className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
UInternationalizationExportCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationExportCommandlet.h | UInternationalizationExportCommandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UInternationalizationExportCommandlet::UInternationalizationExportCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationExportCommandlet.h | UnrealEd | UInternationalizationExportCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UInternationalizationExportCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/InternationalizationExportCommandlet.h | UInternationalizationExportCommandlet: Commandlet used to export internationalization data to various standard formats. | UnrealEd | class UInternationalizationExportCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase) | [] |
UIoStoreCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/IoStoreCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UIoStoreCommandlet::StaticMain | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/IoStoreCommandlet.h | UnrealEd | static int32 StaticMain ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] | |
UIoStoreCommandlet::UIoStoreCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/IoStoreCommandlet.h | UnrealEd | UIoStoreCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UIoStoreCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/IoStoreCommandlet.h | Commandlet for creating container file(s) used by the IoDispatcher. | UnrealEd | class UIoStoreCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
ULandscapeGrassTypeCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LandscapeGrassTypeCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
ULandscapeGrassTypeCommandlet::ULandscapeGrassTypeCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LandscapeGrassTypeCommandlet.h | UnrealEd | ULandscapeGrassTypeCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
ULandscapeGrassTypeCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LandscapeGrassTypeCommandlet.h | Commandlet | UnrealEd | class ULandscapeGrassTypeCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
UListMaterialsUsedWithMeshEmittersCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListMaterialsUsedWithMeshEmittersCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UListMaterialsUsedWithMeshEmittersCommandlet::ProcessParticleSystem | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListMaterialsUsedWithMeshEmittersCommandlet.h | Process the given particle system. For mesh emitters, output material paths that don't have bUsedWithParticleSprites flagged. | UnrealEd | void ProcessParticleSystem ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMaterials ) | [] |
UListMaterialsUsedWithMeshEmittersCommandlet::UListMaterialsUsedWithMeshEmittersCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListMaterialsUsedWithMeshEmittersCommandlet.h | UnrealEd | UListMaterialsUsedWithMeshEmittersCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UListMaterialsUsedWithMeshEmittersCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListMaterialsUsedWithMeshEmittersCommandlet.h | UnrealEd | class UListMaterialsUsedWithMeshEmittersCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UListStaticMeshesImportedFromSpeedTreesCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListStaticMeshesImportedFromSpeedTreesCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UListStaticMeshesImportedFromSpeedTreesCommandlet::UListStaticMeshesImportedFromSpeedTreesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListStaticMeshesImportedFromSpeedTreesCommandlet.h | UnrealEd | UListStaticMeshesImportedFromSpeedTreesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UListStaticMeshesImportedFromSpeedTreesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ListStaticMeshesImportedFromSpeedTreesCommandlet.h | UnrealEd | class UListStaticMeshesImportedFromSpeedTreesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
ULoadPackageCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LoadPackageCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
ULoadPackageCommandlet::ParseLoadListFile | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LoadPackageCommandlet.h | Parse the given load list file, placing the entries in the given Tokens array.
bool true if successful and non-empty, false otherwise | UnrealEd | bool ParseLoadListFile ( [FString](API\Runtime\Core\Containers\FString) & LoadListFilename, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens ) | [] |
ULoadPackageCommandlet::ULoadPackageCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LoadPackageCommandlet.h | UnrealEd | ULoadPackageCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
ULoadPackageCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/LoadPackageCommandlet.h | UnrealEd | class ULoadPackageCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UMakeBinaryConfigCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MakeBinaryConfigCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UMakeBinaryConfigCommandlet::UMakeBinaryConfigCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MakeBinaryConfigCommandlet.h | UnrealEd | UMakeBinaryConfigCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMakeBinaryConfigCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MakeBinaryConfigCommandlet.h | Commandlet for creating a binary GConfig to read in quickly | UnrealEd | class UMakeBinaryConfigCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
UMaterialLayerUsageCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MaterialLayerUsageCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UMaterialLayerUsageCommandlet::UMaterialLayerUsageCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MaterialLayerUsageCommandlet.h | UnrealEd | UMaterialLayerUsageCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialLayerUsageCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MaterialLayerUsageCommandlet.h | UnrealEd | class UMaterialLayerUsageCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UMergeShaderPipelineCachesCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MergeShaderPipelineCachesCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UMergeShaderPipelineCachesCommandlet::UMergeShaderPipelineCachesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MergeShaderPipelineCachesCommandlet.h | UnrealEd | UMergeShaderPipelineCachesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMergeShaderPipelineCachesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/MergeShaderPipelineCachesCommandlet.h | UnrealEd | class UMergeShaderPipelineCachesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UParticleSystemAuditCommandlet::DumpResults | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | Dump the results of the audit | UnrealEd | virtual void DumpResults() | [] |
UParticleSystemAuditCommandlet::DumpSimplePSysSet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | Dump the give list of particle systems to an audit CSV file...
bool true if successful, false if not | UnrealEd | bool DumpSimplePSysSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InPSysSet, const TCHAR * InShortFilename, const TCHAR * OptionalHeader ) | [] |
UParticleSystemAuditCommandlet::DumpSimpleSet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | Generic function to handle dumping values to a CSV file | UnrealEd | bool DumpSimpleSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InSet, const TCHAR * InShortFilename, const TCHAR * InObjectClassName, const TCHAR * OptionalHeader ) | [] |
UParticleSystemAuditCommandlet::GetOutputFile | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | Gets an archive to write to an output file | UnrealEd | [FArchive](API\Runtime\Core\Serialization\FArchive) * GetOutputFile ( const TCHAR * InShortFilename ) | [] |
UParticleSystemAuditCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | Entry point | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UParticleSystemAuditCommandlet::ProcessParticleSystems | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | Process all referenced particle systems | UnrealEd | bool ProcessParticleSystems() | [] |
UParticleSystemAuditCommandlet::UParticleSystemAuditCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | UnrealEd | UParticleSystemAuditCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UParticleSystemAuditCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ParticleSystemAuditCommandlet.h | UnrealEd | class UParticleSystemAuditCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [
{
"type": "FString",
"name": "AuditOutputFolder",
"description": "The folder in which the commandlet's output files will be stored"
},
{
"type": "float",
"name": "FarLODDistanceTheshold",
"description": "If a particle system has an LODDistance larger than this value, it will be reported"... | |
UPkgInfoCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/PkgInfoCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UPkgInfoCommandlet::UPkgInfoCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/PkgInfoCommandlet.h | UnrealEd | UPkgInfoCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPkgInfoCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/PkgInfoCommandlet.h | UnrealEd | class UPkgInfoCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UPopulateDialogueWaveFromCharacterSheetCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/PopulateDialogueWaveFromCharacterSheetCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UPopulateDialogueWaveFromCharacterSheetCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/PopulateDialogueWaveFromCharacterSheetCommandlet.h | UnrealEd | class UPopulateDialogueWaveFromCharacterSheetCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UReplaceActorCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ReplaceActorCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UReplaceActorCommandlet::UReplaceActorCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ReplaceActorCommandlet.h | UnrealEd | UReplaceActorCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReplaceActorCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ReplaceActorCommandlet.h | Commandlet for replacing one kind of actor with another kind of actor, copying changed properties from the most-derived common superclass | UnrealEd | class UReplaceActorCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
UReplaceAssetsCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ReplaceAssetsCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UReplaceAssetsCommandlet::UReplaceAssetsCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ReplaceAssetsCommandlet.h | UnrealEd | UReplaceAssetsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReplaceAssetsCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ReplaceAssetsCommandlet.h | Commandlet for replacing assets with those from another location (intended use is replacing with cooked assets) | UnrealEd | class UReplaceAssetsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
UResavePackagesCommandlet::CanCheckoutFile | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | bool CanCheckoutFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [FString](API\Runtime\Core\Containers\FString) & CheckedOutUser ) | [] | |
UResavePackagesCommandlet::CheckInFiles | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | void CheckInFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilesToSubmit, const [FText](API\Runtime\Core\Internationalization\FText) & InDescription ) const | [] | |
UResavePackagesCommandlet::CheckoutAndSavePackage | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | void CheckoutAndSavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SublevelFilenames, bool bIgnoreAlreadyCheckedOut ) | [] | |
UResavePackagesCommandlet::CheckoutFile | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | bool CheckoutFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, bool bAddFile, bool bIgnoreAlreadyCheckedOut ) | [] | |
UResavePackagesCommandlet::CleanClassesFromContentPackages | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Removes anyUClassexports from packages which aren't script packages.
true to resave the package | UnrealEd | bool CleanClassesFromContentPackages ( class [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) | [] |
UResavePackagesCommandlet::CleanTempFiles | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Delete the remaining files in the temporary files directory for the commandlet. | UnrealEd | void CleanTempFiles() | [] |
UResavePackagesCommandlet::CreateTempFilename | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Creates and returns a unique filename in the temporary file directory.
A unique temporary filename | UnrealEd | [FString](API\Runtime\Core\Containers\FString) CreateTempFilename() | [] |
UResavePackagesCommandlet::DeleteOnePackage | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Deletes a single package | UnrealEd | virtual void DeleteOnePackage ( const [FString](API\Runtime\Core\Containers\FString) & Filename ) | [] |
EBrevity | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | enum EBrevity { VERY_VERBOSE, INFORMATIVE, ONLY_ERRORS, } | [] | |
UResavePackagesCommandlet::GetChangelistDescription | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Get the changelist description to use if automatically checking packages out. | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetChangelistDescription() const | [] |
UResavePackagesCommandlet::GetTempFilesDirectory | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Returns the path of the directory we use to store all temporary files for this commandlet.
Path to the temporary file directory | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetTempFilesDirectory() | [] |
UResavePackagesCommandlet::InitializeResaveParameters | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.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 ) | [] |
UResavePackagesCommandlet::LoadAndSaveOnePackage | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Loads and saves a single package | UnrealEd | virtual void LoadAndSaveOnePackage ( const [FString](API\Runtime\Core\Containers\FString) & Filename ) | [] |
UResavePackagesCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UResavePackagesCommandlet::OnAddResaveOnDemandPackage | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | void OnAddResaveOnDemandPackage ( [FName](API\Runtime\Core\UObject\FName) SystemName, [FName](API\Runtime\Core\UObject\FName) PackageName ) | [] | |
UResavePackagesCommandlet::ParseResaveOnDemandSystems | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Parse commandline to decide whether resaveondemand is activated for the given system. | UnrealEd | [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > ParseResaveOnDemandSystems() | [] |
UResavePackagesCommandlet::ParseSourceControlOptions | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | void ParseSourceControlOptions ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens ) | [] | |
UResavePackagesCommandlet::PerformAdditionalOperations | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Allows the commandlet to perform any additional operations on the object before it is resaved. | UnrealEd | virtual void PerformAdditionalOperations ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bSavePackage ) | [] |
UResavePackagesCommandlet::PerformAdditionalOperations | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Allows the commandlet to perform any additional operations on the package before it is resaved. | UnrealEd | virtual void PerformAdditionalOperations ( class [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, bool & bSavePackage ) | [] |
UResavePackagesCommandlet::PerformAdditionalOperations | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Allows the commandlet to perform any additional operations on the world before it is resaved. | UnrealEd | virtual void PerformAdditionalOperations ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool & bSavePackage ) | [] |
UResavePackagesCommandlet::PerformPreloadOperations | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.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 ) | [] |
UResavePackagesCommandlet::RevertFile | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | bool RevertFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename ) | [] | |
UResavePackagesCommandlet::ShouldSkipPackage | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Checks to see if a package should be skipped | UnrealEd | virtual bool ShouldSkipPackage ( const [FString](API\Runtime\Core\Containers\FString) & Filename ) | [] |
UResavePackagesCommandlet::VerboseMessage | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Print out a message only if running in very verbose mode. | UnrealEd | void VerboseMessage ( const [FString](API\Runtime\Core\Containers\FString) & Message ) | [] |
UResavePackagesCommandlet::UResavePackagesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | UResavePackagesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UResavePackagesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | Added to expose this to the save packages test | UnrealEd | class UResavePackagesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [
{
"type": "bool",
"name": "bAutoCheckIn",
"description": "If we should auto checkin packages that were checked out"
},
{
"type": "bool",
"name": "bAutoCheckOut",
"description": "If we should auto checkout packages that need to be saved"
},
{
"type": "bool",
"name": "bBatchSou... |
USavePackageUtilitiesCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SavePackageUtilitiesCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
USavePackageUtilitiesCommandlet::USavePackageUtilitiesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SavePackageUtilitiesCommandlet.h | UnrealEd | USavePackageUtilitiesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
USavePackageUtilitiesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SavePackageUtilitiesCommandlet.h | Commandlet used to validate the package saving mechanism. It can currently compare two back to back saves of a package (or folder of packages) | UnrealEd | class USavePackageUtilitiesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
UShaderCodeLibraryToolsCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderCodeLibraryToolsCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UShaderCodeLibraryToolsCommandlet::StaticMain | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderCodeLibraryToolsCommandlet.h | UnrealEd | static int32 StaticMain ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] | |
UResavePackagesCommandlet::TryVirtualization | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ResavePackagesCommandlet.h | UnrealEd | static bool TryVirtualization ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FilesToSubmit, [FText](API\Runtime\Core\Internationalization\FText) & InOutDescription ) | [] | |
UShaderCodeLibraryToolsCommandlet::UShaderCodeLibraryToolsCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderCodeLibraryToolsCommandlet.h | UnrealEd | UShaderCodeLibraryToolsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UShaderCodeLibraryToolsCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderCodeLibraryToolsCommandlet.h | UnrealEd | class UShaderCodeLibraryToolsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UShaderPipelineCacheToolsCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderPipelineCacheToolsCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UShaderPipelineCacheToolsCommandlet::StaticMain | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderPipelineCacheToolsCommandlet.h | UnrealEd | static int32 StaticMain ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] | |
UShaderPipelineCacheToolsCommandlet::UShaderPipelineCacheToolsCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderPipelineCacheToolsCommandlet.h | UnrealEd | UShaderPipelineCacheToolsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UShaderPipelineCacheToolsCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/ShaderPipelineCacheToolsCommandlet.h | UnrealEd | class UShaderPipelineCacheToolsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UStabilizeLocalizationKeysCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/StabilizeLocalizationKeys.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UStabilizeLocalizationKeysCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/StabilizeLocalizationKeys.h | UnrealEd | class UStabilizeLocalizationKeysCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UStaticMeshMinLodCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/StaticMeshMinLodCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
UStaticMeshMinLodCommandlet::UStaticMeshMinLodCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/StaticMeshMinLodCommandlet.h | UnrealEd | UStaticMeshMinLodCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UStaticMeshMinLodCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/StaticMeshMinLodCommandlet.h | Commandlet | UnrealEd | class UStaticMeshMinLodCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] |
USummarizeTraceCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SummarizeTraceCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
USummarizeTraceCommandlet::USummarizeTraceCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SummarizeTraceCommandlet.h | UnrealEd | USummarizeTraceCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
USummarizeTraceCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SummarizeTraceCommandlet.h | UnrealEd | class USummarizeTraceCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
USwapSoundForDialogueInCuesCommandlet::Main | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SwapSoundForDialogueInCuesCommandlet.h | Entry point for your commandlet | UnrealEd | virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params ) | [] |
USwapSoundForDialogueInCuesCommandlet | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/SwapSoundForDialogueInCuesCommandlet.h | UnrealEd | class USwapSoundForDialogueInCuesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet) | [] | |
UTextAssetCommandlet::DoTextAssetProcessing | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/TextAssetCommandlet.h | UnrealEd | static bool DoTextAssetProcessing ( const [FString](API\Runtime\Core\Containers\FString) & InCommandLine ) | [] | |
UTextAssetCommandlet::DoTextAssetProcessing | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/TextAssetCommandlet.h | UnrealEd | static bool DoTextAssetProcessing ( const [FProcessingArgs](API\Editor\UnrealEd\Commandlets\UTextAssetCommandlet\FProcessingArgs) & InArgs ) | [] | |
FProcessingArgs | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/TextAssetCommandlet.h | UnrealEd | struct FProcessingArgs | [
{
"type": "bool",
"name": "bFilenameIsFilter",
"description": ""
},
{
"type": "bool",
"name": "bIncludeEngineContent",
"description": ""
},
{
"type": "bool",
"name": "bVerifyJson",
"description": ""
},
{
"type": "FString",
"name": "CSVFilename",
"descripti... |
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