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UGatherTextFromAssetsCommandlet::ProcessGatherableTextDataArray
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
void ProcessGatherableTextDataArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGatherableTextData](API\Runtime\Core\Internationalization\FGatherableTextData) > & GatherableTextDataArray )
[]
UGatherTextFromAssetsCommandlet::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.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
[]
UGatherTextFromAssetsCommandlet::PurgeGarbage
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
void PurgeGarbage ( const bool bPurgeReferencedPackages )
[]
UsageText
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
static const [FString](API\Runtime\Core\Containers\FString) UsageText;
[]
UGatherTextFromAssetsCommandlet::UGatherTextFromAssetsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UnrealEd
UGatherTextFromAssetsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGatherTextFromAssetsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromAssetsCommandlet.h
UGatherTextFromAssetsCommandlet: Localization commandlet that collects all text to be localized from the game assets.
UnrealEd
class UGatherTextFromAssetsCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
FGatherParameters
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromMetadataCommandlet.h
UnrealEd
struct FGatherParameters
[ { "type": "TArray<FString...", "name": "InputKeys", "description": "" }, { "type": "TArray<FString...", "name": "OutputKeys", "description": "" }, { "type": "TArray<FString...", "name": "OutputNamespaces", "description": "" } ]
UGatherTextFromMetaDataCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromMetadataCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGatherTextFromMetaDataCommandlet::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromMetadataCommandlet.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
[]
UGatherTextFromMetaDataCommandlet::UGatherTextFromMetaDataCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromMetadataCommandlet.h
UnrealEd
UGatherTextFromMetaDataCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGatherTextFromMetaDataCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromMetadataCommandlet.h
UGatherTextFromMetaDataCommandlet: Localization commandlet that collects all text to be localized from generated metadata.
UnrealEd
class UGatherTextFromMetaDataCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
ChangelistName
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
static const [FString](API\Runtime\Core\Containers\FString) ChangelistName;
[]
FParsedStringTableEntryMetaDataMap
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FParsedStringTableEntryMetaData > FParsedStringTableEntryMetaDataMap
[]
EEditorOnlyDefineState
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
enum EEditorOnlyDefineState { Undefined, Defined, }
[]
EMacroArgSemantic
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
enum EMacroArgSemantic { MAS_Namespace, MAS_Identifier, MAS_SourceText, }
[]
UGatherTextFromSourceCommandlet::FStringMacroDescriptor::FMacroArg::FMacroArg
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
FMacroArg &40; EMacroArgSemantic InSema, bool InIsAutoText &41;
[]
FMacroArg
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
FMacroArg( EMacroArgSemantic InSema,bool InIsAutoText)
UnrealEd
struct FMacroArg
[]
UGatherTextFromSourceCommandlet::FStringMacroDescriptor::TryParse
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
virtual void TryParse &40; const FString & LineText, FSourceFileParseContext & Context &41; const
[]
UGatherTextFromSourceCommandlet::FStringMacroDescriptor::FStringMacroDescriptor
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
FStringMacroDescriptor &40; FString InName, FMacroArg Arg0 &41;
[]
UGatherTextFromSourceCommandlet::FStringMacroDescriptor::FStringMacroDescriptor
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
FStringMacroDescriptor &40; FString InName, FMacroArg Arg0, FMacroArg Arg1 &41;
[]
UGatherTextFromSourceCommandlet::FStringMacroDescriptor::FStringMacroDescriptor
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
FStringMacroDescriptor &40; FString InName, FMacroArg Arg0, FMacroArg Arg1, FMacroArg Arg2 &41;
[]
EFlags
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
enum EFlags { None = 0, Namespace = 1, }
[]
FStringMacroDescriptor
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
class FStringMacroDescriptor : public UGatherTextFromSourceCommandlet::FMacroDescriptor
[]
UGatherTextFromSourceCommandlet::FStructuredLogMacroDescriptor::TryParse
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
virtual void TryParse &40; const FString & Text, FSourceFileParseContext & Context &41; const
[]
UGatherTextFromSourceCommandlet::FStructuredLogMacroDescriptor::FStructuredLogMacroDescriptor
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
FStructuredLogMacroDescriptor &40; const TCHAR &42; Name, EFlags Flags &41;
[]
FStructuredLogMacroDescriptor
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
class FStructuredLogMacroDescriptor : public UGatherTextFromSourceCommandlet::FMacroDescriptor
[]
UGatherTextFromSourceCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGatherTextFromSourceCommandlet::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.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
[]
UGatherTextFromSourceCommandlet::UGatherTextFromSourceCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UnrealEd
UGatherTextFromSourceCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGatherTextFromSourceCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextFromSourceCommandlet.h
UGatherTextFromSourceCommandlet: Localization commandlet that collects all text to be localized from the source code.
UnrealEd
class UGatherTextFromSourceCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UGenerateAssetManifestCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateAssetManifestCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGenerateAssetManifestCommandlet::UGenerateAssetManifestCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateAssetManifestCommandlet.h
UnrealEd
UGenerateAssetManifestCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateAssetManifestCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateAssetManifestCommandlet.h
Commandlet for generating a filtered list of assets from the asset registry (intended use is for replacing assets with cooked version)
UnrealEd
class UGenerateAssetManifestCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UGenerateBlueprintAPICommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateBlueprintAPICommandlet.h
UnrealEd
virtual int32 Main ( [FString](API\Runtime\Core\Containers\FString) const & Params )
[]
UGenerateBlueprintAPICommandlet::UGenerateBlueprintAPICommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateBlueprintAPICommandlet.h
UnrealEd
UGenerateBlueprintAPICommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateBlueprintAPICommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateBlueprintAPICommandlet.h
UnrealEd
class UGenerateBlueprintAPICommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UGenerateDistillFileSetsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateDistillFileSetsCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGenerateDistillFileSetsCommandlet::UGenerateDistillFileSetsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateDistillFileSetsCommandlet.h
UnrealEd
UGenerateDistillFileSetsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateDistillFileSetsCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateDistillFileSetsCommandlet.h
Find AnimNotify instances that do not have the AnimSeqeunce that 'owns' them as their outer.
UnrealEd
class UGenerateDistillFileSetsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UGenerateGatherArchiveCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherArchiveCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGenerateGatherArchiveCommandlet::UGenerateGatherArchiveCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherArchiveCommandlet.h
UGenerateGatherArchiveCommandlet
UnrealEd
UGenerateGatherArchiveCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateGatherArchiveCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherArchiveCommandlet.h
UGenerateGatherArchiveCommandlet: Generates a localisation archive; generally used as a gather step.
UnrealEd
class UGenerateGatherArchiveCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UGenerateGatherManifestCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherManifestCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGenerateGatherManifestCommandlet::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherManifestCommandlet.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
[]
UGenerateGatherManifestCommandlet::UGenerateGatherManifestCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherManifestCommandlet.h
UGenerateGatherManifestCommandlet
UnrealEd
UGenerateGatherManifestCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateGatherManifestCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateGatherManifestCommandlet.h
UGenerateGatherManifestCommandlet: Generates a localisation manifest; generally used as a gather step.
UnrealEd
class UGenerateGatherManifestCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UGenerateTextLocalizationReportCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationReportCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGenerateTextLocalizationReportCommandlet::ShouldRunInPreview
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationReportCommandlet.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
[]
UGenerateTextLocalizationReportCommandlet::UGenerateTextLocalizationReportCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationReportCommandlet.h
UnrealEd
UGenerateTextLocalizationReportCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateTextLocalizationReportCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationReportCommandlet.h
UnrealEd
class UGenerateTextLocalizationReportCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UGenerateTextLocalizationResourceCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationResourceCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UGenerateTextLocalizationResourceCommandlet::UGenerateTextLocalizationResourceCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationResourceCommandlet.h
UnrealEd
UGenerateTextLocalizationResourceCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenerateTextLocalizationResourceCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationResourceCommandlet.h
UGenerateTextLocalizationResourceCommandlet: Localization commandlet that generates a table ofFTextkeys to localized string values.
UnrealEd
class UGenerateTextLocalizationResourceCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UImportAssetsCommandlet::Main
/Engine/Source/Editor/UnrealEd/Public/Commandlets/ImportAssetsCommandlet.h
Runs the commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UImportAssetsCommandlet::UImportAssetsCommandlet
/Engine/Source/Editor/UnrealEd/Public/Commandlets/ImportAssetsCommandlet.h
UnrealEd
UImportAssetsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UImportAssetsCommandlet
/Engine/Source/Editor/UnrealEd/Public/Commandlets/ImportAssetsCommandlet.h
UnrealEd
class UImportAssetsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)
[]
UImportDialogueScriptCommandlet::UImportDialogueScriptCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportDialogueScriptCommandlet.h
UnrealEd
UImportDialogueScriptCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UImportDialogueScriptCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportDialogueScriptCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UImportDialogueScriptCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportDialogueScriptCommandlet.h
UImportDialogueScriptCommandlet: Handles importing localized script sheets to update the translated archive text.
UnrealEd
class UImportDialogueScriptCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UImportLocalizedDialogueCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportLocalizedDialogueCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UImportLocalizedDialogueCommandlet::UImportLocalizedDialogueCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportLocalizedDialogueCommandlet.h
UnrealEd
UImportLocalizedDialogueCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UImportLocalizedDialogueCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportLocalizedDialogueCommandlet.h
UImportLocalizedDialogueCommandlet: Handles synchronizing localized raw audio files with dialogue and sound wave assets.
UnrealEd
class UImportLocalizedDialogueCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[]
UInternationalizationConditioningCommandlet::AddForeignFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Adds the specified file as the foreign version for a loc file pair
UnrealEd
void AddForeignFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UInternationalizationConditioningCommandlet::AddNativeFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Adds the specified file as the native version for a loc file pair
UnrealEd
void AddNativeFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UInternationalizationConditioningCommandlet::FindForeignIndex
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Returns the index of the loc file pair that contains the native version of the specified filename, or INDEX_NONE if it isn't found
UnrealEd
int32 FindForeignIndex ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UInternationalizationConditioningCommandlet::FindNativeIndex
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Returns the index of the loc file pair that contains the native version of the specified filename, or INDEX_NONE if it isn't found
UnrealEd
int32 FindNativeIndex ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::CompareToCounterpart
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Compares the data in this loc file against the data in the specified counterpart file, placing the results in the various tracking arrays.
UnrealEd
void CompareToCounterpart &40; TSharedPtr< FLocalizationFile > Other &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetDirectoryName
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
const FString GetDirectoryName&40;&41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetExtension
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
const FString GetExtension&40;&41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
FConfigFile &42; GetFile&40;&41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetFilename
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
const FString GetFilename&40;&41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetFullName
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Accessors
UnrealEd
const FString GetFullName&40;&41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetIdenticalProperties
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Appends all the entries that have matching primary language and translated text to the passed in array.
UnrealEd
void GetIdenticalProperties &40; TArray< FLocalizationFileEntry > & OutProperties &41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::GetTranslatedProperties
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Appends all the entries that have non-empty translated text to the passed in array. Note this will not get entries where the primary language text is the same as the translated text, useGetIdenticalProperties()instead.
UnrealEd
void GetTranslatedProperties &40; TArray< FLocalizationFileEntry > & OutProperties &41; const
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::FLocalizationFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Copy ctor
UnrealEd
FLocalizationFile &40; const TSharedRef< FLocalizationFile > Other &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::FLocalizationFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UInternationalizationConditioningCommandlet::FLocalizationFile
UnrealEd
FLocalizationFile &40; const FString & InPath, FConfigFile &42;const InConfigFile &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFile::~FLocalizationFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Dtor
UnrealEd
&126;FLocalizationFile&40;&41;
[]
FLocalizationFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Contains information about a single localization file, any language.
UnrealEd
struct FLocalizationFile
[]
UInternationalizationConditioningCommandlet::FLocalizationFileEntry::FLocalizationFileEntry
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
FLocalizationFileEntry &40; const FString & InFile, const FString & InNamespace, const FString & InKey, const FString & InSourceText, const FString & InTranslatedText &41;
[]
FLocalizationFileEntry
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Contains all the info we need to create archive/manifest entries from.
UnrealEd
struct FLocalizationFileEntry
[ { "type": "FString", "name": "File", "description": "" }, { "type": "FString", "name": "Key", "description": "" }, { "type": "FString", "name": "Namespace", "description": "" }, { "type": "FString", "name": "SourceText", "description": "" }, { "typ...
UInternationalizationConditioningCommandlet::FLocalizationFilePair::CompareFiles
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Compares the two loc files against each other.
UnrealEd
void CompareFiles&40;&41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::GetIdenticalProperties
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Adds any identical entries to an array.
UnrealEd
void GetIdenticalProperties &40; TArray< FLocalizationFileEntry > & Properties &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::GetFilename
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Returns the filename (without path or extension info) for this file pair
UnrealEd
const FString GetFilename&40;&41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::GetTranslatedProperties
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Adds entries that differ and are non-empty to an array.
UnrealEd
void GetTranslatedProperties &40; TArray< FLocalizationFileEntry > & Properties &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::HasForeignFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
bool HasForeignFile&40;&41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::HasForeignFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
bool HasForeignFile &40; const FString & Filename &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::HasNativeFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
bool HasNativeFile&40;&41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::HasNativeFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
bool HasNativeFile &40; const FString & Filename &41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::SetForeignFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Assigns the foreign version of this loc file pair.
UnrealEd
bool SetForeignFile &40; const FString & ForeignFilename, FConfigFile &42;const ForeignConfigFile &41;
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UInternationalizationConditioningCommandlet::FLocalizationFilePair::SetNativeFile
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Assigns the native version of the loc file pair.
UnrealEd
bool SetNativeFile &40; const FString & NativeFilename, FConfigFile &42;const NativeConfigFile &41;
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UInternationalizationConditioningCommandlet::FLocalizationFilePair::FLocalizationFilePair
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Default ctor
UnrealEd
FLocalizationFilePair&40;&41;
[]
UInternationalizationConditioningCommandlet::FLocalizationFilePair::~FLocalizationFilePair
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UInternationalizationConditioningCommandlet::FLocalizationFilePair
UnrealEd
&126;FLocalizationFilePair&40;&41;
[]
UInternationalizationConditioningCommandlet::LoadLegacyLocalizationFiles
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
void LoadLegacyLocalizationFiles ( const [FString](API\Runtime\Core\Containers\FString) & SourcePath, const [FString](API\Runtime\Core\Containers\FString) & NativeLanguage, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & LanguagesToProcess )
[]
FLocalizationFilePair
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Contains information about a localization file and its native counterpart.
UnrealEd
struct FLocalizationFilePair
[ { "type": "TSharedPtr<FLo...", "name": "ForeignFile", "description": "" }, { "type": "TSharedPtr<FLo...", "name": "NativeFile", "description": "" } ]
UInternationalizationConditioningCommandlet::Main
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Entry point for your commandlet
UnrealEd
virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )
[]
UInternationalizationConditioningCommandlet::ProcessArchive
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
bool ProcessArchive ( const [FString](API\Runtime\Core\Containers\FString) & PrimaryLangExt, const [FString](API\Runtime\Core\Containers\FString) & SourcePath, const [FString](API\Runtime\Core\Containers\FString) & DestinationPath )
[]
UInternationalizationConditioningCommandlet::ProcessManifest
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UnrealEd
bool ProcessManifest ( const [FString](API\Runtime\Core\Containers\FString) & PrimaryLangExt, const [FString](API\Runtime\Core\Containers\FString) & SourcePath, const [FString](API\Runtime\Core\Containers\FString) & DestinationPath )
[]
UInternationalizationConditioningCommandlet::ReadLocFiles
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
Initializes the LocPairs arrays using the list of filenames provided.
UnrealEd
void ReadLocFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NativeFilenames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ForeignFilenames )
[]
UInternationalizationConditioningCommandlet::UInternationalizationConditioningCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UGatherTextCommandlet
UnrealEd
UInternationalizationConditioningCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UInternationalizationConditioningCommandlet
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationConditioningCommandlet.h
UInternationalizationConditioningCommandlet: Commandlet that contains various misc functionality to prepare, modify, and condition Internationalization manifest and archive data.
UnrealEd
class UInternationalizationConditioningCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)
[ { "type": "TArray<FLocali...", "name": "LocPairs", "description": "" } ]