UCompileAllBlueprintsCommandlet

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UCommandlet

UCompileAllBlueprintsCommandlet

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h

Include

#include "Commandlets/CompileAllBlueprintsCommandlet.h"

Syntax

class UCompileAllBlueprintsCommandlet : public UCommandlet

Variables

Name Description

Protected variable

TArray< FString...

 

AssetsWithErrorsOrWarnings

Protected variable

bool

 

bCompileSkeletonOnly

Protected variable

bool

 

bCookedOnly

Protected variable

bool

 

bDirtyOnly

Protected variable

TArray< FAssetD...

 

BlueprintAssetList

Protected variable

FName

 

BlueprintBaseClassName

Protected variable

bool

 

bResultsOnly

CommandLine Config Variables.

Protected variable

bool

 

bSimpleAssetList

Protected variable

TArray< TPair< ...

 

ExcludeAssetTags

Protected variable

TArray< FString...

 

FileAllowList

Protected variable

TArray< FString...

 

IgnoreFolders

Protected variable

IKismetCompiler...

 

KismetBlueprintCompilerModule

Protected variable

TArray< TPair< ...

 

RequireAssetTags

Protected variable

int

 

TotalNumFailedLoads

Variables to store overall results.

Protected variable

int

 

TotalNumFatalIssues

Protected variable

int

 

TotalNumWarnings

Constructors

Name Description

Public function

UCompileAllBlueprintsCommandlet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual

void

 

BuildBlueprintAssetList()

Stores FAssetData for every BlueprintAsset inside of the BlueprintAssetList member variable

Protected function Virtual

void

 

BuildBlueprints()

Loads and builds all blueprints in the BlueprintAssetList member variable

Protected function Virtual Const

bool

 

CheckHasTagInList

(
    FAssetData const& Asset,
    const TArray< TPair< FString, TArra...
)

Checks if the passed in asset has any tag inside of the passed in tag collection.

Protected function Virtual

void

 

CompileBlueprint

(
    UBlueprint* Blueprint
)

Handles attempting to compile an individual blueprint asset. Blueprint Asset that is compiled.

Protected function Virtual

void

 

InitCommandLine

(
    const FString& Params
)

Handles setting config variables from the command line Params command line parameter string

Protected function Virtual

void

 

InitKismetBlueprintCompiler()

Loads the Kismet Compiler Module

Protected function Virtual Const

bool

 

IsAssetAllowed

(
    FAssetData const& Asset
)

Checks if the passed in asset is included in the allow list.

Protected function Virtual

void

 

LogResults()

Handles outputting the results to the log

Protected function Virtual

void

 

ParseAllowList

(
    const FString& ListFilePath
)

Handles parsing out all the different files to allow from a file.

Protected function Virtual

void

 

ParseIgnoreFolders

(
    const FString& FullIgnoreFolderStr...
)

Handles parsing out a string of ignore folders and puts it into the IgnoreFolders member variable FullIgnoreFolderString the string passedi n from the commandline to parse out individual folder names from

Protected function Virtual

void

 

ParseTagPairs

(
    const FString& FullTagString,
    TArray< TPair< FString, TArray< FSt...
)

Handles parsing out a string of command line tag pairs into the passed in output tag collection.

Protected function Virtual Const

bool

 

ShouldBuildAsset

(
    FAssetData const& Asset
)

Determines if we should try and Load / Build the asset based on config variables Asset What asset to check True if we should build the asset

Overridden from UCommandlet

Name Description

Public function Virtual

int32

 

Main

(
    const FString& Params
)

Entry point for your commandlet