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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)
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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)
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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)
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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...