UDiffAssetsCommandlet

Commandlet to allow diff in P4V, and expose that functionality to the editor

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Inheritance Hierarchy

References

Module

UnrealEd

Header

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

Include

#include "Commandlets/DiffAssetsCommandlet.h"

Syntax

class UDiffAssetsCommandlet : public UCommandlet

Remarks

Commandlet to allow diff in P4V, and expose that functionality to the editor

Constructors

Name Description

Public function

UDiffAssetsCommandlet

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

bool

 

CopyFileToTempLocation

(
    FString& InOutFilename
)

Copies a uasset file or map to a temp location so it can be loaded without disruption to anything

Public function Static

bool

 

ExportFile

(
    const FString& Filename,
    const TArray< UObject* >& Loa...
)

Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway)

Public function Static

bool

 

ExportFilesToTextAndDiff

(
    const FString& Params
)

The meat of the commandlet, this can be called from the editor Format of commandline is as follow File1.uasset File2.uasset -DiffCmd="C:/Program Files/Araxis/Araxis Merge/AraxisP4Diff.exe {1} {2}"

Public function Static

bool

 

ExportFilesToTextAndDiff

(
    const FString& Filename1,
    const FString& Filename2,
    const FString& DiffCommand
)

Runs an external diff utility

Public function Static

bool

 

LoadFile

(
    const FString& Filename,
    TArray< UObject* >& LoadedObj...
)

Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway)

Overridden from UCommandlet

Name Description

Public function Virtual

int32

 

Main

(
    const FString& Params
)

Entry point for your commandlet

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