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FAnalyzeReferencedContentStat::FSoundCueStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This takes a LevelName and then looks for the number of Instances of this StatMesh used within that level
UnrealEd
FString ToCSV &40; const FString & LevelName &41; const
[]
FAnalyzeReferencedContentStat::FSoundCueStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FSoundCueStats > & StatsData &41;
[]
FSoundCueStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUSoundCueobject.
UnrealEd
struct FSoundCueStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "bool", "name": "bIsReferencedByScript", "description": "Whether resource is referenced by script." }, { "type": "FString", "name": "ResourceName", "description": "Resource name." }, { "type": "int32", "name": "ResourceSize", "description": "Resource size of sta...
FAnalyzeReferencedContentStat::FSoundCueStats::FSoundCueStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members.
UnrealEd
FSoundCueStats &40; USoundCue &42; SoundCue &41;
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This takes a LevelName and then looks for the number of Instances of this StatMesh used within that level
UnrealEd
FString ToCSV &40; const FString & LevelName &41; const
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FSoundWaveStats > & StatsData &41;
[]
FAnalyzeReferencedContentStat::FSoundWaveStats::FSoundWaveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members.
UnrealEd
FSoundWaveStats &40; USoundWave &42; SoundWave &41;
[]
FSoundWaveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUSoundCueobject.
UnrealEd
struct FSoundWaveStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "bool", "name": "bIsReferencedByScript", "description": "Whether resource is referenced by script." }, { "type": "FString", "name": "ResourceName", "description": "Resource name." }, { "type": "int32", "name": "ResourceSize", "description": "Resource size of sta...
FAnalyzeReferencedContentStat::FStaticMeshStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FStaticMeshStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FStaticMeshStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FStaticMeshStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FStaticMeshStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This takes a LevelName and then looks for the number of Instances of this StatMesh used within that level
UnrealEd
FString ToCSV &40; const FString & LevelName &41; const
[]
FAnalyzeReferencedContentStat::FStaticMeshStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FStaticMeshStats > & StatsData &41;
[]
FAnalyzeReferencedContentStat::FStaticMeshStats::FStaticMeshStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members.
UnrealEd
FStaticMeshStats &40; UStaticMesh &42; StaticMesh &41;
[]
FStaticMeshStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUStaticMeshobject.
UnrealEd
struct FStaticMeshStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "bool", "name": "bIsMeshNonUniformlyScaled", "description": "Is this mesh scaled non-uniformly in a level" }, { "type": "bool", "name": "bIsReferencedByParticles", "description": "Whether resource is referenced by particle system" }, { "type": "bool", "name": "bIsRe...
FAnalyzeReferencedContentStat::FTextureStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FTextureStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FTextureStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FTextureStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FTextureStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FTextureStats > & StatsData &41;
[]
FAnalyzeReferencedContentStat::FTextureStats::FTextureStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members
UnrealEd
FTextureStats &40; UTexture &42; Texture &41;
[]
FTextureStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUTextureobject.
UnrealEd
struct FTextureStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "bool", "name": "bIsReferencedByScript", "description": "Whether resource is referenced by script." }, { "type": "FString", "name": "Format", "description": "Texture pixel format." }, { "type": "int32", "name": "LODBias", "description": "LOD bias." }, { ...
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::AddParticleSystem
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
void AddParticleSystem &40; UParticleSystem &42; InParticleSystem &41;
[]
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::GetParticleSystemsContainedInCount
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
const int32 GetParticleSystemsContainedInCount&40;&41; const
[]
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::GetParticleSystemContainedIn
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
FString GetParticleSystemContainedIn &40; int32 Index &41; const
[]
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FTextureToParticleSystemStats::FTextureToParticleSystemStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
FTextureToParticleSystemStats &40; UTexture &42; InTexture &41;
[]
FTextureToParticleSystemStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
struct FTextureToParticleSystemStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "FString", "name": "Format", "description": "Texture pixel format." }, { "type": "TArray<FString...", "name": "ParticleSystemsContainedIn", "description": "" }, { "type": "FString", "name": "TextureName", "description": "Texture name." }, { "type": "FStr...
FAnalyzeReferencedContentStat::GetAnimSequenceStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to particle system stats associated with anim sequence
UnrealEd
[FAnimSequenceStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAnimSequenceStats) * GetAnimSequenceStats ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence )
[]
FAnalyzeReferencedContentStat::GetIgnoreObjectFlag
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
int32 GetIgnoreObjectFlag()
[]
FAnalyzeReferencedContentStat::GetLightingOptimizationStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to lighting optimization stats associated with this actor component
UnrealEd
[FLightingOptimizationStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FLightingOptimiz-) * GetLightingOptimizationStats ( [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * ActorComponent )
[]
FAnalyzeReferencedContentStat::GetParticleStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to particle system stats associated with static mesh
UnrealEd
[FParticleStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FParticleStats) * GetParticleStats ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )
[]
FAnalyzeReferencedContentStat::GetPrimitiveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to primitive stats associated with object (ModelComponent, TerrainComponent)
UnrealEd
[FPrimitiveStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FPrimitiveStats) * GetPrimitiveStats ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )
[]
FAnalyzeReferencedContentStat::GetSkeletalMeshStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to skeletal mesh stats associated with skeletal mesh
UnrealEd
[FSkeletalMeshStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FSkeletalMeshStats) * GetSkeletalMeshStats ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )
[]
FAnalyzeReferencedContentStat::GetSoundCueStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to sound cue stats associated with sound cue
UnrealEd
[FSoundCueStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FSoundCueStats) * GetSoundCueStats ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )
[]
FAnalyzeReferencedContentStat::GetSoundWaveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to sound cue stats associated with sound cue
UnrealEd
[FSoundWaveStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FSoundWaveStats) * GetSoundWaveStats ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )
[]
FAnalyzeReferencedContentStat::GetStaticMeshStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to static mesh stats associated with static mesh
UnrealEd
[FStaticMeshStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FStaticMeshStats) * GetStaticMeshStats ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )
[]
FAnalyzeReferencedContentStat::GetTextureStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to texture stats associated with texture
UnrealEd
[FTextureStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FTextureStats) * GetTextureStats ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )
[]
FAnalyzeReferencedContentStat::GetTextureToParticleSystemStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
returns pointer intoTMap, only valid till next time Set is called pointer to textureinparticlesystem stats
UnrealEd
[FTextureToParticleSystemStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FTextureToPartic-) * GetTextureToParticleSystemStats ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )
[]
FAnalyzeReferencedContentStat::GetTotalCountPerLevel
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
template<typename STAT_TYPE> static int32 GetTotalCountPerLevel ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & LevelName )
[]
FAnalyzeReferencedContentStat::InIgnoreObjectFlag
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
bool InIgnoreObjectFlag ( int32 IgnoreObjectFlag )
[]
PerLevelDataMap
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This holds all of the common data for our structs
UnrealEd
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), uint32 > PerLevelDataMap
[]
FAnalyzeReferencedContentStat::SetIgnoreObjectFlag
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
void SetIgnoreObjectFlag ( int32 IgnoreObjectFlag )
[]
FAnalyzeReferencedContentStat::WriteOutAllAvailableStatData
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
void WriteOutAllAvailableStatData ( const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory )
[]
FAnalyzeReferencedContentStat::WriteOutCSVs
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This will write out the specified Stats to the AnalyzeReferencedContentCSVs dir
UnrealEd
template<typename STAT_TYPE> static void WriteOutCSVs ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory, const [FString](API\Runtime\Core\Containers\FString) & StatsName )
[]
FAnalyzeReferencedContentStat::WriteOutCSVsPerLevel
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
template<typename STAT_TYPE> static void WriteOutCSVsPerLevel ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory, const [FString](API\Runtime\Core\Containers\FString) & StatsName )
[]
FAnalyzeReferencedContentStat::WriteOutSummary
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
void WriteOutSummary ( const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory )
[]
FAnalyzeReferencedContentStat::WriteOutSummaryCSVs
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This will write out the summary Stats to the AnalyzeReferencedContentCSVs dir
UnrealEd
template<typename STAT_TYPE> static void WriteOutSummaryCSVs ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory, const [FString](API\Runtime\Core\Containers\FString) & StatsName )
[]
FAnalyzeReferencedContentStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
class FAnalyzeReferencedContentStat
[ { "type": "int32", "name": "IgnoreObjects", "description": "" }, { "type": "TArray<FString...", "name": "MapFileList", "description": "Include only map list that has been loaded" }, { "type": "TMap<FString, ...", "name": "ResourceNameToAnimStats", "description": "Mapping ...
FAssetRegistryGenerator::AddAssetToFileOrderRecursive
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Follows an assets dependency chain to build up a list of package names in the same order as the runtime would attempt to load them
UnrealEd
void AddAssetToFileOrderRecursive ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFileOrder, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutEncounteredNames, const [TSe...
[]
FAssetRegistryGenerator::CleanManifestDirectories
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Deletes temporary manifest directories.
UnrealEd
void CleanManifestDirectories()
[]
FAssetRegistryGenerator::CloneGlobalAssetRegistryFilteredByPreviousState
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Used by DLC which does not Clone the entire global AR. Copies data from the global assetregistry for all packages present in the previous AssetRegistry
UnrealEd
void CloneGlobalAssetRegistryFilteredByPreviousState ( const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & PreviousState )
[]
FAssetRegistryGenerator::ComputePackageRemovals
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Computes just the list of packages in the PreviousState that no longer exist in the current state.
UnrealEd
void ComputePackageRemovals ( const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & PreviousState, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRemovedPackages, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject...
[]
FAssetRegistryGenerator::ComputePackageDifferences
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Computes differences between the current asset registry state and the provided previous state.
UnrealEd
void ComputePackageDifferences ( const [FComputeDifferenceOptions](API\Editor\UnrealEd\Commandlets\FAssetRegistryGenerator\FComputeDifferenceOptions) & Options, const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & PreviousState, [FAssetRegistryDifference](API\Editor\UnrealEd\Comman...
[]
FAssetRegistryGenerator::ContainsMap
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
ContainsMap Does this package contain a map file (determined by finding if this package contains aUWorld/ULevelobject) return if the package contains aUWorld/ULevelobject (contains a map)
UnrealEd
bool ContainsMap ( const [FName](API\Runtime\Core\UObject\FName) & PackageName ) const
[]
EDifference
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
enum EDifference { IdenticalCooked, ModifiedCooked, RemovedCooked, IdenticalUncooked, ModifiedUncooked, RemovedUncooked, IdenticalNeverCookPlaceholder, ModifiedNeverCookPlaceholder, RemovedNeverCookPlaceholder, IdenticalScript, ModifiedScript, RemovedScript, }
[]
FAssetRegistryDifference
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Differences between the current and the previous state.
UnrealEd
struct FAssetRegistryDifference
[ { "type": "TMap<FName,FG...", "name": "GeneratorPackages", "description": "Collection of Generator packages and the packages they generated." }, { "type": "TMap<FName,ED...", "name": "Packages", "description": "Collection of all non-generated packages contained in the previous cook, and ...
FChunkPackageSet
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Map of Package name to Sandbox Paths
UnrealEd
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > FChunkPackageSet
[]
FComputeDifferenceOptions
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Options when computing the differences between current and previous state.
UnrealEd
struct FComputeDifferenceOptions
[ { "type": "bool", "name": "bIterativeUseClassFilters", "description": "If true, use the AllowList and DenyList for classes on a package's used classes to decide whether the package is iterable." }, { "type": "bool", "name": "bRecurseModifications", "description": "If true, modified packa...
FCreateOrFindArray
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Ensures all assets in the input package are present in the registry
UnrealEd
typedef [TArray](API\Runtime\Core\Containers\TArray)< const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) *, TInlineAllocator< 1 > > FCreateOrFindArray
[]
FGeneratorPackageInfo
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Info about a GeneratorPackage (seeICookPackageSplitter) loaded from previous iterative cooks.
UnrealEd
struct FGeneratorPackageInfo
[ { "type": "TMap<FName,FG...", "name": "Generated", "description": "" } ]
FAssetRegistryGenerator::GetChunkAssignments
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Returns the chunks
UnrealEd
void GetChunkAssignments ( [TArray](API\Runtime\Core\Containers\TArray)< [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) >> & OutAssignments ) const
[]
FAssetRegistryGenerator::GetAssetPackageData
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Returns editable version of the asset package state being generated
UnrealEd
[FAssetPackageData](API\Runtime\CoreUObject\AssetRegistry\FAssetPackageData) * GetAssetPackageData ( const [FName](API\Runtime\Core\UObject\FName) & PackageName )
[]
FAssetRegistryGenerator::FinalizeChunkIDs
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
FinalizeChunkIDs Create the list of packages to store in each Chunk; each Chunk corresponds to a pak file, or group of pak files if the chunk is split. Each package may be in multiple chunks. The selection of chunks for each package is based on ChunkIds explicitly assigned to the package in the editor (UPackage::GetChu...
UnrealEd
void FinalizeChunkIDs ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & CookedPackages, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & DevelopmentOnlyPackages, [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) & ...
[]
FAssetRegistryGenerator::HasClonedGlobalAssetRegistry
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Whether *this cloned the global the AssetRegistry during its construction. If false, package data must be copied during UpdataAssetRegistryData.
UnrealEd
bool HasClonedGlobalAssetRegistry() const
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FAssetRegistryGenerator::GetPakchunkIndex
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Get pakchunk file index from ChunkIDIndexof target pakchunk file
UnrealEd
int32 GetPakchunkIndex ( int32 ChunkId ) const
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FAssetRegistryGenerator::GetTargetPlatform
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * GetTargetPlatform() const
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FAssetRegistryGenerator::Initialize
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Initializes manifest generator - creates manifest lists, hooks up delegates.
UnrealEd
void Initialize ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & StartupPackages, bool bInitializeFromExisting )
[]
FAssetRegistryGenerator::PostSave
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
PostSave Notify generator that we are finished saving registry
UnrealEd
void PostSave()
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FAssetRegistryGenerator::RegisterChunkDataGenerator
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Should be called prior to SaveManifests.
UnrealEd
void RegisterChunkDataGenerator ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IChunkDataGenerator](API\Editor\UnrealEd\Commandlets\IChunkDataGenerator) > InChunkDataGenerator )
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FAssetRegistryGenerator::PreSave
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
PreSave Notify generator that we are about to save the registry and chunk manifests
UnrealEd
void PreSave ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InCookedPackages )
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FAssetRegistryGenerator::SaveAssetRegistry
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Saves generated asset registry data for each platform.
UnrealEd
bool SaveAssetRegistry ( const [FString](API\Runtime\Core\Containers\FString) & SandboxPath, bool bSerializeDevelopmentAssetRegistry, bool bForceNoFilterAssets, uint64 & OutDevelopmentAssetRegistryHash )
[]
FAssetRegistryGenerator::SaveManifests
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Saves all generated manifests for each target platform.
UnrealEd
bool SaveManifests ( [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) & InSandboxFile, int64 InOverrideChunkSize, const TCHAR * InManifestSubDir )
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FAssetRegistryGenerator::SetPreviousAssetRegistry
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Sets asset registry from a previous run that is used for iterative cooking.
UnrealEd
void SetPreviousAssetRegistry ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) > && PreviousState )
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FAssetRegistryGenerator::UpdateAssetManagerDatabase
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Check config to see whether chunk assignments use the AssetManager. If so, run the once-per-process construction of ManageReferences and store them in the global AssetRegistry.
UnrealEd
static void UpdateAssetManagerDatabase()
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FAssetRegistryGenerator::UpdateAssetRegistryData
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
void UpdateAssetRegistryData ( UE::Cook::FMPCollectorServerMessageContext & Context, [UE::Cook::FAssetRegistryPackageMessage](API\Editor\UnrealEd\Commandlets\FAssetRegistryPackageMessage) && Message )
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FAssetRegistryGenerator::UpdateAssetRegistryData
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Attempts to update the metadata for a package in an asset registry generator. This is only called for CookByTheBook.
UnrealEd
void UpdateAssetRegistryData ( [FName](API\Runtime\Core\UObject\FName) PackageName, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, UE::Cook::ECookResult CookResult, [FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) * SavePackageResult, [FCookTagList](API\Runtime...
[]
FAssetRegistryGenerator::WriteCookerOpenOrder
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Writes out CookerOpenOrder.log file
UnrealEd
bool WriteCookerOpenOrder ( [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) & InSandboxFile )
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FAssetRegistryGenerator::FAssetRegistryGenerator
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Constructor
UnrealEd
FAssetRegistryGenerator ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InPlatform )
[]
FAssetRegistryGenerator::~FAssetRegistryGenerator
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Destructor
UnrealEd
~FAssetRegistryGenerator()
[]
FAssetRegistryGenerator
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Helper class for generating streaming install manifests
UnrealEd
class FAssetRegistryGenerator
[]
FAssetRegistryMPCollector::ClientTickPackage
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
virtual void ClientTickPackage ( FMPCollectorClientTickPackageContext & Context )
[]
FAssetRegistryMPCollector::GetMessageType
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetMessageType() const
[]
FAssetRegistryMPCollector::ServerReceiveMessage
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
virtual void ServerReceiveMessage ( FMPCollectorServerMessageContext & Context, [FCbObjectView](API\Runtime\Core\Serialization\FCbObjectView) Message )
[]
FAssetRegistryMPCollector::FAssetRegistryMPCollector
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
FAssetRegistryMPCollector ( [UCookOnTheFlyServer](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer) & InCOTFS )
[]
FAssetRegistryMPCollector
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
class FAssetRegistryMPCollector : public UE::Cook::IMPCollector
[]
FAssetRegistryPackageMessage::GetMessageType
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Return the Guid that identifies the message to the remote connection.
UnrealEd
virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetMessageType() const
[]
MessageType
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
static [FGuid](API\Runtime\Core\Misc\FGuid) MessageType;
[]
FAssetRegistryMPCollector::GetDebugName
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
virtual const TCHAR * GetDebugName() const
[]
FAssetRegistryPackageMessage::Write
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Marshall the message to a CompactBinaryObject.
UnrealEd
virtual void Write ( [FCbWriter](API\Runtime\Core\Serialization\FCbWriter) & Writer ) const
[]
FAssetRegistryPackageMessage::TryRead
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
Unmarshall the message from a CompactBinaryObject.
UnrealEd
virtual bool TryRead ( [FCbObjectView](API\Runtime\Core\Serialization\FCbObjectView) Object )
[]
FAssetRegistryPackageMessage
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
class FAssetRegistryPackageMessage : public UE::CompactBinaryTCP::IMessage
[ { "type": "TArray<FAssetD...", "name": "AssetDatas", "description": "" }, { "type": "TMap<FSoftObje...", "name": "CookTags", "description": "" }, { "type": "int64", "name": "DiskSize", "description": "" }, { "type": "TOptional<FAss...", "name": "OverrideAssetP...
FAssetRegistryReporterLocal::UpdateAssetRegistryData
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AssetRegistryGenerator.h
UnrealEd
virtual void UpdateAssetRegistryData ( [FName](API\Runtime\Core\UObject\FName) PackageName, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, UE::Cook::ECookResult CookResult, [FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) * SavePackageResult, [FCookTagList](API...
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