className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
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 ) | [] |
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 | [] |
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