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UChunkDependencyInfo
/Engine/Source/Editor/UnrealEd/Public/Commandlets/ChunkDependencyInfo.h
This is read out of config and defines a tree of chunk dependencies
UnrealEd
class UChunkDependencyInfo : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<FChunkD...", "name": "DependencyArray", "description": "List of dependencies used to remove redundant chunks" } ]
UCompileAllBlueprintsCommandlet::BuildBlueprints
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Loads and builds all blueprints in the BlueprintAssetList member variable
UnrealEd
virtual void BuildBlueprints()
[]
UCompileAllBlueprintsCommandlet::BuildBlueprintAssetList
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
StoresFAssetDatafor every BlueprintAsset inside of the BlueprintAssetList member variable
UnrealEd
virtual void BuildBlueprintAssetList()
[]
UCompileAllBlueprintsCommandlet::CheckHasTagInList
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Checks if the passed in asset has any tag inside of the passed in tag collection. Asset Asset to check all tags of TagCollectionToCheck Which Tag Collection to check True if it contains a match from the tag collection. False otherwise
UnrealEd
virtual bool CheckHasTagInList ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & Asset, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >>> & Tag...
[]
UCompileAllBlueprintsCommandlet::CompileBlueprint
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Handles attempting to compile an individual blueprint asset. Blueprint Asset that is compiled.
UnrealEd
virtual void CompileBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]
UCompileAllBlueprintsCommandlet::InitCommandLine
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Handles setting config variables from the command line Params command line parameter string
UnrealEd
virtual void InitCommandLine ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UCompileAllBlueprintsCommandlet::InitKismetBlueprintCompiler
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Loads the Kismet Compiler Module
UnrealEd
virtual void InitKismetBlueprintCompiler()
[]
UCompileAllBlueprintsCommandlet::IsAssetAllowed
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Checks if the passed in asset is included in the allow list. Asset Asset to check against the allow list True if the asset is in the list. False otherwise.
UnrealEd
virtual bool IsAssetAllowed ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & Asset ) const
[]
UCompileAllBlueprintsCommandlet::LogResults
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Handles outputting the results to the log
UnrealEd
virtual void LogResults()
[]
UCompileAllBlueprintsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UCompileAllBlueprintsCommandlet::ParseAllowList
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Handles parsing out all the different files to allow from a file. These files will not be built. ListFilePath the filepath to parse an allow list from
UnrealEd
virtual void ParseAllowList ( const [FString](API\Runtime\Core\Containers\FString) & ListFilePath )
[]
UCompileAllBlueprintsCommandlet::ParseIgnoreFolders
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Handles parsing out a string of ignore folders and puts it into the IgnoreFolders member variable FullIgnoreFolderString the string passedi n from the commandline to parse out individual folder names from
UnrealEd
virtual void ParseIgnoreFolders ( const [FString](API\Runtime\Core\Containers\FString) & FullIgnoreFolderString )
[]
UCompileAllBlueprintsCommandlet::ParseTagPairs
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Handles parsing out a string of command line tag pairs into the passed in output tag collection. Breaks these tags into a tag and a value to expect, or just a tag if any value will do. FullTagString The string from the commandline that needs to be parsed OutputAssetTags The collection of asset tags to output results ...
UnrealEd
virtual void ParseTagPairs ( const [FString](API\Runtime\Core\Containers\FString) & FullTagString, [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >>> & OutputAssetTags )
[]
UCompileAllBlueprintsCommandlet::ShouldBuildAsset
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
Determines if we should try and Load / Build the asset based on config variables Asset What asset to check True if we should build the asset
UnrealEd
virtual bool ShouldBuildAsset ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & Asset ) const
[]
UCompileAllBlueprintsCommandlet::UCompileAllBlueprintsCommandlet
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
UnrealEd
UCompileAllBlueprintsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCompileAllBlueprintsCommandlet
/Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h
UnrealEd
class UCompileAllBlueprintsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[ { "type": "TArray<FString...", "name": "AssetsWithErrorsOrWarnings", "description": "" }, { "type": "bool", "name": "bCompileSkeletonOnly", "description": "" }, { "type": "bool", "name": "bCookedOnly", "description": "" }, { "type": "bool", "name": "bDirtyOnly...
UCompileShadersTestBedCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CompileShadersTestBedCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UCompileShadersTestBedCommandlet::UCompileShadersTestBedCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CompileShadersTestBedCommandlet.h
UnrealEd
UCompileShadersTestBedCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCompileShadersTestBedCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CompileShadersTestBedCommandlet.h
UnrealEd
class UCompileShadersTestBedCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UCompressAnimationsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CompressAnimationsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UCompressAnimationsCommandlet::UCompressAnimationsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CompressAnimationsCommandlet.h
UnrealEd
UCompressAnimationsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCompressAnimationsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CompressAnimationsCommandlet.h
UnrealEd
class UCompressAnimationsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UConvertLevelsToExternalActorsCommandlet::AddPackageToSourceControl
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
bool AddPackageToSourceControl ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
[]
UConvertLevelsToExternalActorsCommandlet::CheckExternalActors
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
bool CheckExternalActors ( const [FString](API\Runtime\Core\Containers\FString) & Level, bool bRepair )
[]
UConvertLevelsToExternalActorsCommandlet::CheckoutPackage
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
bool CheckoutPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
[]
UConvertLevelsToExternalActorsCommandlet::DeleteFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
bool DeleteFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UConvertLevelsToExternalActorsCommandlet::GetSourceControlProvider
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
[ISourceControlProvider](API\Developer\SourceControl\ISourceControlProvider) & GetSourceControlProvider()
[]
UConvertLevelsToExternalActorsCommandlet::GetSubLevelsToConvert
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
void GetSubLevelsToConvert ( [ULevel](API\Runtime\Engine\Engine\ULevel) * MainLevel, [TSet](API\Runtime\Core\Containers\TSet)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & SubLevels, bool bRecursive )
[]
UConvertLevelsToExternalActorsCommandlet::LoadLevel
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
[ULevel](API\Runtime\Engine\Engine\ULevel) * LoadLevel ( const [FString](API\Runtime\Core\Containers\FString) & LevelToLoad ) const
[]
UConvertLevelsToExternalActorsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UConvertLevelsToExternalActorsCommandlet::SavePackage
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
bool SavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
[]
UConvertLevelsToExternalActorsCommandlet::UseSourceControl
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
bool UseSourceControl() const
[]
UConvertLevelsToExternalActorsCommandlet::UConvertLevelsToExternalActorsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
UConvertLevelsToExternalActorsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UConvertLevelsToExternalActorsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ConvertLevelsToExternalActorsCommandlet.h
UnrealEd
class UConvertLevelsToExternalActorsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[ { "type": "ISourceControlP...", "name": "SourceControlProvider", "description": "" } ]
UCookCommandlet::ConditionalCollectGarbage
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
Collect garbage if the cooker's TickResults requested it
UnrealEd
void ConditionalCollectGarbage ( uint32 TickResults, [UCookOnTheFlyServer](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer) & COTFS )
[]
UCookCommandlet::CookAsCookWorker
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
UnrealEd
bool CookAsCookWorker()
[]
UCookCommandlet::CookByTheBook
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
Cooks for specified targets
UnrealEd
bool CookByTheBook ( const [TArray](API\Runtime\Core\Containers\TArray)< [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & Platforms )
[]
UCookCommandlet::CookOnTheFly
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
Cook on the fly routing for the commandlet true on success, false otherwise.
UnrealEd
bool CookOnTheFly ( [FGuid](API\Runtime\Core\Misc\FGuid) InstanceId, int32 Timeout, bool bForceClose, const [TArray](API\Runtime\Core\Containers\TArray)< [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & TargetPlatforms )
[]
UCookCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UCookCommandlet::UCookCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
UnrealEd
UCookCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCookCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookCommandlet.h
UnrealEd
class UCookCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[ { "type": "bool", "name": "bCookAll", "description": "Cook everything" }, { "type": "bool", "name": "bCookEditorOptional", "description": "Produce editor optional package output when cooking." }, { "type": "bool", "name": "bCookOnTheFly", "description": "Prototype cook-on...
UCookGlobalShadersDeviceHelperBase::CopyFilesToDevice
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookGlobalShadersCommandlet.h
UnrealEd
virtual bool CopyFilesToDevice ( class [ITargetDevice](API\Developer\TargetPlatform\Interfaces\ITargetDevice) * Device, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & FilesToCopy ) const
[]
UCookGlobalShadersCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookGlobalShadersCommandlet.h
UnrealEd
class UCookGlobalShadersCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UCookGlobalShadersDeviceHelperBase
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookGlobalShadersCommandlet.h
UnrealEd
class UCookGlobalShadersDeviceHelperBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UCookGlobalShadersDeviceHelperStaged::CopyFilesToDevice
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookGlobalShadersCommandlet.h
UnrealEd
virtual bool CopyFilesToDevice ( class [ITargetDevice](API\Developer\TargetPlatform\Interfaces\ITargetDevice) * Device, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & FilesToCopy ) const
[]
UCookGlobalShadersDeviceHelperStaged
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/CookGlobalShadersCommandlet.h
UnrealEd
class UCookGlobalShadersDeviceHelperStaged : public [UCookGlobalShadersDeviceHelperBase](API\Editor\UnrealEd\Commandlets\UCookGlobalShadersDeviceHelperBa-)
[ { "type": "FString", "name": "StagedBuildPath", "description": "" } ]
UDataLayerConversionInfo::GetCurrentConversion
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > & GetCurrentConversion() const
[]
UDataLayerConversionInfo::GetPreviousConversions
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > > const & GetPreviousConversions() const
[]
UDataLayerConversionInfo::IsAPreviousConversion
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
bool IsAPreviousConversion() const
[]
UDataLayerConversionInfo::IsConverted
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
bool IsConverted() const
[]
UDataLayerConversionInfo::SetDataLayerInstance
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
void SetDataLayerInstance ( [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * InDataLayerInstance )
[]
UDataLayerConversionInfo::IsConverting
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
bool IsConverting() const
[]
UDataLayerConversionInfo::SetDataLayerToConvert
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
void SetDataLayerToConvert ( const [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) * InDataLayerToConvert )
[]
UDataLayerConversionInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
class UDataLayerConversionInfo : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TObjectPtr<UDa...", "name": "DataLayerAsset", "description": "" }, { "type": "TObjectPtr<UDa...", "name": "DataLayerInstance", "description": "" }, { "type": "TObjectPtr< con...", "name": "DataLayerToConvert", "description": "" } ]
UDataLayerToAssetCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
EReturnCode
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
enum EReturnCode { Success = 0, CommandletInitializationError, DataLayerConversionError, ActorDataLayerRemappingError, ProjectSpecificConversionError, }
[]
UDataLayerToAssetCommandlet::PerformAdditionalActorConversions
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
virtual bool PerformAdditionalActorConversions ( [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [UDataLayerToAssetCommandletContext](API\Editor\UnrealEd\Commandlets\UDataLayerToAssetCommandletConte-) > & CommandletContext, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )
[]
UDataLayerToAssetCommandlet::PerformProjectSpecificConversions
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
virtual bool PerformProjectSpecificConversions ( [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [UDataLayerToAssetCommandletContext](API\Editor\UnrealEd\Commandlets\UDataLayerToAssetCommandletConte-) > & CommandletContext )
[]
UDataLayerToAssetCommandlet::UDataLayerToAssetCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
UDataLayerToAssetCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDataLayerToAssetCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
class UDataLayerToAssetCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDataLayerToAssetCommandletContext::FindDataLayerConversionInfos
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
bool FindDataLayerConversionInfos ( [FName](API\Runtime\Core\UObject\FName) DataLayerAssetName, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) >> & OutConversionInfos ) const
[]
UDataLayerToAssetCommandletContext::GetConvertingDataLayerConversionInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > > & GetConvertingDataLayerConversionInfo() const
[]
UDataLayerToAssetCommandletContext::GetDataLayerConversionInfos
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > > & GetDataLayerConversionInfos() const
[]
UDataLayerToAssetCommandletContext::GetDataLayerConversionInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) * DataLayer ) const
[]
UDataLayerToAssetCommandletContext::GetDataLayerConversionInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * DataLayerInstance ) const
[]
UDataLayerToAssetCommandletContext::GetDataLayerConversionInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer ) const
[]
UDataLayerToAssetCommandletContext::LogConversionInfos
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
void LogConversionInfos() const
[]
UDataLayerToAssetCommandletContext::StoreDataLayerAssetConversion
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * StoreDataLayerAssetConversion ( const [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) * DataLayerToConvert, [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataL...
[]
UDataLayerToAssetCommandletContext::SetPreviousConversions
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
bool SetPreviousConversions ( [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * CurrentConversion, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversion...
[]
UDataLayerToAssetCommandletContext::StoreDataLayerInstanceConversion
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * StoreDataLayerInstanceConversion ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset, [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWit...
[]
UDataLayerToAssetCommandletContext::StoreExistingDataLayer
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * StoreExistingDataLayer ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
[]
UDataLayerToAssetCommandletContext::GetDataLayerConversionInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
[UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset ) const
[]
UDataLayerToAssetCommandletContext
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
class UDataLayerToAssetCommandletContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UDDCCleanupCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DDCCleanupCommandlet.h
UnrealEd
class UDDCCleanupCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDerivedDataCacheCommandlet::CacheLoadedPackages
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
void CacheLoadedPackages ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CurrentPackage, uint8 PackageFilter, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutNewProcessedPackages )
[]
UDerivedDataCacheCommandlet::CacheWorldPackages
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
void CacheWorldPackages ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 PackageFilter, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutNewProcessedPackages )
[]
FCachingData
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
struct FCachingData
[ { "type": "bool", "name": "bFirstPlatformIsSolo", "description": "If true, we wait to launch additional platforms until the first platform completes." }, { "type": "double", "name": "LastTimeTested", "description": "The last time in seconds we tested whether the object is still compiling...
UDerivedDataCacheCommandlet::FinishCachingObjects
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
void FinishCachingObjects()
[]
UDataLayerToAssetCommandletContext::UDataLayerToAssetCommandletContext
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/WorldPartitionDataLayerToAssetCommandLet.h
UnrealEd
UDataLayerToAssetCommandletContext ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UDerivedDataCacheCommandlet::FObjectReferencer::FObjectReferencer
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
UnrealEd
FObjectReferencer &40; TMap< TObjectPtr< UObject >, FCachingData > & InReferencedObjects &41;
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FObjectReferencer
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
UnrealEd
class FObjectReferencer : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)
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UDerivedDataCacheCommandlet::FPackageListener::GetNewPackages
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
UnrealEd
TSet< UPackage &42; > & GetNewPackages&40;&41;
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UDerivedDataCacheCommandlet::FPackageListener::NotifyUObjectCreated
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
Provides notification that aUObjectBasehas been added to the uobject array
UnrealEd
virtual void NotifyUObjectCreated &40; const class UObjectBase &42; Object, int32 Index &41;
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UDerivedDataCacheCommandlet::FPackageListener::NotifyUObjectDeleted
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
Provides notification that aUObjectBasehas been removed from the uobject array
UnrealEd
virtual void NotifyUObjectDeleted &40; const class UObjectBase &42; Object, int32 Index &41;
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UDerivedDataCacheCommandlet::FPackageListener::FPackageListener
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
UnrealEd
FPackageListener&40;&41;
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UDerivedDataCacheCommandlet::FPackageListener::OnUObjectArrayShutdown
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
Called whenUObjectArray is being shut down, this is where all listeners should be removed from it
UnrealEd
virtual void OnUObjectArrayShutdown&40;&41;
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UDerivedDataCacheCommandlet::FPackageListener::~FPackageListener
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
UnrealEd
&126;FPackageListener&40;&41;
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UDerivedDataCacheCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
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UDerivedDataCacheCommandlet::MaybeMarkPackageAsAlreadyLoaded
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
void MaybeMarkPackageAsAlreadyLoaded ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )
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UDerivedDataCacheCommandlet::ProcessCachingObjects
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
bool ProcessCachingObjects()
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FPackageListener
/Engine/Source/Editor/UnrealEd/Private/Commandlets/DerivedDataCacheCommandlet.cpp
UnrealEd
class FPackageListener : public [FUObjectArray::FUObjectCreateListener](API\Runtime\CoreUObject\UObject\FUObjectArray\FUObjectCreateListener), public [FUObjectArray::FUObjectDeleteListener](API\Runtime\CoreUObject\UObject\FUObjectArray\FUObjectDeleteListener)
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UDerivedDataCacheCommandlet::UDerivedDataCacheCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
UDerivedDataCacheCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UDerivedDataCacheCommandlet::UDerivedDataCacheCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
UDerivedDataCacheCommandlet ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )
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UDerivedDataCacheCommandlet::~UDerivedDataCacheCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
~UDerivedDataCacheCommandlet()
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UDerivedDataCacheCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DerivedDataCacheCommandlet.h
UnrealEd
class UDerivedDataCacheCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[ { "type": "double", "name": "BeginCacheTime", "description": "" }, { "type": "bool", "name": "bSharedLinearTextureEncodingEnabled", "description": "" }, { "type": "TMap<TObjectPt...", "name": "CachingObjects", "description": "" }, { "type": "double", "name": "...
UDiffAssetBulkDataCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetBulkDataCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
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UDiffAssetBulkDataCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetBulkDataCommandlet.h
Detailed comments in DiffAssetBulkDataCommandlet.cpp
UnrealEd
class UDiffAssetBulkDataCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
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UDiffAssetRegistriesCommandlet::ConsistencyCheck
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
void ConsistencyCheck ( const [FString](API\Runtime\Core\Containers\FString) & OldPath, const [FString](API\Runtime\Core\Containers\FString) & NewPath )
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UDiffAssetBulkDataCommandlet::UDiffAssetBulkDataCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetBulkDataCommandlet.h
UnrealEd
UDiffAssetBulkDataCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UDiffAssetRegistriesCommandlet::DiffAssetRegistries
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
Do the export without creating a commandlet
UnrealEd
void DiffAssetRegistries ( const [FString](API\Runtime\Core\Containers\FString) & OldPath, const [FString](API\Runtime\Core\Containers\FString) & NewPath, bool bUseSourceGuid, bool bEnginePackagesOnly )
[]