildingNavigationFromUserRequest

Static variable to cache data about user request.

CustomBuildTypes

Map of custom build types registered with us.

InProgressBuildId

Set to a valid build type if an async build is in progress.

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