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FGameProjectGenerationModule::ShutdownModule
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Called before the plugin is unloaded, right before the plugin object is destroyed.
GameProjectGeneration
virtual void ShutdownModule()
[]
FGameProjectGenerationModule::StartupModule
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Called right after the plugin DLL has been loaded and the plugin object has been created
GameProjectGeneration
virtual void StartupModule()
[]
FGameProjectGenerationModule::TryMakeProjectFileWriteable
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Tries to make the project file writable. Prompts to check out as necessary.
GameProjectGeneration
virtual void TryMakeProjectFileWriteable ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile )
[]
FGameProjectGenerationModule::UpdateCodeProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Updates the current code project
GameProjectGeneration
virtual bool UpdateCodeProject ( [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [FText](API\Runtime\Core\Internationalization\FText) & OutFailLog )
[]
FGameProjectGenerationModule::UpdateGameProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Updates the currently loaded project. Returns true if the project was updated successfully or if no update was needed
GameProjectGeneration
virtual bool UpdateGameProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, const [FString](API\Runtime\Core\Containers\FString) & EngineIdentifier, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
FGameProjectGenerationModule::UpdateSupportedTargetPlatforms
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
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
GameProjectGeneration
virtual void UpdateSupportedTargetPlatforms ( const [FName](API\Runtime\Core\UObject\FName) & InPlatformName, const bool bIsSupported )
[]
FGameProjectGenerationModule
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
Game Project Generation module
GameProjectGeneration
class FGameProjectGenerationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FLocalizedTemplateString::GetLocalizedText
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Find a text value for the current locale (or fallback to English) from the given array of localized strings.
GameProjectGeneration
static [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLocalizedTemplateString](API\Editor\GameProjectGeneration\FLocalizedTemplateString) > & LocalizedStrings )
[]
FLocalizedTemplateString
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
struct FLocalizedTemplateString
[ { "type": "FString", "name": "Language", "description": "" }, { "type": "FString", "name": "Text", "description": "" } ]
EClassType
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
The type of class we want to create
GameProjectGeneration
enum EClassType { UObject, EmptyCpp, SlateWidget, SlateWidgetStyle, UInterface, }
[]
FNewClassInfo::GetBaseClassHeaderFilename
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Gets header filename of the base class.
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetBaseClassHeaderFilename() const
[]
FNewClassInfo::GetClassDescription
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the class description to use in the UI
GameProjectGeneration
[FText](API\Runtime\Core\Internationalization\FText) GetClassDescription ( const bool bFullDescription ) const
[]
FNewClassInfo::GetClassIcon
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the class icon to use in the UI
GameProjectGeneration
const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetClassIcon() const
[]
FNewClassInfo::GetClassName
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the "friendly" class name to use in the UI
GameProjectGeneration
[FText](API\Runtime\Core\Internationalization\FText) GetClassName() const
[]
FNewClassInfo::GetClassNameCPP
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the C++ class name; this may or may not be prefixed, but will always produce a valid C++ name via GetClassPrefix() +GetClassName()
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetClassNameCPP() const
[]
FNewClassInfo::GetClassPrefixCPP
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the C++ prefix used for this class type
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetClassPrefixCPP() const
[]
FNewClassInfo::GetFinalClassName
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Some classes may apply a particular suffix; this function returns the class name that will ultimately be used should that happen
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetFinalClassName ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const
[]
FNewClassInfo::GetHeaderTemplateFilename
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the generation template filename to used based on the current class type
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetHeaderTemplateFilename() const
[]
FNewClassInfo::GetHeaderFilename
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Given a class name, generate the header file (.h) that should be used for this class
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetHeaderFilename ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const
[]
FNewClassInfo::GetSourceTemplateFilename
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the generation template filename to used based on the current class type
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetSourceTemplateFilename() const
[]
FNewClassInfo::GetIncludePath
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Get the path needed to include this class into another file
GameProjectGeneration
bool GetIncludePath ( [FString](API\Runtime\Core\Containers\FString) & OutIncludePath ) const
[]
FNewClassInfo::IsSet
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Check to see if this struct is set to something that could be used to create a new class
GameProjectGeneration
bool IsSet() const
[]
FNewClassInfo::FNewClassInfo
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Convenience constructor so you can construct from a EClassType
GameProjectGeneration
FNewClassInfo ( const [EClassType](API\Editor\GameProjectGeneration\FNewClassInfo\EClassType) InClassType )
[]
FNewClassInfo::FNewClassInfo
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Default constructor; must produce an object which fails the IsSet check
GameProjectGeneration
FNewClassInfo()
[]
FNewClassInfo::FNewClassInfo
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Convenience constructor so you can construct from aUClass
GameProjectGeneration
FNewClassInfo ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InBaseClass )
[]
FNewClassInfo::GetCleanClassName
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Some classes may apply a particular suffix; this function returns the class name with those suffixes removed
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetCleanClassName ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const
[]
FNewClassInfo
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Information used when creating a new class via AddCodeToProject
GameProjectGeneration
struct FNewClassInfo
[ { "type": "constUClass&#...", "name": "BaseClass", "description": "Base class information; if the ClassType isUObject" }, { "type": "EClassType", "name": "ClassType", "description": "The type of class we want to create" } ]
FNewClassInfo::GetSourceFilename
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h
Given a class name, generate the source file (.cpp) that should be used for this class
GameProjectGeneration
[FString](API\Runtime\Core\Containers\FString) GetSourceFilename ( const [FString](API\Runtime\Core\Containers\FString) & ClassName ) const
[]
FProjectInformation::FProjectInformation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
GameProjectGeneration
FProjectInformation()
[]
FProjectInformation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
GameProjectGeneration
struct FProjectInformation
[ { "type": "bool", "name": "bCopyStarterContent", "description": "" }, { "type": "TOptional< bool...", "name": "bEnableRaytracing", "description": "" }, { "type": "TOptional< bool...", "name": "bEnableXR", "description": "These are all optional, because there is an additio...
FTemplateCategoryDef
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
struct FTemplateCategoryDef
[ { "type": "FString", "name": "Icon", "description": "Reference to an icon to display for this category. Should be around 300x100." }, { "type": "bool", "name": "IsMajorCategory", "description": "Is this a major top-level category? Major categories are displayed as full rows, eg. the Game...
FTemplateConfigValue::FTemplateConfigValue
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
FTemplateConfigValue ( const [FString](API\Runtime\Core\Containers\FString) & InFile, const [FString](API\Runtime\Core\Containers\FString) & InSection, const [FString](API\Runtime\Core\Containers\FString) & InKey, const [FString](API\Runtime\Core\Containers\FString) & InValue, bool InShouldReplaceExistingValue )
[]
FTemplateConfigValue
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
Does not require reflection exposure
GameProjectGeneration
struct FTemplateConfigValue
[ { "type": "bool", "name": "bShouldReplaceExistingValue", "description": "" }, { "type": "FString", "name": "ConfigFile", "description": "" }, { "type": "FString", "name": "ConfigKey", "description": "" }, { "type": "FString", "name": "ConfigSection", "desc...
FTemplateFolderRename
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
struct FTemplateFolderRename
[ { "type": "FString", "name": "From", "description": "" }, { "type": "FString", "name": "To", "description": "" } ]
FTemplateReplacement
/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
GameProjectGeneration
struct FTemplateReplacement
[ { "type": "bool", "name": "bCaseSensitive", "description": "" }, { "type": "TArray<FString...", "name": "Extensions", "description": "" }, { "type": "FString", "name": "From", "description": "" }, { "type": "FString", "name": "To", "description": "" } ]
GameProjectUtils::AddCodeToProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Adds new source code to the project. When returning Succeeded or FailedToHotReload, OutSyncFileAndLineNumber will be the the preferred target file to sync in the users code editing IDE, formatted for use with GenericApplication::GotoLineInSource
GameProjectGeneration
static [EAddCodeToProjectResult](API\Editor\GameProjectGeneration\GameProjectUtils\EAddCodeToProjectResult) AddCodeToProject ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FModuleContextInfo](API\Runtime\Projects\FModule...
[]
GameProjectUtils::AddCodeToProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Adds new source code to the project. When returning Succeeded or FailedToHotReload, OutSyncFileAndLineNumber will be the the preferred target file to sync in the users code editing IDE, formatted for use with GenericApplication::GotoLineInSource
GameProjectGeneration
static [EAddCodeToProjectResult](API\Editor\GameProjectGeneration\GameProjectUtils\EAddCodeToProjectResult) AddCodeToProject ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, const [FString](API\Runtime\Core\Containers\FString) & NewClassPath, const [FModuleContextInfo](API\Runtime\Projects\FModule...
[]
GameProjectUtils::BuildCodeProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Compiles a project while showing a progress bar, and offers to open the IDE if it fails.
GameProjectGeneration
static bool BuildCodeProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFilename )
[]
bUseAudioMixerForAllPlatforms
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Whether we should use AudioMixer for all platforms:
GameProjectGeneration
static bool bUseAudioMixerForAllPlatforms;
[]
GameProjectUtils::CalculateSourcePaths
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Given the path provided, work out where generated .h and .cpp files would be placed false if the paths are invalid
GameProjectGeneration
static bool CalculateSourcePaths ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, [FString](API\Runtime\Core\Containers\FString) & OutHeaderPath, [FString](API\Runtime\Core\Containers\FString) & OutSourcePath, [FText](API\...
[]
GameProjectUtils::CheckAndWarnProjectFilenameValid
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Warn the user if the project filename is invalid in case they renamed it outside the editor
GameProjectGeneration
static void CheckAndWarnProjectFilenameValid()
[]
GameProjectUtils::CheckForOutOfDateGameProjectFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Prompts the user to update their project file, if necessary.
GameProjectGeneration
static void CheckForOutOfDateGameProjectFile()
[]
GameProjectUtils::CreateProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Creates the specified project file and all required folders. If TemplateFile is non-empty, it will be used as the template for creation. On failure, OutFailReason will be populated.
GameProjectGeneration
static bool CreateProject ( const [FProjectInformation](API\Editor\GameProjectGeneration\FProjectInformation) & InProjectInfo, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [FText](API\Runtime\Core\Internationalization\FText) & OutFailLog, [TArray](API\Runtime\Core\Containers\TArray)< [FString](...
[]
GameProjectUtils::ClearSupportedTargetPlatforms
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Clear the list of supported target platforms
GameProjectGeneration
static void ClearSupportedTargetPlatforms()
[]
GameProjectUtils::DeleteCreatedFiles
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Deletes the specified list of files that were created during file creation
GameProjectGeneration
static void DeleteCreatedFiles ( const [FString](API\Runtime\Core\Containers\FString) & RootFolder, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & CreatedFiles )
[]
GameProjectUtils::DetermineModuleIncludePath
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns the path to the module's include header
GameProjectGeneration
static [FString](API\Runtime\Core\Containers\FString) DetermineModuleIncludePath ( const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [FString](API\Runtime\Core\Containers\FString) & FileRelativeTo )
[]
GameProjectUtils::DuplicateProjectForUpgrade
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Creates a copy of a project directory in order to upgrade it.
GameProjectGeneration
static [EProjectDuplicateResult](API\Editor\GameProjectGeneration\GameProjectUtils\EProjectDuplicateResult) DuplicateProjectForUpgrade ( const [FString](API\Runtime\Core\Containers\FString) & InProjectFile, [FString](API\Runtime\Core\Containers\FString) & OutNewProjectFile )
[]
EAddCodeToProjectResult
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Used as a function return result when adding new code to the project
GameProjectGeneration
enum EAddCodeToProjectResult { Succeeded, InvalidInput, FailedToAddCode, FailedToHotReload, }
[]
EClassLocation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Where is this class located within the Source folder?
GameProjectGeneration
enum EClassLocation { UserDefined, Public, Private, Classes, }
[]
EProjectDuplicateResult
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Used as a function return result when a project is duplicated when upgrading project's version in Convert project dialog - Open a copy
GameProjectGeneration
enum EProjectDuplicateResult { Succeeded, Failed, UserCanceled, }
[]
FDoesClassNeedAPIExportCallback
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Internal handler for IsValidBaseClassForCreation
GameProjectGeneration
typedef TBaseDelegate_OneParam< bool, const [FString](API\Runtime\Core\Containers\FString) & > FDoesClassNeedAPIExportCallback
[]
EReloadStatus
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Reload status when adding new code to the project
GameProjectGeneration
enum EReloadStatus { Reloaded, NotReloaded, }
[]
GameProjectUtils::GenerateBasicSourceCode
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Creates the basic source code for a new project. On failure, OutFailReason will be populated.
GameProjectGeneration
static bool GenerateBasicSourceCode &40; const FString & NewProjectSourcePath, const FString & NewProjectName, const FString & NewProjectRoot, TArray< FString > & OutGeneratedStartupModuleNames, TArray< FString > & OutCreatedFiles, FText & OutFailReason &41;
[]
GameProjectUtils::GenerateBasicSourceCode
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Creates the basic source code for a new project. On failure, OutFailReason will be populated.
GameProjectGeneration
static bool GenerateBasicSourceCode ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCreatedFiles, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::GenerateCodeProjectFiles
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Creates code project files for a new game project. On failure, OutFailReason and OutFailLog will be populated.
GameProjectGeneration
static bool GenerateCodeProjectFiles ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFilename, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason, [FText](API\Runtime\Core\Internationalization\FText) & OutFailLog )
[]
GameProjectUtils::GeneratePluginModuleBuildFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Generates a Build.cs file for a plugin module. Set 'bUseExplicitOrSharedPCHs' to false to disable IWYU conventions.
GameProjectGeneration
static bool GeneratePluginModuleBuildFile ( const [FString](API\Runtime\Core\Containers\FString) & NewBuildFileName, const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PublicDependencyModuleNames, cons...
[]
GameProjectUtils::GenerateGameModuleBuildFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Generates a Build.cs file for a game module
GameProjectGeneration
static bool GenerateGameModuleBuildFile ( const [FString](API\Runtime\Core\Containers\FString) & NewBuildFileName, const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PublicDependencyModuleNames, const ...
[]
GameProjectUtils::GeneratePluginModuleCPPFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Generates a module .cpp file, intended for plugin use
GameProjectGeneration
static bool GeneratePluginModuleCPPFile ( const [FString](API\Runtime\Core\Containers\FString) & CPPFileName, const [FString](API\Runtime\Core\Containers\FString) & ModuleName, const [FString](API\Runtime\Core\Containers\FString) & StartupSourceCode, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ...
[]
GameProjectUtils::GeneratePluginModuleHeaderFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Generates a module .h file, intended for plugin use
GameProjectGeneration
static bool GeneratePluginModuleHeaderFile ( const [FString](API\Runtime\Core\Containers\FString) & HeaderFileName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PublicHeaderIncludes, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::GetClassLocation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Given the path provided, work out where it's located within the Source folder false if the paths are invalid
GameProjectGeneration
static bool GetClassLocation ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, [EClassLocation](API\Editor\GameProjectGeneration\GameProjectUtils\EClassLocation) & OutClassLocation, [FText](API\Runtime\Core\Internationaliza...
[]
GameProjectUtils::GetCurrentProjectModules
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Get the information about any modules referenced in the .uproject file of the currently loaded project
GameProjectGeneration
static const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & GetCurrentProjectModules()
[]
GameProjectUtils::GetCurrentProjectPluginModules
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Get the information about any modules in any of the plugins in the currently loaded project (Ignores Engine Plugins)
GameProjectGeneration
static [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > GetCurrentProjectPluginModules()
[]
GameProjectUtils::GetDefaultBuildSettingsVersion
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Gets the default build settings version for UBT
GameProjectGeneration
static const TCHAR * GetDefaultBuildSettingsVersion()
[]
GameProjectUtils::GetProjectCodeFileCount
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
The number of code files in the currently loaded project
GameProjectGeneration
static int32 GetProjectCodeFileCount()
[]
GameProjectUtils::GetDefaultProjectTemplateFilename
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns the uproject template filename for the default project template.
GameProjectGeneration
static [FString](API\Runtime\Core\Containers\FString) GetDefaultProjectTemplateFilename()
[]
GameProjectUtils::GetProjectSourceDirectoryInfo
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Retrieves file and size info about the project's source directory
GameProjectGeneration
static void GetProjectSourceDirectoryInfo ( int32 & OutNumFiles, int64 & OutDirectorySize )
[]
GameProjectUtils::IsEngineStarterContentAvailable
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if there are engine starter content files available for instancing into new projects.
GameProjectGeneration
static bool IsEngineStarterContentAvailable()
[]
GameProjectUtils::IsStarterContentAvailableForProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if there are any starter content packs are available for given project.
GameProjectGeneration
static bool IsStarterContentAvailableForProject ( const [FProjectInformation](API\Editor\GameProjectGeneration\FProjectInformation) & ProjectInfo )
[]
IncludePathFormatString
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
GameProjectGeneration
static constexpr const TCHAR IncludePathFormatString = TEXT("#include \"%s\"");
[]
GameProjectUtils::IsUsingEngineStarterContent
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the given project is referencing engine starter content pack.
GameProjectGeneration
static bool IsUsingEngineStarterContent ( const [FProjectInformation](API\Editor\GameProjectGeneration\FProjectInformation) & ProjectInfo )
[]
GameProjectUtils::IsValidBaseClassForCreation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the specified class is a valid base class for the given module
GameProjectGeneration
static bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & InModuleInfo )
[]
GameProjectUtils::IsValidBaseClassForCreation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the specified class is a valid base class for any of the given modules
GameProjectGeneration
static bool IsValidBaseClassForCreation ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) > & InModuleInfoArray )
[]
GameProjectUtils::IsValidClassNameForCreation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the specified class name is properly formed and does not conflict with another class
GameProjectGeneration
static bool IsValidClassNameForCreation ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::IsValidClassNameForCreation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the specified class name is properly formed and does not conflict with another class, including source/header files
GameProjectGeneration
static bool IsValidClassNameForCreation ( const [FString](API\Runtime\Core\Containers\FString) & NewClassName, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & DisallowedHeaderNames, [FTex...
[]
GameProjectUtils::IsValidProjectFileForCreation
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the project filename is properly formed and does not conflict with another project
GameProjectGeneration
static bool IsValidProjectFileForCreation ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::IsValidSourcePath
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Check to see if the given path is a valid place to put source code for this project (exists within the source root path) true if the path is valid, false otherwise
GameProjectGeneration
static bool IsValidSourcePath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FModuleContextInfo](API\Runtime\Projects\FModuleContextInfo) & ModuleInfo, [FText](API\Runtime\Core\Internationalization\FText) *const OutFailReason )
[]
GameProjectUtils::LoadTemplateCategories
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Loads a list of template categories defined in the TemplateCategories.ini file in the specified folder
GameProjectGeneration
static [UTemplateCategories](API\Editor\GameProjectGeneration\UTemplateCategories) * LoadTemplateCategories ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )
[]
GameProjectUtils::LoadTemplateDefs
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Loads a template project definitions object from the TemplateDefs.ini file in the specified project
GameProjectGeneration
static [UTemplateProjectDefs](API\Editor\GameProjectGeneration\UTemplateProjectDefs) * LoadTemplateDefs ( const [FString](API\Runtime\Core\Containers\FString) & ProjectDirectory )
[]
GameProjectUtils::MakeCommaDelimitedList
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns a comma delimited string comprised of all the elements in InList. If bPlaceQuotesAroundEveryElement, every element is within quotes.
GameProjectGeneration
static [FString](API\Runtime\Core\Containers\FString) MakeCommaDelimitedList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InList, bool bPlaceQuotesAroundEveryElement )
[]
GameProjectUtils::MakeIncludeList
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns a list of #include lines formed from InList
GameProjectGeneration
static [FString](API\Runtime\Core\Containers\FString) MakeIncludeList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InList )
[]
GameProjectUtils::NameContainsOnlyLegalCharacters
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Checks the name for illegal characters
GameProjectGeneration
static bool NameContainsOnlyLegalCharacters ( const [FString](API\Runtime\Core\Containers\FString) & TestName, [FString](API\Runtime\Core\Containers\FString) & OutIllegalCharacters )
[]
GameProjectUtils::NameMatchesPlatformModuleName
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Checks the name to see if it matches platform module names
GameProjectGeneration
static bool NameMatchesPlatformModuleName ( const [FString](API\Runtime\Core\Containers\FString) & TestName )
[]
GameProjectUtils::OpenAddToProjectDialog
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Opens a dialog to add code files or blueprints to the current project.
GameProjectGeneration
static void OpenAddToProjectDialog ( const [FAddToProjectConfig](API\Editor\GameProjectGeneration\FAddToProjectConfig) & Config, EClassDomain InDomain )
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GameProjectUtils::OpenCodeIDE
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Opens the code editing IDE for the specified project, if it exists. Returns true if the IDE could be opened. On failure, OutFailReason will be populated.
GameProjectGeneration
static bool OpenCodeIDE ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::ReadTemplateFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns the contents of the specified template file
GameProjectGeneration
static bool ReadTemplateFile ( const [FString](API\Runtime\Core\Containers\FString) & TemplateFileName, [FString](API\Runtime\Core\Containers\FString) & OutFileContents, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::OpenProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Opens the specified project, if it exists. Returns true if the project file is valid. On failure, OutFailReason will be populated.
GameProjectGeneration
static bool OpenProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils::ProjectHasCodeFiles
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Returns true if the currently loaded project has code files
GameProjectGeneration
static bool ProjectHasCodeFiles()
[]
GameProjectUtils::ResetCurrentProjectModulesCache
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Reset the cached result of information about any modules referenced in the .uproject file of the currently loaded project
GameProjectGeneration
static void ResetCurrentProjectModulesCache()
[]
GameProjectUtils::TryMakeProjectFileWriteable
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Checks out the current project file (or prompts to make writable)
GameProjectGeneration
static void TryMakeProjectFileWriteable ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile )
[]
GameProjectUtils::UpdateAdditionalPluginDirectory
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Update the list of plugin directories to scan This will take care of checking out and saving the updated .uproject file automatically Whether the plugin directory list was changed
GameProjectGeneration
static bool UpdateAdditionalPluginDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDir, const bool bAddOrRemove )
[]
UpdateGameProjectNotification
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
GameProjectGeneration
static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > UpdateGameProjectNotification = NULL;
[]
GameProjectUtils::UpdateGameProject
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Updates the given project file to an engine identifier. Returns true if the project was updated successfully or if no update was needed
GameProjectGeneration
static bool UpdateGameProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile, const [FString](API\Runtime\Core\Containers\FString) & EngineIdentifier, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
WarningProjectNameNotification
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
GameProjectGeneration
static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > WarningProjectNameNotification = NULL;
[]
GameProjectUtils::UpdateSupportedTargetPlatforms
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
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
GameProjectGeneration
static void UpdateSupportedTargetPlatforms ( const [FName](API\Runtime\Core\UObject\FName) & InPlatformName, const bool bIsSupported )
[]
GameProjectUtils::WriteOutputFile
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
Writes an output file. OutputFilename includes a path
GameProjectGeneration
static bool WriteOutputFile ( const [FString](API\Runtime\Core\Containers\FString) & OutputFilename, const [FString](API\Runtime\Core\Containers\FString) & OutputFileContents, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )
[]
GameProjectUtils
/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h
GameProjectGeneration
class GameProjectUtils
[]
UClassTemplate::BeginDestroy
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
GameProjectGeneration
virtual void BeginDestroy()
[]
UClassTemplate::GetFilename
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns the filename associated with the provided class template without an extension. Defaults to class name.
GameProjectGeneration
virtual [FString](API\Runtime\Core\Containers\FString) GetFilename() const
[]
UClassTemplate::GetDirectory
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
Returns the directory containing the text file template for the given base generated class.
GameProjectGeneration
virtual [FString](API\Runtime\Core\Containers\FString) GetDirectory() const
[]
UClassTemplate::GetGeneratedBaseClass
/Engine/Source/Editor/GameProjectGeneration/Public/ClassTemplateEditorSubsystem.h
GameProjectGeneration
const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetGeneratedBaseClass() const
[]