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EAssetFlags
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
enum EAssetFlags { Add = (1 << 0), Remove = (1 << 1), GuidChange = (1 << 2), HashChange = (1 << 3), DepGuidChange = (1 << 4), DepHashChange = (1 << 5), }
[]
EChangeFlags
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
enum EChangeFlags { ChangeFlagsNone = 0, ChangeFlagsDelete = (1 << 0), ChangeFlagsEdit = (1 << 1), ChangeFlagsAdd = (1 << 2), }
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::GetChangeFlags
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
int32 GetChangeFlags&40;&41; const
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::GetChangePercentage
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
float GetChangePercentage&40;&41; const
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::GetTotalChangeCount
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
int64 GetTotalChangeCount&40;&41; const
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::GetTotalChangeSize
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
int64 GetTotalChangeSize&40;&41; const
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::GetTotalSize
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
int64 GetTotalSize&40;&41; const
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::operator+=
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
const FChangeInfo & operator&43;&61; &40; const FChangeInfo & Rhs &41;
[]
UDiffAssetRegistriesCommandlet::FChangeInfo::FChangeInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
FChangeInfo&40;&41;
[]
FChangeInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
struct FChangeInfo
[ { "type": "int64", "name": "AddedBytes", "description": "" }, { "type": "int64", "name": "Adds", "description": "" }, { "type": "int64", "name": "ChangedBytes", "description": "" }, { "type": "int64", "name": "Changes", "description": "" }, { "type...
UDiffAssetRegistriesCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
SortOrder
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
enum SortOrder { BySize, ByName, ByClass, ByChange, }
[]
UDiffAssetRegistriesCommandlet::UDiffAssetRegistriesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
UDiffAssetRegistriesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDiffAssetRegistriesCommandlet::UDiffAssetRegistriesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
UDiffAssetRegistriesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDiffAssetRegistriesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetRegistriesCommandlet.h
UnrealEd
class UDiffAssetRegistriesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDiffAssetsCommandlet::CopyFileToTempLocation
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
Copies a uasset file or map to a temp location so it can be loaded without disruption to anything true if success
UnrealEd
static bool CopyFileToTempLocation ( [FString](API\Runtime\Core\Containers\FString) & InOutFilename )
[]
UDiffAssetsCommandlet::ExportFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway) true if success
UnrealEd
static bool ExportFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & LoadedObjects )
[]
UDiffAssetsCommandlet::ExportFilesToTextAndDiff
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
The meat of the commandlet, this can be called from the editor Format of commandline is as follow File1.uasset File2.uasset -DiffCmd="C:/Program Files/Araxis/Araxis Merge/AraxisP4Diff.exe {1} {2}" true if success
UnrealEd
static bool ExportFilesToTextAndDiff ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UDiffAssetsCommandlet::ExportFilesToTextAndDiff
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
Runs an external diff utility true if success
UnrealEd
static bool ExportFilesToTextAndDiff ( const [FString](API\Runtime\Core\Containers\FString) & Filename1, const [FString](API\Runtime\Core\Containers\FString) & Filename2, const [FString](API\Runtime\Core\Containers\FString) & DiffCommand )
[]
UDiffAssetsCommandlet::LoadFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway) true if success
UnrealEd
static bool LoadFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & LoadedObjects )
[]
UDiffAssetsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UDiffAssetsCommandlet::UDiffAssetsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
UnrealEd
UDiffAssetsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDiffAssetsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h
Commandlet to allow diff in P4V, and expose that functionality to the editor
UnrealEd
class UDiffAssetsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDiffFilesCommandlet::Initialize
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffFilesCommandlet.h
Parses the command-line and loads the packages being compared. true if all parameters were parsed successfully; false if any of the specified packages couldn't be loaded or the parameters were otherwise invalid.
UnrealEd
bool Initialize ( const TCHAR * Parms )
[]
FPackageInfo
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffFilesCommandlet.h
UnrealEd
struct FPackageInfo
[ { "type": "FString", "name": "FriendlyName", "description": "" }, { "type": "FString", "name": "FullPath", "description": "" } ]
UDiffFilesCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffFilesCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UDiffFilesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffFilesCommandlet.h
UnrealEd
class UDiffFilesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[ { "type": "FUObjectAnnotat...", "name": "HandledAnnotation", "description": "Handled annotation to track which objects we have dealt with" }, { "type": "TArray<FPackag...", "name": "PackageInfos", "description": "" } ]
UDiffFilesCommandlet::UDiffFilesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffFilesCommandlet.h
UnrealEd
UDiffFilesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDumpAssetRegistryCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpAssetRegistryCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UDumpAssetRegistryCommandlet::UDumpAssetRegistryCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpAssetRegistryCommandlet.h
UnrealEd
UDumpAssetRegistryCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDiffFilesCommandlet::LoadAndDiff
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffFilesCommandlet.h
Load the packages in the commandline while loading diff them against eachother to track down where serialization has variation in the two packages
UnrealEd
void LoadAndDiff()
[]
UDumpAssetRegistryCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpAssetRegistryCommandlet.h
UnrealEd
class UDumpAssetRegistryCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDumpBlueprintsInfoCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpBlueprintsInfoCommandlet.h
UnrealEd
virtual int32 Main ( [FString](API\Runtime\Core\Containers\FString) const & Params )
[]
UDumpBlueprintsInfoCommandlet::UDumpBlueprintsInfoCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpBlueprintsInfoCommandlet.h
UnrealEd
UDumpBlueprintsInfoCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDumpBlueprintsInfoCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpBlueprintsInfoCommandlet.h
UnrealEd
class UDumpBlueprintsInfoCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDumpHiddenCategoriesCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpHiddenCategoriesCommandlet.h
UnrealEd
virtual int32 Main ( [FString](API\Runtime\Core\Containers\FString) const & Params )
[]
UDumpHiddenCategoriesCommandlet::UDumpHiddenCategoriesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpHiddenCategoriesCommandlet.h
UnrealEd
UDumpHiddenCategoriesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDumpMaterialExpressionsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpMaterialExpressionsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UDumpHiddenCategoriesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpHiddenCategoriesCommandlet.h
UnrealEd
class UDumpHiddenCategoriesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDumpMaterialExpressionsCommandlet::UDumpMaterialExpressionsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpMaterialExpressionsCommandlet.h
UnrealEd
UDumpMaterialExpressionsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDumpMaterialExpressionsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpMaterialExpressionsCommandlet.h
UnrealEd
class UDumpMaterialExpressionsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UDumpMaterialShaderTypesCommandlet::UDumpMaterialShaderTypesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpMaterialShaderTypes.h
UnrealEd
UDumpMaterialShaderTypesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDumpMaterialShaderTypesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpMaterialShaderTypes.h
UnrealEd
class UDumpMaterialShaderTypesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UEditorDomainSaveCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/EditorDomainSaveCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UEditorDomainSaveCommandlet::UEditorDomainSaveCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/EditorDomainSaveCommandlet.h
UnrealEd
UEditorDomainSaveCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorDomainSaveCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/EditorDomainSaveCommandlet.h
Runs the EditorDomainSave server for client Editor and CookCommandlet processes.
UnrealEd
class UEditorDomainSaveCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UExportDialogueScriptCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExportDialogueScriptCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UExportDialogueScriptCommandlet::UExportDialogueScriptCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExportDialogueScriptCommandlet.h
UnrealEd
UExportDialogueScriptCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UExportDialogueScriptCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExportDialogueScriptCommandlet.h
UExportDialogueScriptCommandlet: Handles exporting localized script sheets for dialogue wave assets.
UnrealEd
class UExportDialogueScriptCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UExportPakDependenciesCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExportPakDependencies.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UExportPakDependenciesCommandlet::UExportPakDependenciesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExportPakDependencies.h
UnrealEd
UExportPakDependenciesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UExportPakDependenciesCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExportPakDependencies.h
UnrealEd
class UExportPakDependenciesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UExternalActorsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExternalActorsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UExternalActorsCommandlet::LoadWorld
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExternalActorsCommandlet.h
UnrealEd
[UWorld](API\Runtime\Engine\Engine\UWorld) * LoadWorld ( const [FString](API\Runtime\Core\Containers\FString) & LevelToLoad )
[]
UExternalActorsCommandlet::UExternalActorsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExternalActorsCommandlet.h
UnrealEd
UExternalActorsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDumpMaterialShaderTypesCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DumpMaterialShaderTypes.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UExtractLocResCommandlet::Main
/Engine/Source/Editor/UnrealEd/Public/Commandlets/ExtractLocResCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UExtractLocResCommandlet
/Engine/Source/Editor/UnrealEd/Public/Commandlets/ExtractLocResCommandlet.h
Commandlet to extract the localization data from a binary LocRes file and dump it as human readable CSV.
UnrealEd
class UExtractLocResCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UFileServerCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FileServerCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UFileServerCommandlet::UFileServerCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FileServerCommandlet.h
UnrealEd
UFileServerCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UFileServerCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FileServerCommandlet.h
Implements a file server commandlet.
UnrealEd
class UFileServerCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UFixConflictingLocalizationKeysCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FixConflictingLocalizationKeys.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UFixConflictingLocalizationKeysCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FixConflictingLocalizationKeys.h
Hard-coded to work with the "Game" localization target.
UnrealEd
class UFixConflictingLocalizationKeysCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UFixupNeedsLoadForEditorGameCommandlet::InitializeResaveParameters
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FixupNeedsLoadForEditorGameCommandlet.h
Evaluates the command-line to determine which maps to check.Bydefault all maps are checked Provides child classes with a chance to initialize any variables, parse the command line, etc. 0 to indicate that the commandlet should continue; otherwise, the error code that should be returned byMain()
UnrealEd
virtual int32 InitializeResaveParameters ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MapPathNames )
[]
UExternalActorsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ExternalActorsCommandlet.h
UnrealEd
class UExternalActorsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UFixupNeedsLoadForEditorGameCommandlet::PerformPreloadOperations
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FixupNeedsLoadForEditorGameCommandlet.h
Allow the commandlet to perform any operations on the export/import table of the package before all objects in the package are loaded.
UnrealEd
virtual void PerformPreloadOperations ( [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * PackageLinker, bool & bSavePackage )
[]
UFixupNeedsLoadForEditorGameCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/FixupNeedsLoadForEditorGameCommandlet.h
UnrealEd
class UFixupNeedsLoadForEditorGameCommandlet : public [UResavePackagesCommandlet](API\Editor\UnrealEd\Commandlets\UResavePackagesCommandlet)
[]
UGatherTextCommandlet::GetChangelistDescription
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
Helpler function to generate a changelist description.
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) GetChangelistDescription ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GatherTextConfigPaths )
[]
UGatherTextCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGatherTextCommandlet::ProcessGatherConfig
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
UnrealEd
int32 ProcessGatherConfig ( const [FString](API\Runtime\Core\Containers\FString) & GatherTextConfigPath, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & CommandletSourceControlInfo, const [TArray](API\Runtime\Core\Containers\TArray)< [FStrin...
[]
UGatherTextCommandlet::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
Returns true if this commandlet should run during a preview run. Override in child classes to conditionally skip a commandlet from being run. Most commandlets that require source control, write to files etc should be skipped for preview runs
UnrealEd
virtual bool ShouldRunInPreview ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals ) const
[]
UsageText
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
UnrealEd
static const [FString](API\Runtime\Core\Containers\FString) UsageText;
[]
UGatherTextCommandlet::UGatherTextCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
UGatherTextCommandlet
UnrealEd
UGatherTextCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGatherTextCommandletBase::BeginDestroy
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.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.
UnrealEd
virtual void BeginDestroy()
[]
DisableSubmitSwitch
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
static const TCHAR * DisableSubmitSwitch = TEXT("DisableSCCSubmit");
[]
EnableSourceControlSwitch
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
static const TCHAR * EnableSourceControlSwitch = TEXT("EnableSCC");
[]
GatherTypeParam
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
static const TCHAR * GatherTypeParam = TEXT("GatherType");
[]
UGatherTextCommandletBase::GetPathArrayFromConfig
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
int32 GetPathArrayFromConfig ( const TCHAR * Section, const TCHAR * Key, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArr, const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UGatherTextCommandletBase::GetBoolFromConfig
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
Wrappers for extracting config values.
UnrealEd
bool GetBoolFromConfig ( const TCHAR * Section, const TCHAR * Key, bool & OutValue, const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UGatherTextCommandletBase::GetPathFromConfig
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
bool GetPathFromConfig ( const TCHAR * Section, const TCHAR * Key, [FString](API\Runtime\Core\Containers\FString) & OutValue, const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UGatherTextCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
UGatherTextCommandlet: One commandlet to rule them all. This commandlet loads a config file and then calls other localization commandlets. Allows localization system to be easily extendable and flexible.
UnrealEd
class UGatherTextCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
ConfigParam
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
Common params and switches among all text gathering commadnlets.
UnrealEd
static const TCHAR * ConfigParam = TEXT("Config");
[]
UGatherTextCommandletBase::GetProjectBasePath
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
Utility to get the correct base path (engine or project) for the current environment.
UnrealEd
static const [FString](API\Runtime\Core\Containers\FString) & GetProjectBasePath()
[]
UGatherTextCommandletBase::GetSplitPlatformNameFromPath
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
[FName](API\Runtime\Core\UObject\FName) GetSplitPlatformNameFromPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath ) const
[]
UGatherTextCommandletBase::GetStringArrayFromConfig
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
int32 GetStringArrayFromConfig ( const TCHAR * Section, const TCHAR * Key, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArr, const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UGatherTextCommandletBase::Initialize
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
virtual void Initialize ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FLocTextHelper](API\Developer\Localization\FLocTextHelper) > & InGatherManifestHelper, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo ...
[]
UGatherTextCommandletBase::GetStringFromConfig
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
bool GetStringFromConfig ( const TCHAR * Section, const TCHAR * Key, [FString](API\Runtime\Core\Containers\FString) & OutValue, const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UGatherTextCommandletBase::IsSplitPlatformName
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
Utilities for split platform detection.
UnrealEd
bool IsSplitPlatformName ( const [FName](API\Runtime\Core\UObject\FName) InPlatformName ) const
[]
UGatherTextCommandletBase::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
Returns true if this commandlet should run during a preview run. Override in child classes to conditionally skip a commandlet from being run. Most commandlets that require source control, write to files etc should be skipped for preview runs
UnrealEd
virtual bool ShouldRunInPreview ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals ) const
[]
PreviewSwitch
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
static const TCHAR * PreviewSwitch = TEXT("Preview");
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UGatherTextCommandletBase::UGatherTextCommandletBase
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
UGatherTextCommandletBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UGatherTextCommandletBase::ShouldSplitPlatformForPath
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UnrealEd
bool ShouldSplitPlatformForPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FName](API\Runtime\Core\UObject\FName) * OutPlatformName ) const
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UGatherTextCommandletBase
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandletBase.h
UGatherTextCommandletBase: Base class for localization commandlets. Just to force certain behaviors and provide helper functionality.
UnrealEd
class UGatherTextCommandletBase : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[ { "type": "TSharedPtr<FLo...", "name": "GatherManifestHelper", "description": "" }, { "type": "TSharedPtr<FLo...", "name": "SourceControlInfo", "description": "" }, { "type": "TMap<FName,FS...", "name": "SplitPlatforms", "description": "Mapping from platform name to the p...
UGatherTextFromAssetsCommandlet::AddReferencedObjects
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
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UGatherTextFromAssetsCommandlet::CalculateDependenciesForPackagesPendingGather
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
void CalculateDependenciesForPackagesPendingGather()
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EPackageLocCacheState
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
Localization cache states of a package
UnrealEd
enum EPackageLocCacheState { Uncached_TooOld = 0, Uncached_NoCache, Cached, }
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UGatherTextFromAssetsCommandlet::ConfigureFromScript
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
bool ConfigureFromScript ( const [FString](API\Runtime\Core\Containers\FString) & GatherTextConfigPath, const [FString](API\Runtime\Core\Containers\FString) & SectionName )
[]
UGatherTextFromAssetsCommandlet::GetConfigurationScript
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
bool GetConfigurationScript ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InCommandLineParameters, [FString](API\Runtime\Core\Containers\FString) & OutFilePath, [FString](API\Runtime\Core\Containers\FString) & OutStep...
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UGatherTextFromAssetsCommandlet::HasExceededMemoryLimit
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
bool HasExceededMemoryLimit ( const bool bLog )
[]
UGatherTextFromAssetsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]