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"$(EngineDir)/Plugins/Runtime/MobilePatchingUtils/MobilePatchingUtils.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/MsQuic/MsQuic.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/ProceduralMeshComponent/ProceduralMeshComponent.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/PropertyAccess/PropertyAccessEditor.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/PropertyBindingUtils/PropertyBindingUtils.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/ResonanceAudio/ResonanceAudio.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/RigVM/RigVM.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/SoundFields/SoundFields.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/StateTree/StateTree.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/Synthesis/Synthesis.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/WaveTable/WaveTable.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/WebMMoviePlayer/WebMMoviePlayer.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/WindowsDeviceProfileSelector/WindowsDeviceProfileSelector.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Runtime/Windows/XInputDevice/XInputDevice.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/Tests/InterchangeTests/InterchangeTests.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/UbaController/UbaController.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/VirtualProduction/CameraCalibrationCore/CameraCalibrationCore.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/VirtualProduction/Takes/Takes.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/WorldMetrics/WorldMetrics.uplugin", + "Type": "UFS" + }, + { + "Path": "$(EngineDir)/Plugins/XGEController/XGEController.uplugin", + "Type": "UFS" + } + ], + "BuildPlugins": [ + "ACLPlugin", + "AISupport", + "ActorLayerUtilities", + "ActorSequence", + "AdvancedRenamer", + "AlembicImporter", + "AndroidDeviceProfileSelector", + "AndroidFileServer", + "AndroidPermission", + "AnimationData", + "AnimationModifierLibrary", + "AppleImageUtils", + "AssetManagerEditor", + "AssetTags", + "AudioCapture", + "AudioInsights", + "AudioModulation", + "AudioSynesthesia", + "AudioWidgets", + "AutomationUtils", + "BackChannel", + "BaseCharacterFXEditor", + "BlendSpaceMotionAnalysis", + "CLionSourceCodeAccess", + "CameraCalibrationCore", + "CameraShakePreviewer", + "Cascade", + "ChangelistReview", + "ChaosCaching", + "ChaosEditor", + "ChaosInsights", + "ChaosNiagara", + "ChaosSolverPlugin", + "ChaosUserDataPT", + "ChaosVD", + "CharacterAI", + "ChunkDownloader", + "CmdLinkServer", + "CodeLiteSourceCodeAccess", + "ColorGrading", + "CommonUI", + "ComputeFramework", + "ContentBrowserAssetDataSource", + "ContentBrowserClassDataSource", + "ContentBrowserFileDataSource", + "ControlRig", + "ControlRigModules", + "ControlRigSpline", + "CryptoKeys", + "CurveEditorTools", + "CustomMeshComponent", + "DataValidation", + "Dataflow", + "DeformerGraph", + "DumpGPUServices", + "EOSShared", + "EditorDataStorage", + "EditorDataStorageFeatures", + "EditorDebugTools", + "EditorPerformance", + "EditorScriptingUtilities", + "EditorTelemetry", + "EngineAssetDefinitions", + "EngineCameras", + "EnhancedInput", + "EnvironmentQueryEditor", + "ExampleDeviceProfileSelector", + "FacialAnimation", + "FastBuildController", + "Fracture", + "GameplayCameras", + "GameplayInsights", + "GameplayTagsEditor", + "GeometryCache", + "GeometryCollectionPlugin", + "GeometryDataflow", + "GeometryFlow", + "GeometryProcessing", + "GeometryScripting", + "GitSourceControl", + "GoogleCloudMessaging", + "GooglePAD", + "HairStrands", + "IOSDeviceProfileSelector", + "IconBaker", + "ImgMedia", + "InputDebugging", + "Interchange", + "InterchangeAssets", + "InterchangeEditor", + "InterchangeTests", + "IoStoreInsights", + "IslandGenerator", + "LauncherChunkInstaller", + "LevelSequenceEditor", + "LevelSequenceNavigatorBridge", + "LightMixer", + "LinuxDeviceProfileSelector", + "LocalizableMessage", + "LocationServicesBPLibrary", + "MacGraphicsSwitching", + "MassInsights", + "MaterialAnalyzer", + "MediaPlayerEditor", + "MeshLODToolset", + "MeshModelingToolset", + "MeshModelingToolsetExp", + "MeshPainting", + "MetaHumanSDK", + "Metasound", + "MobileLauncherProfileWizard", + "MobilePatchingUtils", + "ModelingToolsEditorMode", + "MsQuic", + "N10XSourceCodeAccess", + "NFORDenoise", + "NNEDenoiser", + "NNERuntimeORT", + "NamingTokens", + "Niagara", + "NiagaraSimCaching", + "NullSourceCodeAccess", + "ObjectMixer", + "OnlineBase", + "OnlineServices", + "OnlineSubsystem", + "OnlineSubsystemApple", + "OnlineSubsystemFacebook", + "OnlineSubsystemGoogle", + "OnlineSubsystemGooglePlay", + "OnlineSubsystemIOS", + "OnlineSubsystemNull", + "OnlineSubsystemUtils", + "OodleNetwork", + "PerforceSourceControl", + "PixWinPlugin", + "PlanarCut", + "PlasticSourceControl", + "PlatformCrypto", + "PluginBrowser", + "PluginUtils", + "PortableObjectFileDataSource", + "ProceduralMeshComponent", + "ProjectLauncher", + "PropertyAccessEditor", + "PropertyAccessNode", + "PropertyBindingUtils", + "ProxyLODPlugin", + "PythonScriptPlugin", + "RenderDocPlugin", + "RenderGraphInsights", + "ResonanceAudio", + "RiderSourceCodeAccess", + "RigLogic", + "RigVM", + "RuntimeTelemetry", + "SequenceNavigator", + "SequencerScripting", + "SkeletalMeshModelingTools", + "SkeletalReduction", + "SoundFields", + "StateTree", + "StylusInput", + "SubversionSourceControl", + "Synthesis", + "Takes", + "TcpMessaging", + "TemplateSequence", + "TextureFormatOodle", + "ToolPresets", + "TweeningUtils", + "UMGWidgetPreview", + "UObjectPlugin", + "UbaController", + "UdpMessaging", + "VariantManager", + "VariantManagerContent", + "VisualStudioCodeSourceCodeAccess", + "VisualStudioSourceCodeAccess", + "WaveTable", + "WebMMedia", + "WebMMoviePlayer", + "WindowsDeviceProfileSelector", + "WorldMetrics", + "WorldPartitionHLODUtilities", + "XCodeSourceCodeAccess", + "XGEController", + "XInputDevice" + ], + "AdditionalProperties": [ + { + "Name": "SDK", + "Value": "Not Applicable" + } + ] +} \ No newline at end of file diff --git a/CropoutSampleProject/Binaries/Win64/UnrealEditor-Cropout.dll b/CropoutSampleProject/Binaries/Win64/UnrealEditor-Cropout.dll new file mode 100644 index 0000000000000000000000000000000000000000..e87159fd4fb03dcbc0728a54e678fbf3c09aaabb Binary files /dev/null and b/CropoutSampleProject/Binaries/Win64/UnrealEditor-Cropout.dll differ diff --git a/CropoutSampleProject/Binaries/Win64/UnrealEditor.modules b/CropoutSampleProject/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..b86a7bb932acb18ffaba6602f1301d2eff623370 --- /dev/null +++ b/CropoutSampleProject/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "Cropout": "UnrealEditor-Cropout.dll" + } +} \ No newline at end of file diff --git a/CropoutSampleProject/Build/Android/project.properties b/CropoutSampleProject/Build/Android/project.properties new file mode 100644 index 0000000000000000000000000000000000000000..d561955b7e022d354714d73826ec39c2f8426731 --- /dev/null +++ b/CropoutSampleProject/Build/Android/project.properties @@ -0,0 +1,14 @@ +# This file is automatically generated by Android Tools. +# Do not modify this file -- YOUR CHANGES WILL BE ERASED! +# +# This file must be checked in Version Control Systems. +# +# To customize properties used by the Ant build system edit +# "ant.properties", and override values to adapt the script to your +# project structure. +# +# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home): +proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt + +# Project target. +target=android-19 diff --git a/CropoutSampleProject/Build/Android/res/values/GooglePlayAppID.xml b/CropoutSampleProject/Build/Android/res/values/GooglePlayAppID.xml new file mode 100644 index 0000000000000000000000000000000000000000..1c640d13ed4d9a2bb037b076645a2902fd283254 --- /dev/null +++ b/CropoutSampleProject/Build/Android/res/values/GooglePlayAppID.xml @@ -0,0 +1,4 @@ + + + + diff --git a/CropoutSampleProject/Config/Android/AndroidDeviceProfiles.ini b/CropoutSampleProject/Config/Android/AndroidDeviceProfiles.ini new file mode 100644 index 0000000000000000000000000000000000000000..a18f81bff6a7e9e4740dfa92015464141d7dab9b --- /dev/null +++ b/CropoutSampleProject/Config/Android/AndroidDeviceProfiles.ini @@ -0,0 +1,78 @@ +[Android DeviceProfile] +!TextureLODGroups=ClearArray ++TextureLODGroups=(Group=TEXTUREGROUP_World, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Character, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Weapon, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Vehicle, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Cinematic, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Effects, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Skybox, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_UI, MaxLODSize=4096, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_NoMipmaps) ++TextureLODGroups=(Group=TEXTUREGROUP_Lightmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, NumStreamedMips=3, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Bokeh, MaxLODSize=256, LODBias=0, MinMagFilter=linear, MipFilter=linear, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D, MaxLODSize=1024, LODBias=0, MinMagFilter=point, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Impostor, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_ImpostorNormalDepth, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_HierarchicalLOD, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) + +; Scalability Groups ++CVars=sg.ViewDistanceQuality=1 + +; Shadows ++CVars=r.Shadow.CSM.MaxCascades=1 ++CVars=r.Shadow.DistanceScale=0.4 ++CVars=r.Shadow.CSM.TransitionScale=0.8 ++CVars=r.DistanceFieldShadowing=1 + ++CVars=r.DistanceFields.AtlasSizeXY=320 ++CVars=r.DistanceFields.AtlasSizeZ=460 ++CVars=r.DistanceFields.ThrottleCopyToAtlasInBytes=32768 + +; memory related ++CVars=r.Streaming.PoolSize=490 ++CVars=fx.GPUSimulationTextureSizeX=512 ++CVars=fx.GPUSimulationTextureSizeY=256 ++CVars=r.FreeSkeletalMeshBuffers=1 ++CVars=r.RenderTargetPoolMin=140 ++CVars=r.Streaming.MaxTempMemoryAllowed=35 +; Force detail mode ++CVars=r.DetailMode=1 +; Cook out data that does not match the detail mode ++CVars=fx.PruneEmittersOnCookByDetailMode=1 ++CVars=r.CookOutUnusedDetailModeComponents=1 ++CVars=a.StripFramesOnCompression=1 ++CVars=a.StripOddFramesWhenFrameStripping=1 ++CVars=r.StaticMesh.StripDistanceFieldDataDuringLoad=0 +; Medium quality materials - Others discarded at cook ++CVars=r.MaterialQualityLevel=2 ++CVars=r.DiscardUnusedQuality=1 + +; Virtual texture settings ++CVars=r.VT.MaxUploadsPerFrame=1 ++CVars=r.VT.NumFeedbackTasks=1 ++CVars=r.VT.NumGatherTasks=1 ++CVars=r.VT.PoolSizeScale=0.5 +; Disable VirtualHeightfieldMesh ++CVars=r.VHM.Enable=0 + +; Enable dynamic resolution ++CVars=r.DynamicRes.OperationMode=2 ++CVars=r.TemporalAA.Upsampling=1 ++CVars=r.SecondaryScreenPercentage.GameViewport=83.33 + +; Physics ++CVars=p.RigidBodyNode=0 diff --git a/CropoutSampleProject/Config/Android/AndroidEngine.ini b/CropoutSampleProject/Config/Android/AndroidEngine.ini new file mode 100644 index 0000000000000000000000000000000000000000..a494f2723c854f9268a95792a942de5eebf0fb8f --- /dev/null +++ b/CropoutSampleProject/Config/Android/AndroidEngine.ini @@ -0,0 +1,5 @@ +[OnlineSubsystem] +DefaultPlatformService=GooglePlay + +[OnlineSubsystemGooglePlay.Store] +bSupportsInAppPurchasing=True \ No newline at end of file diff --git a/CropoutSampleProject/Config/DefaultDeviceProfiles.ini b/CropoutSampleProject/Config/DefaultDeviceProfiles.ini new file mode 100644 index 0000000000000000000000000000000000000000..029a26cf852885e68a0639ade7898b7922641982 --- /dev/null +++ b/CropoutSampleProject/Config/DefaultDeviceProfiles.ini @@ -0,0 +1,940 @@ +; Add a ArrayOfStruct key for all DeviceProfile PerObjectConfig sections (this must come before any DeviceProfile sections) +; Note that * properties don't get written back out by the config system, but these aren't real sections, so that should be okay +[DeviceProfile] +*TextureLODGroups=Group + +[DeviceProfiles] ++DeviceProfileNameAndTypes=WindowsEditor,Windows ++DeviceProfileNameAndTypes=Windows,Windows ++DeviceProfileNameAndTypes=IOS,IOS ++DeviceProfileNameAndTypes=MacEditor,Mac ++DeviceProfileNameAndTypes=Mac,Mac ++DeviceProfileNameAndTypes=LinuxEditor,Linux ++DeviceProfileNameAndTypes=Linux,Linux ++DeviceProfileNameAndTypes=LinuxArm64,Linux ++DeviceProfileNameAndTypes=Android,Android ++DeviceProfileNameAndTypes=Android_Low,Android ++DeviceProfileNameAndTypes=Android_Mid,Android ++DeviceProfileNameAndTypes=Android_High,Android ++DeviceProfileNameAndTypes=Android_Default,Android + +[GlobalDefaults DeviceProfile] +TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Character,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Weapon,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Cinematic,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Effects,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Skybox,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_NoMipmaps) ++TextureLODGroups=(Group=TEXTUREGROUP_Lightmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Bokeh,MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D,MinLODSize=1,MaxLODSize=16384,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_8BitData,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_NoMipmaps) ++TextureLODGroups=(Group=TEXTUREGROUP_16BitData,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_NoMipmaps) + +[Windows DeviceProfile] +DeviceType=Windows +BaseProfileName= +bIsVisibleForAssets=True + +[WindowsEditor DeviceProfile] +DeviceType=Windows +BaseProfileName=Windows +; +CVars=r.Vulkan.EnableValidation=0 + +[WindowsClient DeviceProfile] +DeviceType=Windows +BaseProfileName=Windows + +[WindowsServer DeviceProfile] +DeviceType=Windows +BaseProfileName=Windows + +[WindowsCookedEditor DeviceProfile] +DeviceType=Windows +BaseProfileName=Windows ++CVars=s.AllowUnversionedContentInEditor=1 ++CVars=cook.AllowCookedDataInEditorBuilds=1 ++CVars=VA.AllowPkgVirtualization=0 + +;---------------- +; iOS Devices + +[IOSDeviceMappings] +iPhone8,1=iPhone6S +iPhone8,2=iPhone6SPlus +iPhone8,4=iPhoneSE +iPhone9,[13]=iPhone7 +iPhone9,[24]=iPhone7Plus +iPhone10,[1,4]=iPhone8 +iPhone10,[2,5]=iPhone8Plus +iPhone10,[3,6]=iPhoneX +iPhone11,2=iPhoneXS +iPhone11,[4,6]=iPhoneXSMax +iPhone11,8=iPhoneXR +iPhone12,1=iPhone11 +iPhone12,3=iPhone11Pro +iPhone12,5=iPhone11ProMax +iPhone12,8=iPhoneSE2 +iPhone13,1=iPhone12Mini +iPhone13,2=iPhone12 +iPhone13,3=iPhone12Pro +iPhone13,4=iPhone12ProMax +iPhone14,2=iPhone13Pro +iPhone14,3=iPhone13ProMax +iPhone14,4=iPhone13Mini +iPhone14,5=iPhone13 +iPhone14,6=iPhoneSE3 +iPhone14,7=iPhone14 +iPhone14,8=iPhone14Plus +iPhone15,2=iPhone14Pro +iPhone15,3=iPhone14ProMax +iPod9,1=iPodTouch7 +iPad5,[1,2]=iPadMini4 +iPad5,[3,4]=iPadAir2 +iPad6,[3,4]=iPadPro97 +iPad6,[7,8]=iPadPro129 +iPad6,11=iPad5 +iPad6,12=iPad5 +iPad7,1$=iPadPro2_129 +iPad7,2=iPadPro2_129 +iPad7,[3,4]=iPadPro105 +iPad7,[5,6]=iPad6 +iPad7,11=iPad7 +iPad7,12=iPad7 +iPad8,1$=iPadPro11 +iPad8,[2-4]=iPadPro11 +iPad8,[5-8]=iPadPro3_129 +iPad8,9=iPadPro2_11 +iPad8,10=iPadPro2_11 +iPad8,11=iPadPro4_129 +iPad8,12=iPadPro4_129 +iPad11,[1,2]=iPadMini5 +iPad11,[3,4]=iPadAir3 +iPad11,[6,7]=iPad8 +iPad12,[1,2]=iPad9 +iPad13,1$=iPadAir4 +iPad13,2=iPadAir4 +iPad13,[4-7]=iPadPro3_11 +iPad13,[8-9]=iPadPro5_129 +iPad13,1[0-1]=iPadPro5_129 +iPad13,1[6-7]=iPadAir5 +iPad13,1[8-9]=iPad10 +iPad14,[1,2]=iPadMini6 +iPad14,[3,4]=iPadPro4_11 +iPad14,[5,6]=iPadPro6_129 +AppleTV5,=AppleTV +AppleTV6,=AppleTV4K +AppleTV11,=AppleTV2_4K +; Below are generic fallbacks for unrecognized devices. Add any specific devices above this section. +iPhone=iPhone14 +iPod=iPodTouch7 +iPad=iPad10 +AppleTV=AppleTV2_4K + +[IOS DeviceProfile] +DeviceType=IOS +BaseProfileName= +bIsVisibleForAssets=True +; HZB will be slower with tiled, and not needed ++CVars=r.HZBOcclusion=0 +; Non need for depth prepass ++CVars=r.EarlyZPass=0 +; Needs geometry shader support ++CVars=r.TranslucentLightingVolume=0 +; Needs geometry shader support ++CVars=r.AllowPointLightCubemapShadows=0 +; Not sure on this one - may need the whole D Buffer stuff going ++CVars=r.Decal.StencilSizeThreshold=-1 ++CVars=slate.AbsoluteIndices=1 ++CVars=r.MorphTarget.Mode=0 +; PF_B8G8R8A8 ++CVars=r.DefaultBackBufferPixelFormat=0 +; Scalability ++CVars=sg.AntiAliasingQuality=0 ++CVars=sg.ShadowQuality=1 ++CVars=sg.GlobalIlluminationQuality=1 ++CVars=sg.ReflectionQuality=1 ++CVars=sg.ViewDistanceQuality=3 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.TextureQuality=3 ++CVars=sg.EffectsQuality=3 ++CVars=sg.FoliageQuality=3 +; PreviewAllowlistCVars and PreviewDenyListCVars are arrays of cvars (or prefixes) that are included or excluded from being applied in editor preview +; If any PreviewAllowlistCVars is set, cvars are denied by default. +PreviewAllowlistCVars=sg. + +[iPhone6S DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=326 ++CVars=r.MobileContentScaleFactor=2 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.ShadowQuality=2 ++CVars=sg.GlobalIlluminationQuality=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPhone6SPlus DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.MobileContentScaleFactor=2 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.ShadowQuality=2 ++CVars=sg.GlobalIlluminationQuality=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPhoneSE DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=326 ++CVars=r.MobileContentScaleFactor=2 ++CVars=sg.PostProcessQuality=3 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPhone7 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone6S ++CVars=ios.PhysicalScreenDensity=326 ++CVars=r.MobileContentScaleFactor=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPhone7Plus DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone6SPlus ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.MobileContentScaleFactor=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPhone8 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone7 ++CVars=ios.PhysicalScreenDensity=326 ++CVars=sg.ShadowQuality=3 ++CVars=sg.GlobalIlluminationQuality=3 ++CVars=r.Mobile.AmbientOcclusionQuality=1 ++CVars=r.Mobile.PixelProjectedReflectionQuality=1 + +[iPhone8Plus DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone7Plus ++CVars=ios.PhysicalScreenDensity=401 ++CVars=sg.ShadowQuality=3 ++CVars=sg.GlobalIlluminationQuality=3 ++CVars=r.Mobile.AmbientOcclusionQuality=1 ++CVars=r.Mobile.PixelProjectedReflectionQuality=1 + +[iPhoneX DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])" + +[iPhoneXS DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])" + +[iPhoneXSMax DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][896,15]);(P:fixed[104,0][206,30])" + +[iPhoneXR DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=326 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][896,15]);(P:fixed[104,0][206,30])" + +[iPhone11 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=326 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])" + +[iPhone11Pro DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])" + +[iPhone11ProMax DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone8 ++CVars=ios.PhysicalScreenDensity=401 ++CVars=r.CustomUnsafeZones="(L:free[0,-15][812,15]);(P:fixed[83,0][206,30])" + +[iPhoneSE2 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11 ++CVars=ios.PhysicalScreenDensity=326 + +[iPhone12Mini DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11 ++CVars=ios.PhysicalScreenDensity=476 + +[iPhone12 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11 ++CVars=ios.PhysicalScreenDensity=460 + +[iPhone12Pro DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11Pro ++CVars=ios.PhysicalScreenDensity=460 + +[iPhone12ProMax DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11ProMax ++CVars=ios.PhysicalScreenDensity=458 + +[iPhone13Mini DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11 ++CVars=ios.PhysicalScreenDensity=476 + +[iPhone13 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11 ++CVars=ios.PhysicalScreenDensity=460 + +[iPhone13Pro DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11Pro ++CVars=ios.PhysicalScreenDensity=460 + +[iPhone13ProMax DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone11ProMax ++CVars=ios.PhysicalScreenDensity=458 + +[iPhoneSE3 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone13 ++CVars=ios.PhysicalScreenDensity=326 + +[iPhone14 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone13 + +[iPhone14Plus DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone13 ++CVars=ios.PhysicalScreenDensity=458 + +[iPhone14Pro DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone13Pro + +[iPhone14ProMax DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone13ProMax ++CVars=ios.PhysicalScreenDensity=460 + +[iPodTouch7 DeviceProfile] +DeviceType=IOS +BaseProfileName=iPhone7 ++CVars=ios.PhysicalScreenDensity=326 ++CVars=r.MobileContentScaleFactor=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPadAir2 DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=264 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.ShadowQuality=2 ++CVars=sg.GlobalIlluminationQuality=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPadMini4 DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=401 ++CVars=sg.PostProcessQuality=2 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[iPadPro DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=264 ++CVars=r.MobileContentScaleFactor=1.5 ++CVars=g.TimeoutForBlockOnRenderFence=3000000 ++CVars=r.Decal.StencilSizeThreshold=0.1 ++CVars=r.MetalComputeParameterSize=1024 ++CVars=r.EarlyZPass=3 ++CVars=sg.ShadowQuality=3 ++CVars=sg.GlobalIlluminationQuality=3 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.AntiAliasingQuality=3 + +[iPadPro97 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro129 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro105 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro11 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro2_11 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro3_11 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro4_11 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro3_11 + +[iPad5 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro97 ++CVars=ios.PhysicalScreenDensity=264 + +[iPad6 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro97 ++CVars=ios.PhysicalScreenDensity=264 + +[iPad7 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro97 ++CVars=ios.PhysicalScreenDensity=264 + +[iPad8 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro97 ++CVars=ios.PhysicalScreenDensity=264 + +[iPad9 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro97 ++CVars=ios.PhysicalScreenDensity=264 + +[iPad10 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPad9 + +[iPadPro2_129 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro3_129 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro4_129 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro5_129 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadPro6_129 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro5_129 + +[iPadAir3 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadAir4 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=264 + +[iPadAir5 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadAir4 + +[iPadMini5 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=401 + +[iPadMini6 DeviceProfile] +DeviceType=IOS +BaseProfileName=IPadPro ++CVars=ios.PhysicalScreenDensity=326 + +[AppleTV DeviceProfile] +DeviceType=IOS +BaseProfileName=IOS ++CVars=ios.PhysicalScreenDensity=0 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.ShadowQuality=3 ++CVars=sg.GlobalIlluminationQuality=3 ++CVars=r.Mobile.AmbientOcclusionQuality=0 ++CVars=r.Mobile.PixelProjectedReflectionQuality=0 + +[AppleTV4K DeviceProfile] +DeviceType=IOS +BaseProfileName=AppleTV ++CVars=ios.PhysicalScreenDensity=0 + +[AppleTV2_4K DeviceProfile] +DeviceType=IOS +BaseProfileName=AppleTV4K + +;---------------- +; Android devices + +; These rules are checked in turn and stop at the profile that matches all criteria +[/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules] +; Match Quest devices directly ++MatchProfile=(Profile="Oculus_Quest",Match=((SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="Oculus"), (SourceType=SRC_HMDSystemName,CompareType=CMP_Equal,MatchString="Oculus Quest"))) ++MatchProfile=(Profile="Oculus_Quest2",Match=((SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="Oculus"), (SourceType=SRC_HMDSystemName,CompareType=CMP_Equal,MatchString="Oculus Quest2"))) + +; Adreno-based devices ++MatchProfile=(Profile="Android_Adreno4xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 4[0-9][0-9]"))) ++MatchProfile=(Profile="Android_Adreno5xx_Low",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-1][0-9]"))) ++MatchProfile=(Profile="Android_Adreno5xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-9][0-9]"))) +; Example profiles for Vulkan SM5 +;+MatchProfile=(Profile="Android_Vulkan_SM5",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) +;+MatchProfile=(Profile="Android_Vulkan_SM5_Mali",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G7[67]"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Adreno6xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Adreno6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"))) ++MatchProfile=(Profile="Android_Adreno7xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 7[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Adreno7xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 7[0-9][0-9]"))) +; Enable Vulkan on any unknown Adreno running Android 10 or later ++MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) + +; Mali-based devices ++MatchProfile=(Profile="Android_Mali_T6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T6"))) ++MatchProfile=(Profile="Android_Mali_T7xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T7"))) ++MatchProfile=(Profile="Android_Mali_T8xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T8"))) ++MatchProfile=(Profile="Android_Mali_G71",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G71($| )"))) ++MatchProfile=(Profile="Android_Mali_G72_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Mali_G72",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72"))) ++MatchProfile=(Profile="Android_Mali_G76_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Mali_G76",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76"))) ++MatchProfile=(Profile="Android_Mali_G77_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Mali_G77",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77"))) ++MatchProfile=(Profile="Android_Mali_G78_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G78"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Mali_G78",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G78"))) ++MatchProfile=(Profile="Android_Mali_G710_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G710"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Mali_G710",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G710"))) +; Enable Vulkan on any unknown Mali running Android 10 or later ++MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) + +; Samsung Exynos / Xclipse GPU-based devices use Vulkan by default. ++MatchProfile=(Profile="Android_Xclipse_920_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Samsung Xclipse 920"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_Xclipse_920",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Samsung Xclipse 920"))) + +; PowerVR based devices ++MatchProfile=(Profile="Android_PowerVR_G6xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue G6[0-9]+"))) ++MatchProfile=(Profile="Android_PowerVR_GT7xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GT7[0-9]+"))) ++MatchProfile=(Profile="Android_PowerVR_GE8xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GE8[0-9]+"))) ++MatchProfile=(Profile="Android_PowerVR_GM9xxx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true"))) ++MatchProfile=(Profile="Android_PowerVR_GM9xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+"))) +; Tegra devices + ++MatchProfile=(Profile="Android_TegraK1",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Equal,MatchString="NVIDIA Tegra"),(SourceType=SRC_GlVersion,CompareType=CMP_Regex,MatchString="^OpenGL ES 3\\."))) + +; Android_Default is the profile of last resort + +[Android DeviceProfile] +!TextureLODGroups=ClearArray ++TextureLODGroups=(Group=TEXTUREGROUP_World, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Character, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Weapon, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Vehicle, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Cinematic, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Effects, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Skybox, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_UI, MaxLODSize=4096, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_NoMipmaps) ++TextureLODGroups=(Group=TEXTUREGROUP_Lightmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, NumStreamedMips=3, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Bokeh, MaxLODSize=256, LODBias=0, MinMagFilter=linear, MipFilter=linear, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D, MaxLODSize=1024, LODBias=0, MinMagFilter=point, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_Impostor, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_ImpostorNormalDepth, MaxLODSize=1024, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) ++TextureLODGroups=(Group=TEXTUREGROUP_HierarchicalLOD, MaxLODSize=512, LODBias=0, MinMagFilter=linear, MipFilter=point, MipGenSettings=TMGS_SimpleAverage) + +; Scalability Groups ++CVars=sg.ViewDistanceQuality=1 + +; Shadows ++CVars=r.Shadow.CSM.MaxCascades=1 ++CVars=r.Shadow.DistanceScale=0.4 ++CVars=r.Shadow.CSM.TransitionScale=0.8 ++CVars=r.DistanceFieldShadowing=1 + ++CVars=r.DistanceFields.AtlasSizeXY=320 ++CVars=r.DistanceFields.AtlasSizeZ=460 ++CVars=r.DistanceFields.ThrottleCopyToAtlasInBytes=32768 + +; memory related ++CVars=r.Streaming.PoolSize=490 ++CVars=fx.GPUSimulationTextureSizeX=512 ++CVars=fx.GPUSimulationTextureSizeY=256 ++CVars=r.FreeSkeletalMeshBuffers=1 ++CVars=r.RenderTargetPoolMin=140 ++CVars=r.Streaming.MaxTempMemoryAllowed=35 +; Force detail mode ++CVars=r.DetailMode=1 +; Cook out data that does not match the detail mode ++CVars=fx.PruneEmittersOnCookByDetailMode=1 ++CVars=r.CookOutUnusedDetailModeComponents=1 ++CVars=a.StripFramesOnCompression=1 ++CVars=a.StripOddFramesWhenFrameStripping=1 ++CVars=r.StaticMesh.StripDistanceFieldDataDuringLoad=0 +; Medium quality materials - Others discarded at cook ++CVars=r.MaterialQualityLevel=2 ++CVars=r.DiscardUnusedQuality=1 + +; Virtual texture settings ++CVars=r.VT.MaxUploadsPerFrame=1 ++CVars=r.VT.NumFeedbackTasks=1 ++CVars=r.VT.NumGatherTasks=1 ++CVars=r.VT.PoolSizeScale=0.5 +; Disable VirtualHeightfieldMesh ++CVars=r.VHM.Enable=0 + +; Enable dynamic resolution ++CVars=r.DynamicRes.OperationMode=2 ++CVars=r.TemporalAA.Upsampling=1 ++CVars=r.SecondaryScreenPercentage.GameViewport=83.33 + +; Physics ++CVars=p.RigidBodyNode=0 + + ++CVars=r.MobileContentScaleFactor=1.0 ++CVars=slate.AbsoluteIndices=1 +; acquire next image on frame start - disabled see FORT-537665 +; +CVars=r.Vulkan.DelayAcquireBackBuffer=0 ++CVars=r.Vulkan.RobustBufferAccess=1 ++CVars=r.Vulkan.DescriptorSetLayoutMode=2 +; Don't enable Vulkan by default. Specific device profiles can set this cvar to 0 to enable Vulkan. ++CVars=r.Android.DisableVulkanSupport=1 ++CVars=r.Android.DisableVulkanSM5Support=1 +; PF_B8G8R8A8 ++CVars=r.DefaultBackBufferPixelFormat=0 +; PreviewAllowlistCVars and PreviewDenyListCVars are arrays of cvars (or prefixes) that are included or excluded from being applied in editor preview. +; If any PreviewAllowlistCVars is set, cvars are denied by default. +PreviewAllowlistCVars=sg. + +[Android_Preview_OpenGL DeviceProfile] +DeviceType=Android +BaseProfileName=Android +; FX.AllowGPUSorting is hardcoded to 0 in OpenGLDevice.cpp to avoid driver bugs. Emulate this behavior in preview. ++CVars=FX.AllowGPUSorting=0 + +[Android_Preview_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android + +[Android_Low DeviceProfile] +DeviceType=Android +BaseProfileName=Android ++CVars=r.MobileContentScaleFactor=0.8 +; Scalability groups, see AndroidScalability.ini ++CVars=sg.ViewDistanceQuality=0 ++CVars=sg.AntiAliasingQuality=0 ++CVars=sg.ShadowQuality=0 ++CVars=sg.GlobalIlluminationQuality=0 ++CVars=sg.ReflectionQuality=0 ++CVars=sg.PostProcessQuality=0 ++CVars=sg.TextureQuality=0 ++CVars=sg.EffectsQuality=0 ++CVars=sg.FoliageQuality=0 + +[Android_Mid DeviceProfile] +DeviceType=Android +BaseProfileName=Android ++CVars=r.MobileContentScaleFactor=1.0 ++CVars=sg.ViewDistanceQuality=1 ++CVars=sg.AntiAliasingQuality=1 ++CVars=sg.ShadowQuality=1 ++CVars=sg.GlobalIlluminationQuality=1 ++CVars=sg.ReflectionQuality=1 ++CVars=sg.PostProcessQuality=1 ++CVars=sg.TextureQuality=1 ++CVars=sg.EffectsQuality=1 ++CVars=sg.FoliageQuality=1 + +[Android_High DeviceProfile] +DeviceType=Android +BaseProfileName=Android ++CVars=sg.ViewDistanceQuality=2 ++CVars=sg.AntiAliasingQuality=2 ++CVars=sg.ShadowQuality=2 ++CVars=sg.GlobalIlluminationQuality=2 ++CVars=sg.ReflectionQuality=2 ++CVars=sg.PostProcessQuality=2 ++CVars=sg.TextureQuality=2 ++CVars=sg.EffectsQuality=2 ++CVars=sg.FoliageQuality=2 ++CVars=r.MobileContentScaleFactor=1.0 + +[Android_Default DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid + +;---------------- +; Adreno devices, Adreno 4xx and above are supported + +[Android_Adreno4xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Low ++CVars=r.Android.GLESFlipYMethod=2 + +[Android_Adreno5xx_Low DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Low + +[Android_Adreno5xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid + +[Android_Adreno6xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High +; seems like all Adreno6xx devices properly support setBuffersTransform ++CVars=r.Android.GLESFlipYMethod=2 + +[Android_Adreno6xx_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Adreno6xx +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +[Android_Adreno7xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Adreno7xx_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Adreno7xx +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +;---------------- +; Xclipse devices + +[Android_Xclipse_920 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Xclipse_920_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Xclipse_920 +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +;---------------- +; PowerVR devices + +[Android_PowerVR_G6xxx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Low ++CVars=r.SkyAtmosphere.LUT32=1 + +[Android_PowerVR_GT7xxx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid ++CVars=r.SkyAtmosphere.LUT32=1 + +[Android_PowerVR_GE8xxx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid ++CVars=r.SkyAtmosphere.LUT32=1 + +[Android_PowerVR_GM9xxx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High ++CVars=r.SkyAtmosphere.LUT32=1 + +[Android_PowerVR_GM9xxx_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_PowerVR_GM9xxx +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +;---------------- +; Mali devices, we support from Mali-T6xx and above + +[Android_Mali_T6xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Low ++CVars=r.Android.MaliMidgardIndexingBug=1 + +[Android_Mali_T7xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Low ++CVars=r.Android.MaliMidgardIndexingBug=1 + +[Android_Mali_T8xx DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid ++CVars=r.Android.MaliMidgardIndexingBug=1 +; using early_fragment_tests in a fragment shader does not work correctly on this device ++CVars=r.Android.DisableEarlyFragmentTests=1 + +[Android_Mali_G71 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid + +[Android_Mali_G72 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Mali_G72_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mali_G72 +; enable Vulkan on Android 9 and up, older versions crash on creating PSO with a compute shader that uses texel_buffer (eye adaptation) ++CVars=r.Android.DisableVulkanSupport=0 + +[Android_Mali_G76 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Mali_G76_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mali_G76 +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +[Android_Mali_G77 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Mali_G77_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mali_G77 +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +[Android_Mali_G78 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Mali_G78_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mali_G78 +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +[Android_Mali_G710 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Mali_G710_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mali_G710 +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +[Android_TegraK1 DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High + +[Android_Unknown_Vulkan DeviceProfile] +DeviceType=Android +BaseProfileName=Android_High +; enable Vulkan ++CVars=r.Android.DisableVulkanSupport=0 + +[Oculus_Quest DeviceProfile] +DeviceType=Android +BaseProfileName=Android_Mid ++CVars=vr.VRS.HMDFixedFoveationDynamic=1 ++CVars=r.Android.DisableVulkanSupport=0 + +[Oculus_Quest2 DeviceProfile] +DeviceType=Android +BaseProfileName=Oculus_Quest + +[Mac DeviceProfile] +DeviceType=Mac +BaseProfileName= +bIsVisibleForAssets=True ++CVars=r.Shaders.ZeroInitialise=1 ++CVars=r.Shaders.BoundsChecking=1 + +[MacClient DeviceProfile] +DeviceType=Mac +BaseProfileName=Mac + +[MacEditor DeviceProfile] +DeviceType=Mac +BaseProfileName=Mac + +[MacServer DeviceProfile] +DeviceType=Mac +BaseProfileName=Mac + +[Linux DeviceProfile] +DeviceType=Linux +BaseProfileName= +bIsVisibleForAssets=True +MeshLODSettings= +TextureLODSettings= + +[LinuxEditor DeviceProfile] +DeviceType=Linux +BaseProfileName=Linux +MeshLODSettings= +TextureLODSettings= \ No newline at end of file diff --git a/CropoutSampleProject/Config/DefaultEditor.ini b/CropoutSampleProject/Config/DefaultEditor.ini new file mode 100644 index 0000000000000000000000000000000000000000..675baa8359320380c0f69d6ddc1c95102249cbe3 --- /dev/null +++ b/CropoutSampleProject/Config/DefaultEditor.ini @@ -0,0 +1,7 @@ +[/Script/AdvancedPreviewScene.SharedProfiles] + +[/Script/CommonUI.CommonUIEditorSettings] +TemplateTextStyle=/Game/UI/Common/CUI_Style_Text.CUI_Style_Text_C +TemplateButtonStyle=/Game/UI/Common/CUI_Style_Button.CUI_Style_Button_C +TemplateBorderStyle=/Game/UI/Common/CUI_Style_Border_Dark.CUI_Style_Border_Dark_C + diff --git a/CropoutSampleProject/Config/DefaultEngine.ini b/CropoutSampleProject/Config/DefaultEngine.ini new file mode 100644 index 0000000000000000000000000000000000000000..cf404d45b75ec23a146b530b14dc3d7012b63c78 --- /dev/null +++ b/CropoutSampleProject/Config/DefaultEngine.ini @@ -0,0 +1,380 @@ + + +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/MainMenu.MainMenu +EditorStartupMap=/Game/Village.Village +GameInstanceClass=/Game/Blueprint/Core/GameMode/BP_GI.BP_GI_C +bUseSplitscreen=False +GlobalDefaultGameMode=/Game/Blueprint/Core/GameMode/BP_GM.BP_GM_C +ServerDefaultMap=/Game/MainMenu.MainMenu + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +Compiler=Default +-TargetedRHIs=PCD3D_SM5 ++TargetedRHIs=PCD3D_SM5 ++TargetedRHIs=PCD3D_SM6 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/Engine.RendererSettings] +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.ReflectionMethod=1 +r.Shadow.Virtual.Enable=1 +r.AllowStaticLighting=False +r.Lumen.TraceMeshSDFs=0 +r.SkinCache.CompileShaders=True +r.RayTracing=True +r.RayTracing.Shadows=False +r.RayTracing.Skylight=False +r.Lumen.HardwareRayTracing=True +r.VirtualTextures=True +r.SeparateTranslucency=False +r.Mobile.ShadingPath=1 +r.Mobile.AntiAliasing=1 +r.Mobile.VirtualTextures=False +r.Mobile.AmbientOcclusion=True +r.CustomDepth=3 +r.DiscardUnusedQuality=True + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/Buildable") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/Buildable") +GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=02CDB0584DF0BC391A5105B3CC1ACFFB +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + +[/Script/NavigationSystem.NavigationSystemV1] +DefaultAgentName=None +CrowdManagerClass=/Script/AIModule.CrowdManager +bAutoCreateNavigationData=True +bSpawnNavDataInNavBoundsLevel=False +bAllowClientSideNavigation=False +bShouldDiscardSubLevelNavData=True +bTickWhilePaused=False +bInitialBuildingLocked=False +bSkipAgentHeightCheckWhenPickingNavData=False +GeometryExportVertexCountWarningThreshold=1000000 +bGenerateNavigationOnlyAroundNavigationInvokers=False +ActiveTilesUpdateInterval=1.000000 +DataGatheringMode=Instant +DirtyAreaWarningSizeThreshold=-1.000000 +GatheringNavModifiersWarningLimitTime=-1.000000 ++SupportedAgents=(Name="Main",Color=(B=0,G=75,R=38,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavDataClass="/Script/NavigationSystem.RecastNavMesh",AgentRadius=50.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData="/Script/NavigationSystem.RecastNavMesh",bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False) ++SupportedAgents=(Name="EdgePadding",Color=(B=0,G=128,R=224,A=164),DefaultQueryExtent=(X=300.000000,Y=300.000000,Z=250.000000),NavDataClass="/Script/NavigationSystem.RecastNavMesh",AgentRadius=400.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData="/Script/NavigationSystem.RecastNavMesh",bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False) +SupportedAgentsMask=(bSupportsAgent0=True,bSupportsAgent1=True,bSupportsAgent2=True,bSupportsAgent3=True,bSupportsAgent4=True,bSupportsAgent5=True,bSupportsAgent6=True,bSupportsAgent7=True,bSupportsAgent8=True,bSupportsAgent9=True,bSupportsAgent10=True,bSupportsAgent11=True,bSupportsAgent12=True,bSupportsAgent13=True,bSupportsAgent14=True,bSupportsAgent15=True) + +[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] +PackageName=com.Demo.DemoGame +StoreVersion=1 +StoreVersionOffsetArm64=0 +StoreVersionOffsetX8664=0 +ApplicationDisplayName= +VersionDisplayName=1.0 +MinSDKVersion=31 +TargetSDKVersion=31 +InstallLocation=InternalOnly +bEnableLint=False +bPackageDataInsideApk=False +bCreateAllPlatformsInstall=False +bDisableVerifyOBBOnStartUp=True +bForceSmallOBBFiles=False +bAllowLargeOBBFiles=False +bAllowPatchOBBFile=False +bAllowOverflowOBBFiles=False +bUseExternalFilesDir=False +bPublicLogFiles=True +Orientation=Sensor +MaxAspectRatio=2.100000 +bUseDisplayCutout=True +bRestoreNotificationsOnReboot=False +bFullScreen=True +bEnableNewKeyboard=True +DepthBufferPreference=Bits32 +bValidateTextureFormats=True +bForceCompressNativeLibs=False +bEnableAdvancedBinaryCompression=False +bEnableBundle=True +bEnableUniversalAPK=True +bBundleABISplit=True +bBundleLanguageSplit=True +bBundleDensitySplit=True +ExtraApplicationSettings= +ExtraActivitySettings= ++ExtraPermissions=com.android.vending.BILLING +bAndroidVoiceEnabled=False +bEnableMulticastSupport=False +bRemoveOSIG=False +KeyStore= +KeyAlias= +KeyStorePassword= +KeyPassword= +bBuildForArm64=True +bBuildForX8664=False +bBuildForES31=True +bSupportsVulkan=True +bSupportsVulkanSM5=False +DebugVulkanLayerDirectory=(Path="") +bAndroidOpenGLSupportsBackbufferSampling=False +bDetectVulkanByDefault=True +bBuildWithHiddenSymbolVisibility=False +bDisableStackProtector=False +bDisableLibCppSharedDependencyValidation=False +bSaveSymbols=False +bStripShaderReflection=True +bEnableGooglePlaySupport=True +bUseGetAccounts=False +GamesAppID=158213359633 +bEnableSnapshots=False +bSupportAdMob=False +AdMobAdUnitID= +GooglePlayLicenseKey=MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEAuBADpdAm9Gnwptvv9RAJ5t7BsfId7lyQYJ4l2L/3Es2+15F/a3T5qUiC160iiczmC0/Rz3m4oRGmbWJ+lgLb3P8s/uJkJcHcSIk/BDBsu6m2n14feCFbqygzPLlaj0sud6dORREo8dVLUwaMVmP7i8gYdkF1hZspEaoiED3XQQAygIWK3i0j6zpGQDZBxkhIAzhWKMQA0LifL6Wuu3i9qe/2yCryyxtt6a7YmvOssliiTA4v7JNBFgVqnoPcbutzm/0fwwCnjADr5hVWf8ViwJV2ZCaPyjrZlL3OKzNkLmw7wXPCEHFK0M86apfjOFfDgKU1eqpf4ps0dHYBlMhvRwIDAQAB +GCMClientSenderID= +bShowLaunchImage=True +bAllowIMU=False +bAllowControllers=True +bBlockAndroidKeysOnControllers=False +bControllersBlockDeviceFeedback=False +AndroidAudio=Default +AudioSampleRate=44100 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=4 +AudioMaxChannels=0 +AudioNumSourceWorkers=0 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +SoundCueCookQualityIndex=-1 +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +AndroidGraphicsDebugger=None +MaliGraphicsDebuggerPath=(Path="") +bEnableMaliPerfCounters=False +bMultiTargetFormat_ETC2=True +bMultiTargetFormat_DXT=True +bMultiTargetFormat_ASTC=True +TextureFormatPriority_ETC2=0.200000 +TextureFormatPriority_DXT=0.600000 +TextureFormatPriority_ASTC=0.900000 +SDKAPILevelOverride= +NDKAPILevelOverride= +BuildToolsOverride= +bStreamLandscapeMeshLODs=False +bEnableDomStorage=False + +[/Script/UnrealEd.CookerSettings] +bEnableCookOnTheSide=False +bEnableBuildDDCInBackground=False +bIterativeCookingForLaunchOn=False +bIterativeCookingForFileCookContent=False +bCookOnTheFlyForLaunchOn=False +cook.displaymode=1 +bIgnoreIniSettingsOutOfDateForIteration=False +bIgnoreScriptPackagesOutOfDateForIteration=False +bCompileBlueprintsInDevelopmentMode=True +BlueprintComponentDataCookingMethod=EnabledBlueprintsOnly +-ClassesExcludedOnDedicatedServer=WidgetBlueprint +-ClassesExcludedOnDedicatedServer=GroupActor +-ClassesExcludedOnDedicatedServer=MetaData +-ClassesExcludedOnDedicatedServer=ObjectRedirector +-ClassesExcludedOnDedicatedServer=NavMeshRenderingComponent +-ClassesExcludedOnDedicatedServer=ReflectionCaptureComponent +-ClassesExcludedOnDedicatedServer=TextRenderComponent +-ClassesExcludedOnDedicatedServer=Font +-ClassesExcludedOnDedicatedServer=InterpCurveEdSetup +-ClassesExcludedOnDedicatedServer=MaterialExpression +-ClassesExcludedOnDedicatedServer=MatineeActorCameraAnim +-ClassesExcludedOnDedicatedServer=NiagaraEmitter +-ClassesExcludedOnDedicatedServer=NiagaraScript +-ClassesExcludedOnDedicatedServer=ParticleEmitter +-ClassesExcludedOnDedicatedServer=ParticleLODLevel +-ClassesExcludedOnDedicatedServer=ParticleModule +-ClassesExcludedOnDedicatedServer=SubUVAnimation +-ClassesExcludedOnDedicatedServer=SoundNode +-ClassesExcludedOnDedicatedServer=GameplayEffectUIData ++ClassesExcludedOnDedicatedServer=WidgetBlueprint ++ClassesExcludedOnDedicatedServer=GroupActor ++ClassesExcludedOnDedicatedServer=MetaData ++ClassesExcludedOnDedicatedServer=ObjectRedirector ++ClassesExcludedOnDedicatedServer=NavMeshRenderingComponent ++ClassesExcludedOnDedicatedServer=ReflectionCaptureComponent ++ClassesExcludedOnDedicatedServer=TextRenderComponent ++ClassesExcludedOnDedicatedServer=Font ++ClassesExcludedOnDedicatedServer=InterpCurveEdSetup ++ClassesExcludedOnDedicatedServer=MaterialExpression ++ClassesExcludedOnDedicatedServer=MatineeActorCameraAnim ++ClassesExcludedOnDedicatedServer=NiagaraEmitter ++ClassesExcludedOnDedicatedServer=NiagaraScript ++ClassesExcludedOnDedicatedServer=ParticleEmitter ++ClassesExcludedOnDedicatedServer=ParticleLODLevel ++ClassesExcludedOnDedicatedServer=ParticleModule ++ClassesExcludedOnDedicatedServer=SubUVAnimation ++ClassesExcludedOnDedicatedServer=SoundNode ++ClassesExcludedOnDedicatedServer=GameplayEffectUIData +-ClassesExcludedOnDedicatedClient=WidgetBlueprint +-ClassesExcludedOnDedicatedClient=GroupActor +-ClassesExcludedOnDedicatedClient=MetaData +-ClassesExcludedOnDedicatedClient=ObjectRedirector +-ClassesExcludedOnDedicatedClient=InterpCurveEdSetup +-ClassesExcludedOnDedicatedClient=MatineeActorCameraAnim ++ClassesExcludedOnDedicatedClient=WidgetBlueprint ++ClassesExcludedOnDedicatedClient=GroupActor ++ClassesExcludedOnDedicatedClient=MetaData ++ClassesExcludedOnDedicatedClient=ObjectRedirector ++ClassesExcludedOnDedicatedClient=InterpCurveEdSetup ++ClassesExcludedOnDedicatedClient=MatineeActorCameraAnim +-VersionedIntRValues=r.AllowStaticLighting +-VersionedIntRValues=r.GBuffer +-VersionedIntRValues=r.VelocityOutputPass +-VersionedIntRValues=r.SelectiveBasePassOutputs +-VersionedIntRValues=r.DBuffer +-VersionedIntRValues=r.Shaders.Symbols +-VersionedIntRValues=r.Shaders.GenerateSymbols +-VersionedIntRValues=r.Shaders.WriteSymbols +-VersionedIntRValues=r.Shaders.AllowUniqueSymbols +-VersionedIntRValues=r.Shaders.ExtraData +-VersionedIntRValues=r.Shaders.Optimize +-VersionedIntRValues=r.CompileShadersForDevelopment +-VersionedIntRValues=r.MobileHDR +-VersionedIntRValues=r.UsePreExposure ++VersionedIntRValues=r.AllowStaticLighting ++VersionedIntRValues=r.GBuffer ++VersionedIntRValues=r.VelocityOutputPass ++VersionedIntRValues=r.SelectiveBasePassOutputs ++VersionedIntRValues=r.DBuffer ++VersionedIntRValues=r.Shaders.Symbols ++VersionedIntRValues=r.Shaders.GenerateSymbols ++VersionedIntRValues=r.Shaders.WriteSymbols ++VersionedIntRValues=r.Shaders.AllowUniqueSymbols ++VersionedIntRValues=r.Shaders.ExtraData ++VersionedIntRValues=r.Shaders.Optimize ++VersionedIntRValues=r.CompileShadersForDevelopment ++VersionedIntRValues=r.MobileHDR 1 ++VersionedIntRValues=r.UsePreExposure +DefaultASTCQualityBySpeed=1 +DefaultASTCQualityBySize=3 +cook.ASTCTextureCompressor=0 +cook.AllowASTCHDRProfile=False +cook.AllowCookedDataInEditorBuilds=False +bCookBlueprintComponentTemplateData=False + +[/Script/Engine.UserInterfaceSettings] +bAllowHighDPIInGameMode=False +UIScaleRule=ShortestSide +UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None) +ApplicationScale=1.000000 + +[/Script/AIModule.AISystem] +bEnableDebuggerPlugin=True + +[/Script/Engine.AudioSettings] +DefaultBaseSoundMix=/Game/Audio/DATA/SoundClass/SMX_Lead.SMX_Lead + diff --git a/CropoutSampleProject/Config/DefaultGame.ini b/CropoutSampleProject/Config/DefaultGame.ini new file mode 100644 index 0000000000000000000000000000000000000000..44ea27027ae90a590d3d880effcff524bb57c5e0 --- /dev/null +++ b/CropoutSampleProject/Config/DefaultGame.ini @@ -0,0 +1,124 @@ + + +[/Script/CommonUI.CommonUISettings] +DefaultThrobberMaterial=None + +[CommonInputPlatformSettings_Windows CommonInputPlatformSettings] +DefaultInputType=MouseAndKeyboard +bSupportsMouseAndKeyboard=True +bSupportsTouch=False +bSupportsGamepad=True +DefaultGamepadName=Generic +bCanChangeGamepadType=True ++ControllerData=/Game/UI/Common/CUI_BaseControllerData.CUI_BaseControllerData_C + +[/Script/CommonInput.CommonInputSettings] +InputData=/Game/UI/Common/CUI_InputData.CUI_InputData_C +bEnableDefaultInputConfig=False +bEnableEnhancedInputSupport=False + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Development +BuildTarget= +FullRebuild=True +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bMakeBinaryConfig=False +bGenerateChunks=False +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +WriteBackMetadataToAssetRegistry=Disabled +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=5 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=English +-CulturesToStage=en ++CulturesToStage=en +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=True +bSkipEditorContent=True +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=HordeStorageServers +-IniSectionDenylist=StorageServers ++IniSectionDenylist=HordeStorageServers ++IniSectionDenylist=StorageServers ++MapsToCook=(FilePath="/Game/MainMenu") ++MapsToCook=(FilePath="/Game/Village") ++DirectoriesToNeverCook=(Path="/Game/PackIgnore") ++DirectoriesToNeverCook=(Path="/IconBaker") ++TestDirectoriesToNotSearch=(Path="/Game/PackIgnore") + +[/Script/Engine.AssetManagerSettings] +-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) +-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) ++DirectoriesToExclude=(Path="/Game/PackIgnore") +bOnlyCookProductionAssets=False +bShouldManagerDetermineTypeAndName=False +bShouldGuessTypeAndNameInEditor=True +bShouldAcquireMissingChunksOnLoad=False +bShouldWarnAboutInvalidAssets=True +MetaDataTagsForAssetRegistry=() + diff --git a/CropoutSampleProject/Config/DefaultGameplayTags.ini b/CropoutSampleProject/Config/DefaultGameplayTags.ini new file mode 100644 index 0000000000000000000000000000000000000000..16dec7b532ffae9096cefea549063ad1e3184e9e --- /dev/null +++ b/CropoutSampleProject/Config/DefaultGameplayTags.ini @@ -0,0 +1,15 @@ +[/Script/GameplayTags.GameplayTagsSettings] +ImportTagsFromConfig=True +WarnOnInvalidTags=True +ClearInvalidTags=False +AllowEditorTagUnloading=True +AllowGameTagUnloading=False +FastReplication=False +InvalidTagCharacters="\"\'," +NumBitsForContainerSize=6 +NetIndexFirstBitSegment=16 ++GameplayTagList=(Tag="Audio",DevComment="") ++GameplayTagList=(Tag="Audio.AnimNotify",DevComment="") ++GameplayTagList=(Tag="Audio.AnimNotify.Footstep",DevComment="") ++GameplayTagList=(Tag="SubBehaviour",DevComment="") + diff --git a/CropoutSampleProject/Config/DefaultInput.ini b/CropoutSampleProject/Config/DefaultInput.ini new file mode 100644 index 0000000000000000000000000000000000000000..bd6bb906a43866aabd47d988ccacf1324d9d9f01 --- /dev/null +++ b/CropoutSampleProject/Config/DefaultInput.ini @@ -0,0 +1,467 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bEnableInputDeviceSubsystem=True +bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=True +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently +DefaultViewportMouseLockMode=DoNotLock +FOVScale=0.011110 +DoubleClickTime=0.200000 ++ActionMappings=(ActionName="KeyDetect",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=AnyKey) ++ActionMappings=(ActionName="KeyDetect",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_Left2D) ++ActionMappings=(ActionName="Touch Detect",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Touch1) ++AxisMappings=(AxisName="MouseMove",Scale=1.000000,Key=Mouse2D) +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=None +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + +[/Script/EngineSettings.ConsoleSettings] +MaxScrollbackSize=1024 +-ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") +-ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=) +-ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") +-ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") +-ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") +-ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") +-ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed") +-ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") +-ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") +-ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") +-ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") +-ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") +-ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart") +-ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats") +-ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.") +-ManualAutoCompleteList=(Command="Open",Desc=" Opens the specified map, doesn't pass previously set options") +-ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") +-ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") +-ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") +-ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") +-ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") +-ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") +-ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") +-ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") +-ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") +-ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") +-ManualAutoCompleteList=(Command="Obj List ",Desc=" ") +-ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") +-ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") +-ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= Class= Lists referencers of the specified object") +-ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") +-ManualAutoCompleteList=(Command="EditDefault",Desc="") +-ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") +-ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") +-ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") +-ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") +-ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") +-ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") +-ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate") +-ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category") +-ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph") +-ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)") +-ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)") +-ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)") +-ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)") +-ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)") +-ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log") +-ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats") +-ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") +-ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") +-ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") +-ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") +-ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") +-ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") +-ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") +-ManualAutoCompleteList=(Command="Stat COLLISION",Desc=) +-ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=) +-ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=) +-ManualAutoCompleteList=(Command="Stat AUDIO",Desc=) +-ManualAutoCompleteList=(Command="Stat ANIM",Desc=) +-ManualAutoCompleteList=(Command="Stat NET",Desc=) +-ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") +-ManualAutoCompleteList=(Command="Stat splitscreen",Desc=) +-ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log") +-ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint") +-ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures") +-ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations") +-ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes") +-ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes") +-ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture") +-ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log") +-ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level") +-ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules") +-ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name") +-ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name") +-ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed") +-ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed") +-ManualAutoCompleteList=(Command="HotReload",Desc=" Attempts to recompile a UObject DLL and reload it on the fly") +-ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" Rejects new USoundBase requests where the sound name does not contain the provided filter") +-ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") +-ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory") +-ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc=" With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter") +-ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity") +-ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity") +-ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name= Type= Vol= Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") +-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") +-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") +-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") +-ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo'ed object") +-ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") +-ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") +-ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") +-ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") +-ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") +-ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") +-ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") +-ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") +-ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") +-ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") +-ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") +-ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") +-ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") +-ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") +-ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") +-ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") +-ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") +-ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") +-ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") +-ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") +-ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") +-ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") +-ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") +-ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") +-ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") +-ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") +-ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") +-ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") +-ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") +-ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") +-ManualAutoCompleteList=(Command="ShowDebug NET",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug AI",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") +-ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") +-ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=) +-ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes") +-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces") +-ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc=" Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass ) and camera view target") +-ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues") +-ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes") +-ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin") +-ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin") +-ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb") +-ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves") +-ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <-debug> Shows all active sounds. Displays value sorted by when sort is set") +-ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list") +-ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list") +-ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list") +-ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions") +-ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.") +-ManualAutoCompleteList=(Command="StartMovieCapture",Desc=) +-ManualAutoCompleteList=(Command="StopMovieCapture",Desc=) +-ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") +-ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") +-ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") +-ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") +-ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") +-ManualAutoCompleteList=(Command="Log list",Desc=" Search for log categories") +-ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity") +-ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file") +-ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations") +-ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") +-ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") +-ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") +-ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") +-ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working") +-ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU") +-ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.") +-ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.") +-ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)") +-ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.") +-ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") +-ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") +-ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") ++ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") ++ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc="") ++ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") ++ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") ++ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") ++ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") ++ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it\'s source files have changed") ++ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") ++ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") ++ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") ++ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") ++ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") ++ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart") ++ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats") ++ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.") ++ManualAutoCompleteList=(Command="Open",Desc=" Opens the specified map, doesn\'t pass previously set options") ++ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") ++ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") ++ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") ++ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") ++ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") ++ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") ++ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") ++ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") ++ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") ++ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") ++ManualAutoCompleteList=(Command="Obj List ",Desc=" ") ++ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") ++ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") ++ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= Class= Lists referencers of the specified object") ++ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") ++ManualAutoCompleteList=(Command="EditDefault",Desc="") ++ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") ++ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") ++ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") ++ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") ++ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") ++ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") ++ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate") ++ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category") ++ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph") ++ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)") ++ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)") ++ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)") ++ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)") ++ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)") ++ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log") ++ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") ++ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") ++ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") ++ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") ++ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") ++ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") ++ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") ++ManualAutoCompleteList=(Command="Stat COLLISION",Desc="") ++ManualAutoCompleteList=(Command="Stat PARTICLES",Desc="") ++ManualAutoCompleteList=(Command="Stat SCRIPT",Desc="") ++ManualAutoCompleteList=(Command="Stat AUDIO",Desc="") ++ManualAutoCompleteList=(Command="Stat ANIM",Desc="") ++ManualAutoCompleteList=(Command="Stat NET",Desc="") ++ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") ++ManualAutoCompleteList=(Command="Stat splitscreen",Desc="") ++ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log") ++ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint") ++ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures") ++ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations") ++ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes") ++ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes") ++ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture") ++ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log") ++ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level") ++ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules") ++ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name") ++ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name") ++ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed") ++ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed") ++ManualAutoCompleteList=(Command="HotReload",Desc=" Attempts to recompile a UObject DLL and reload it on the fly") ++ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" Rejects new USoundBase requests where the sound name does not contain the provided filter") ++ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name") ++ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory") ++ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc=" With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter") ++ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity") ++ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name to unity") ++ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name= Type= Vol= Sets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name") ++ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") ++ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") ++ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") ++ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo\'ed object") ++ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") ++ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") ++ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") ++ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") ++ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") ++ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") ++ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") ++ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") ++ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") ++ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") ++ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") ++ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") ++ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") ++ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") ++ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") ++ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") ++ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") ++ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") ++ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") ++ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") ++ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") ++ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") ++ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") ++ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") ++ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") ++ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") ++ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") ++ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") ++ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") ++ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") ++ManualAutoCompleteList=(Command="ShowDebug NET",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug AI",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") ++ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") ++ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="") ++ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes") ++ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces") ++ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc=" Toggles \'ShowDebug\' from showing debug info between reticle target actor (of subclass ) and camera view target") ++ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues") ++ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes") ++ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin") ++ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin") ++ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb") ++ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves") ++ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <-debug> Shows all active sounds. Displays value sorted by when sort is set") ++ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list") ++ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list") ++ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list") ++ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions") ++ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.") ++ManualAutoCompleteList=(Command="StartMovieCapture",Desc="") ++ManualAutoCompleteList=(Command="StopMovieCapture",Desc="") ++ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") ++ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") ++ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") ++ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") ++ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") ++ManualAutoCompleteList=(Command="Log list",Desc=" Search for log categories") ++ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity") ++ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file") ++ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations") ++ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") ++ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") ++ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=") ++ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.") ++ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working") ++ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU") ++ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.") ++ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.") ++ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)") ++ManualAutoCompleteList=(Command="CsvProfile Start",Desc="Start CSV profiling.") ++ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") ++ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") ++ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") +-AutoCompleteMapPaths=Content/Maps ++AutoCompleteMapPaths=Content/Maps +BackgroundOpacityPercentage=85.000000 +bOrderTopToBottom=False +bDisplayHelpInAutoComplete=True +InputColor=(B=230,G=230,R=230,A=255) +HistoryColor=(B=180,G=180,R=180,A=255) +AutoCompleteCommandColor=(B=185,G=109,R=144,A=255) +AutoCompleteCVarColor=(B=86,G=158,R=86,A=255) +AutoCompleteFadedColor=(B=100,G=100,R=100,A=255) + +[/Script/CommonUI.CommonUIInputSettings] +bLinkCursorToGamepadFocus=True +UIActionProcessingPriority=10000 +AnalogCursorSettings=(PreprocessorPriority=2,bEnableCursorAcceleration=True,CursorAcceleration=1500.000000,CursorMaxSpeed=2200.000000,CursorDeadZone=0.250000,HoverSlowdownFactor=0.400000,ScrollDeadZone=0.200000,ScrollUpdatePeriod=0.100000,ScrollMultiplier=2.500000) + +[/Script/EnhancedInput.EnhancedInputDeveloperSettings] +DefaultWorldInputClass=/Script/EnhancedInput.EnhancedPlayerInput +bEnableWorldSubsystem=False +EnhancedInput.bShouldLogAllWorldSubsystemInputs=False + diff --git a/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_characters.uasset b/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_characters.uasset new file mode 100644 index 0000000000000000000000000000000000000000..f7879a537953af1b19a4d6e722c9acf3705a2b07 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_characters.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_characterswalking.uasset b/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_characterswalking.uasset new file mode 100644 index 0000000000000000000000000000000000000000..6633966f4512fb5575872db06cce402e0239cd77 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_characterswalking.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_general.uasset b/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_general.uasset new file mode 100644 index 0000000000000000000000000000000000000000..f6197e7412b09869c9df14b675747c8a4e2267b6 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/Attenuations/Attenuation_general.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_GameParameter.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_GameParameter.uasset new file mode 100644 index 0000000000000000000000000000000000000000..40cffb35e8c1f66e8d6013b2d30cc77ab88831c8 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_GameParameter.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Main_Vol.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Main_Vol.uasset new file mode 100644 index 0000000000000000000000000000000000000000..4324cf0b46811075bb18657ddc4817b7d1daf435 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Main_Vol.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_NewMap.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_NewMap.uasset new file mode 100644 index 0000000000000000000000000000000000000000..782b2437ebc72ebe6f1ac8aeb19e1d7561c176db Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_NewMap.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Perc_Vol.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Perc_Vol.uasset new file mode 100644 index 0000000000000000000000000000000000000000..0e5d228af932fe2a067d30898943dccf9586fc9e Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Perc_Vol.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Piano_Vol.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Piano_Vol.uasset new file mode 100644 index 0000000000000000000000000000000000000000..b4b69a44ed88cd4896bc7471be6d70dcd47eecfa Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Piano_Vol.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Stop.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Stop.uasset new file mode 100644 index 0000000000000000000000000000000000000000..7fd5ebf8e6627eb0415d15af5d62f6cc791d81c8 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Stop.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Strings_Delay.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Strings_Delay.uasset new file mode 100644 index 0000000000000000000000000000000000000000..f8cd5e48a20e7a97d289394b8cd866df2ed60779 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_Strings_Delay.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_WinLose.uasset b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_WinLose.uasset new file mode 100644 index 0000000000000000000000000000000000000000..576c0bfe0398c2d9d09bc909295eddd18d4e834d Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/ControlBus/Cropout_Music_WinLose.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/SoundClass/MUSIC.uasset b/CropoutSampleProject/Content/Audio/DATA/SoundClass/MUSIC.uasset new file mode 100644 index 0000000000000000000000000000000000000000..70cbcf9003980d93ae7713022e5b532b522d577b Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/SoundClass/MUSIC.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/SoundClass/SFX.uasset b/CropoutSampleProject/Content/Audio/DATA/SoundClass/SFX.uasset new file mode 100644 index 0000000000000000000000000000000000000000..0efe361e4126a9755eff40d66ecc915db2eae8c1 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/SoundClass/SFX.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/SoundClass/SFX_charaters.uasset b/CropoutSampleProject/Content/Audio/DATA/SoundClass/SFX_charaters.uasset new file mode 100644 index 0000000000000000000000000000000000000000..f9b7be40e36bce0872086bdadc0f5af0f36cb1b0 Binary files /dev/null and b/CropoutSampleProject/Content/Audio/DATA/SoundClass/SFX_charaters.uasset differ diff --git a/CropoutSampleProject/Content/Audio/DATA/SoundClass/SMX_Lead.uasset b/CropoutSampleProject/Content/Audio/DATA/SoundClass/SMX_Lead.uasset new file mode 100644 index 0000000000000000000000000000000000000000..a4760f8a429a0e79c329df6b5a648183e46f1e2b Binary files /dev/null and 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the account + User's email address + Password for the user + Whether the account is enabled + + + Name of the user + + + Perforce login identifier + + + Claims for the user + + + Description for the account + + + User's email address + + + Password for the user + + + Whether the account is enabled + + + + Creates the admin account + + Password for the user + + + + Creates the admin account + + Password for the user + + + Password for the user + + + + Response from the request to create a new user account + + The created account id + + + + Response from the request to create a new user account + + The created account id + + + The created account id + + + + Update request for a user account + + Name of the user + Perforce login identifier + Claims for the user + Description for the account + User's email address + Optional secret token for API access + Password for the user + Whether the account is enabled + + + + Update request for a user account + + Name of the user + Perforce login identifier + Claims for the user + Description for the account + User's email address + Optional secret token for API access + Password for the user + Whether the account is enabled + + + Name of the user + + + Perforce login identifier + + + Claims for the user + + + Description for the account + + + User's email address + + + Optional secret token for API access + + + Password for the user + + + Whether the account is enabled + + + + Update request for the current user account + + Old password for the user + New password for the user + + + + Update request for the current user account + + Old password for the user + New password for the user + + + Old password for the user + + + New password for the user + + + + Creates a new user account + + Id of the account + Name of the user + Perforce login identifier + Claims for the user + Description for the account + User's email address + Whether the account is enabled + + + + Creates a new user account + + Id of the account + Name of the user + Perforce login identifier + Claims for the user + Description for the account + User's email address + Whether the account is enabled + + + Id of the account + + + Name of the user + + + Perforce login identifier + + + Claims for the user + + + Description for the account + + + User's email address + + + Whether the account is enabled + + + + Message describing a claim for an account + + Claim type + Value of the claim + + + + Message describing a claim for an account + + Claim type + Value of the claim + + + Claim type + + + Value of the claim + + + + Dashboard login request + + Username + Password + Url to return to upon success + + + + Dashboard login request + + Username + Password + Url to return to upon success + + + Username + + + Password + + + Url to return to upon success + + + + Gets all entitlements for an account + + Whether the user is an administrator + List of scopes with entitlements + + + + Gets all entitlements for an account + + Whether the user is an administrator + List of scopes with entitlements + + + Whether the user is an administrator + + + List of scopes with entitlements + + + + Creates a new user account + + Name of the scope + Actions for this scope + + + + Creates a new user account + + Name of the scope + Actions for this scope + + + Name of the scope + + + Actions for this scope + + + + Wraps a string used to describe an ACL action + + Name of the action + + + + Wraps a string used to describe an ACL action + + Name of the action + + + Name of the action + + + + + + + Type converter for NamespaceId to and from JSON + + + + + + + + + + + Type converter from strings to NamespaceId objects + + + + + + + + + + + Name of an ACL scope + + + + + Name of an ACL scope + + + + + The root scope name + + + + + Append another name to this scope + + Name to append + New scope name + + + + + + + + + + + + + Serializes objects to JSON + + + + + + + + + + + Converts objects to strings + + + + + + + + + + + + + + + + + Claim for an ACL + + + + + Type of the claim + + + + + Value for the claim + + + + + Normalized hostname of an agent + + + + + The text representing this id + + + + + Constructor + + Hostname of the agent + + + + + + + + + + + + + + + + + + + Type converter from strings to PropertyFilter objects + + + + + + + + + + + + + + + + + Class which serializes AgentId objects to JSON + + + + + + + + + + + Status of an agent. Must match RpcAgentStatus. + + + + + Unspecified state. + + + + + Agent is running normally. + + + + + Agent is currently shutting down, and should not be assigned new leases. + + + + + Agent is in an unhealthy state and should not be assigned new leases. + + + + + Agent is currently stopped. + + + + + Agent is busy performing other work (eg. serving an interactive user) + + + + + Parameters to update an agent + + Whether the agent is currently enabled + Whether the agent is ephemeral + Request a conform be performed using the current agent set + Request that a full conform be performed, removing all intermediate files + Request the machine be restarted + Request the machine be shut down + Request the machine be restarted without waiting for leases to complete + Pools for this agent + New comment + + + + Parameters to update an agent + + Whether the agent is currently enabled + Whether the agent is ephemeral + Request a conform be performed using the current agent set + Request that a full conform be performed, removing all intermediate files + Request the machine be restarted + Request the machine be shut down + Request the machine be restarted without waiting for leases to complete + Pools for this agent + New comment + + + Whether the agent is currently enabled + + + Whether the agent is ephemeral + + + Request a conform be performed using the current agent set + + + Request that a full conform be performed, removing all intermediate files + + + Request the machine be restarted + + + Request the machine be shut down + + + Request the machine be restarted without waiting for leases to complete + + + Pools for this agent + + + New comment + + + + Response for queries to find a particular lease within an agent + + Identifier for the lease + Identifier for the parent lease. Used to terminate hierarchies of leases. + The agent id + Cost of this agent, per hour + Name of the lease + Log id for this lease + Time at which the lease started (UTC) + Time at which the lease started (UTC) + Whether this lease has started executing on the agent yet + Details of the payload being executed + Outcome of the lease + State of the lease (for AgentLeases) + + + + Response for queries to find a particular lease within an agent + + Identifier for the lease + Identifier for the parent lease. Used to terminate hierarchies of leases. + The agent id + Cost of this agent, per hour + Name of the lease + Log id for this lease + Time at which the lease started (UTC) + Time at which the lease started (UTC) + Whether this lease has started executing on the agent yet + Details of the payload being executed + Outcome of the lease + State of the lease (for AgentLeases) + + + Identifier for the lease + + + Identifier for the parent lease. Used to terminate hierarchies of leases. + + + The agent id + + + Cost of this agent, per hour + + + Name of the lease + + + Log id for this lease + + + Time at which the lease started (UTC) + + + Time at which the lease started (UTC) + + + Whether this lease has started executing on the agent yet + + + Details of the payload being executed + + + Outcome of the lease + + + State of the lease (for AgentLeases) + + + + Information about a workspace synced on an agent + + The Perforce server and port to connect to + User to log into Perforce with (eg. buildmachine) + Identifier to distinguish this workspace from other workspaces + The stream to sync + Custom view for the workspace + Whether to use an incremental workspace + Method to use when syncing/materializing data from Perforce + Minimum disk space that must be available *after* syncing this workspace (in megabytes) + Threshold for when to trigger an automatic conform of agent. Measured in megabytes free on disk + + + + Information about a workspace synced on an agent + + The Perforce server and port to connect to + User to log into Perforce with (eg. buildmachine) + Identifier to distinguish this workspace from other workspaces + The stream to sync + Custom view for the workspace + Whether to use an incremental workspace + Method to use when syncing/materializing data from Perforce + Minimum disk space that must be available *after* syncing this workspace (in megabytes) + Threshold for when to trigger an automatic conform of agent. Measured in megabytes free on disk + + + The Perforce server and port to connect to + + + User to log into Perforce with (eg. buildmachine) + + + Identifier to distinguish this workspace from other workspaces + + + The stream to sync + + + Custom view for the workspace + + + Whether to use an incremental workspace + + + Method to use when syncing/materializing data from Perforce + + + Minimum disk space that must be available *after* syncing this workspace (in megabytes) + + + Threshold for when to trigger an automatic conform of agent. Measured in megabytes free on disk + + + + Information about an agent + + The agent's unique ID + Friendly name of the agent + Whether the agent is currently enabled + Status of the agent + Cost estimate per-hour for this agent + The current session id + Whether the agent is ephemeral + Whether the agent is currently online + Whether this agent has expired + Whether a conform job is pending + Whether a full conform job is pending + Whether a restart is pending + Whether a shutdown is pending + The reason for the last shutdown + Last time a conform was attempted + Number of times a conform has been attempted + Last time a conform was attempted + The current client version + Properties for the agent + Resources for the agent + Last update time of this agent + Last time that the agent was online + Pools for this agent + Capabilities of this agent + Array of active leases. + Current workspaces synced on the agent + Comment for this agent + + + + Information about an agent + + The agent's unique ID + Friendly name of the agent + Whether the agent is currently enabled + Status of the agent + Cost estimate per-hour for this agent + The current session id + Whether the agent is ephemeral + Whether the agent is currently online + Whether this agent has expired + Whether a conform job is pending + Whether a full conform job is pending + Whether a restart is pending + Whether a shutdown is pending + The reason for the last shutdown + Last time a conform was attempted + Number of times a conform has been attempted + Last time a conform was attempted + The current client version + Properties for the agent + Resources for the agent + Last update time of this agent + Last time that the agent was online + Pools for this agent + Capabilities of this agent + Array of active leases. + Current workspaces synced on the agent + Comment for this agent + + + The agent's unique ID + + + Friendly name of the agent + + + Whether the agent is currently enabled + + + Status of the agent + + + Cost estimate per-hour for this agent + + + The current session id + + + Whether the agent is ephemeral + + + Whether the agent is currently online + + + Whether this agent has expired + + + Whether a conform job is pending + + + Whether a full conform job is pending + + + Whether a restart is pending + + + Whether a shutdown is pending + + + The reason for the last shutdown + + + Last time a conform was attempted + + + Number of times a conform has been attempted + + + Last time a conform was attempted + + + The current client version + + + Properties for the agent + + + Resources for the agent + + + Last update time of this agent + + + Last time that the agent was online + + + Pools for this agent + + + Capabilities of this agent + + + Array of active leases. + + + Current workspaces synced on the agent + + + Comment for this agent + + + + Telemetry data for an agent + + + + + Telemetry data for an agent + + + + + Telemetry data sample + + + + + Telemetry data sample + + + + + Updates an existing lease + + + + + Updates an existing lease + + + + + Information about an agent pending admission to the farm + + Unique key used to identify this agent + Agent host name + Description for the agent + + + + Information about an agent pending admission to the farm + + Unique key used to identify this agent + Agent host name + Description for the agent + + + Unique key used to identify this agent + + + Agent host name + + + Description for the agent + + + + Approve an agent for admission to the farm + + Agents to approve + + + + Approve an agent for admission to the farm + + Agents to approve + + + Agents to approve + + + + Approve an agent for admission to the farm + + Unique key for identifying the machine + Agent id to use for the machine. Set to null to use the default. + + + + Approve an agent for admission to the farm + + Unique key for identifying the machine + Agent id to use for the machine. Set to null to use the default. + + + Unique key for identifying the machine + + + Agent id to use for the machine. Set to null to use the default. + + + + Well-known property names for agents + + + + + The agent id + + + + + The UBT platform enum + + + + + The UBT platform group enum + + + + + The operating system (Linux, MacOS, Windows) + + + + + Compatible operating system (mainly for Linux WINE agents to advertise Windows support) + + + + + Whether the agent is a .NET self-contained app + + + + + Self-reported tool ID of an agent. Used by the server when pushing updates to select the correct tool package. + + + + + Pools that this agent belongs to + + + + + Pools requested by the agent to join when registering with server + + + + + The total size of storage space on drive, in bytes + + + + + Amount of available free space on drive, in bytes + + + + + IP address used for sending compute task payloads + + + + + Port used for sending compute task payloads + + + + + Protocol version for compute task payloads + + + + + AWS: Instance ID + + + + + AWS: Instance type + + + + + Whether the Wine compatibility layer is enabled (for running Windows applications on Linux) + + + + + Whether the agent is trusted (boolean) + + + + + Whether the agent want to receive software updates from the server (boolean) + In some cases, an external script/process will take care of updating the agent (for example, Unreal Toolbox) + + + + + ID of current lease + + + + + Standard resource names + + + + + Number of logical cores including SMT cores (hyper-threading) + + + + + Number of physical cores + + + + + Amount of RAM, in GB + + + + + Identifier for a user + + Id to construct from + + + + Identifier for a user + + Id to construct from + + + Id to construct from + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Outcome from a lease. Values must match lease_outcome.proto. + + + + + Default value. + + + + + The lease was executed successfully + + + + + The lease was not executed succesfully, but cannot be run again. + + + + + The lease was cancelled by request + + + + + State of a lease. Values must match lease_state.proto. + + + + + Default value. + + + + + Set by the server when waiting for an agent to accept the lease. Once processed, the agent should transition the lease state to active. + + + + + The agent is actively working on this lease. + + + + + The agent has finished working on this lease. + + + + + Set by the server to indicate that the lease should be cancelled. + + + + + Updates an existing lease + + + + + Mark this lease as aborted + + + + + Identifier for a pool + + Id to construct from + + + + Identifier for a pool + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Identifier for a session + + Id to construct from + + + + Identifier for a session + + Id to construct from + + + Id to construct from + + + + Default empty value for session id + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Information about a session + + Unique id for this session + Start time for this session + Finishing time for this session + Version of the software running during this session + + + + Information about a session + + Unique id for this session + Start time for this session + Finishing time for this session + Version of the software running during this session + + + Unique id for this session + + + Start time for this session + + + Finishing time for this session + + + Version of the software running during this session + + + + Response data for a utilization request + + + + + Start hour + + + + + End hour + + + + + List of pools + + + + + Total admin time + + + + + Total hibernating time + + + + + Total agents + + + + + Representation of an hour of time + + + + + Pool id + + + + + Number of agents in this pool + + + + + Total time spent doing admin work + + + + + Time spent hibernating + + + + + Total time agents in this pool were doing work for other pools + + + + + List of streams + + + + + Represents one stream in one pool in one hour of telemetry + + + + + Stream Id + + + + + Total time + + + + + Class that defines which backend to use to fetch an artifact + + + + + The different types of supported backends + + + + + The horde storage backend + + + + + A zen based backend + + + + + Enum indicating which type of backend it is and thus how these options should be interpreted + + + + + Class which describes an artifact on Horde which can be serialized to JSON. + + + + + Name of the artifact + + + + + Type of the artifact + + + + + Artifact description + + + + + Base URL for downloading from + + + + + Name of the ref to download + + + + + Optional URL to the job that produced this artifact + + + + + Keys associated with the artifact + + + + + Metadata associated with the artifact + + + + + Filter for the files selected for download + + + + + Information about which backend system to use. Defaults to Horde. + + + + + Default constructor + + + + + Constructor + + + + + Deserialize a descriptor from utf8 bytes + + Data to deserialize from + New descriptor instance + + + + Writes this descriptor to storage + + File to read from + Cancellation token for the operation + + + + Serializes a descriptor + + Data for the serialized descriptor + + + + Writes this descriptor to storage + + File to write to + Cancellation token for the operation + + + + Storage backend that utilizes the local filesystem + + + + + + + + Constructor + + The backing object store + Logger interface + + + + Constructor + + + + + Gets the path for storing a file on disk + + + + + + + + Maps a file into memory for reading, and returns a handle to it + + Path to the file + Offset of the data to retrieve + Length of the data + Handle to the data. Must be disposed by the caller. + + + + + + + + + + + + + + + + + + + + + + Reads a ref from a file on disk + + + + + Enumerate all the refs in a file store + + Root directory to search + + + + + + + + + + + + + + + + + + + + + + + + + + + + Storage backend which communicates with the Horde server over HTTP for content + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Factory for constructing HttpStorageBackend instances + + + + + Constructor + + + + + Creates a new HTTP storage backend + + Base path for all requests + Custom access token to use for requests + + + + + Creates a new HTTP storage backend + + Namespace to create a client for + Custom access token to use for requests + Whether to enable the backend cache, which caches full bundles to disk + + + + Storage backend which communicates with Jupiter over HTTP + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In-memory implementation of a storage backend + + + + + All data stored by the client + + + + + Accessor for all refs stored by the client + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Request for a blob to be read + + Reference to the blob data + + + + Request for a blob to be read + + Reference to the blob data + + + Reference to the blob data + + + + Response from a read request + + + + + Response from a read request + + + + + + + + Stats for a batch read + + + + + Stats for a batch read + + + + + Implements an efficient pipeline for streaming blob data + + + + + Number of items to read from the input queue before partitioning into batches + + + + + Maximum gap between reads that should be coalesced and executed together + + + + + Whether to verify hashes of data read from storage + + + + + Constructor + + + + + + + + Overridable dispose method + + + + + Gets stats for the reader + + + + + Adds a batch reader to the given pipeline + + + + + Handle responses from the read + + Responses from the read + Cancellation token for the operation + + + + Request for a chunk to be read before being written to disk + + File to read from + Offset within the output file + Handle to the blob data + + + + Request for a chunk to be read before being written to disk + + File to read from + Offset within the output file + Handle to the blob data + + + File to read from + + + Offset within the output file + + + Handle to the blob data + + + + Implementation of designed for reading leaf chunks of data from storage + + + + + Maximum number of exports to write in a single request + + + + + Constructor + + + + + + + + Represents an output file that write requests may be issued against + + + + + The relative output path + + + + + File metadata + + + + + File entry with metadata about the target file + + + + + Constructor + + + + + Opens the file for writing, setting its length on the first run + + + + + Callback for a file having been fully written + + + + + Request to output a block of data A chunk which needs to be written to an output file + + + + + Request to output a block of data A chunk which needs to be written to an output file + + + + + + + + Batches file write requests + + + + + Number of files that have been written + + + + + Total number of bytes that have been written + + + + + Number of writes to execute sequentially vs in parallel + + + + + If false, disables output to disk. Useful for performance testing. + + + + + If true, hashes output files after writing to verify their integrity + + + + + If true, outputs verbose information to the log + + + + + Sink for write requests + + + + + Constructor + + + + + Dispose remaining items in the queue + + + + + Adds tasks for the writer to an async pipeline + + Pipeline instance + Number of parallel writes + + + + Processes requests from the given input channel + + Cancellation token for the operation + + + + Data for an alias in the storage system. An alias is a named weak reference to a node. + + Handle to the target blob for the alias + Rank for the alias + Data stored inline with the alias + + + + Data for an alias in the storage system. An alias is a named weak reference to a node. + + Handle to the target blob for the alias + Rank for the alias + Data stored inline with the alias + + + Handle to the target blob for the alias + + + Rank for the alias + + + Data stored inline with the alias + + + + Data for an alias in the storage system. An alias is a named weak reference to a node. + + Handle to the target blob for the alias + Rank for the alias + Data stored inline with the alias + + + + Data for an alias in the storage system. An alias is a named weak reference to a node. + + Handle to the target blob for the alias + Rank for the alias + Data stored inline with the alias + + + Handle to the target blob for the alias + + + Rank for the alias + + + Data stored inline with the alias + + + + Attribute used to denote the converter for an object type + + + + + Type of the converter + + + + + Constructor + + + + + Base class for converter types that can serialize blobs from native C# types. Semantics mirror . + + + + + Determines if the converter can handle the given type + + The type that needs to be converted + True if this converter can handle the given type + + + + Serializer for typed values to blob data. Mimics the interface for familiarity. + + + + + + + + Reads a strongly typed value + + + + + Writes a strongly typed value + + + + + Data for an individual node. Must be disposed after use. + + + + + Type of the blob + + + + + Raw data for the blob. Lifetime of this data is tied to the lifetime of the object; consumers must not retain references to it. + + + + + Handles to referenced blobs + + + + + Constructor + + + + + + + + Overridable dispose method + + True if derived instances should dispose managed resources. False when called from a finalizer. + + + + Implementation of for instances. + + + + + Constructor + + + + + + + + Identifier for a blob within a particular namespace. + + + + + Accessor for the internal path string + + + + + Constructor + + Path to the blob. The meaning of this string is implementation defined. + + + + Constructor + + Path to the blob. The meaning of this string is implementation defined. + + + + Constructor + + The base locator to append to + Characters to append + + + + Constructor + + The base locator to append to + Characters to append + + + + Whether the blob locator is valid + + + + + The base blob locator + + + + + Fragment within the base blob + + + + + Determines if this locator can be unwrapped into an outer locator/fragment pair + + + + + Split this locator into a locator and fragment + + Receives the base blob locator + Receives the blob fragment + True if the locator was unwrapped, false otherwise + + + + Checks whether this blob is within the given folder + + Name of the folder + True if the the blob id is within the given folder + + + + + + + + + + + + + + + + + + + + + + Type converter from strings to BlobLocator objects + + + + + + + + + + + + + + + + + Class which serializes BlobLocator objects to JSON + + + + + + + + + + + Request to read a blob from storage + + + + + Request to read a blob from storage + + + + + Response from reading a blob from storage + + + + + Response from reading a blob from storage + + + + + + + + Batch of responses from the reader + + + + + Batch of responses from the reader + + + + + + + + Options for + + + + + Maximum number of responses to buffer before pausing. + + + + + Number of requests to enumerate before flushing the current batch + + + + + Number of batches to fetch in parallel + + + + + Helper class to sort requested reads for optimal coherency within bundles + + Type of user data to include with requests + + + + Constructor + + + + + Constructor + + + + + + + + Adds a new read request + + The request to add + + + + Adds a new request source + + Method to construct the sequence of items + + + + Indicate that we've finished adding new items to the reader + + + + + Reads all responses from the reader + + Cancellation token for the operation + + + + Attempts to read a batch from the queue + + Batch of responses + + + + Waits until there is data available to read + + Cancellation token for the operation + + + + Handles serialization of blobs using instances. + + + + + Deserialize an object + + Return type for deserialization + Data to deserialize from + Options to control serialization + + + + Serialize an object into a blob + + Type of object to serialize + Writer for the blob data + Object to serialize + Options to control serialization + Type of the serialized blob + + + + Options for serializing blobs + + + + + Known converter types + + + + + Default options instance + + + + + Constructor + + + + + Create a read-only version of these options + + + + + + Gets a converter for the given type + + + + + Creates options for serializing blobs compatible with a particular server API version + + The server API version + + + + Extension methods for serializing blob types + + + + + Deserialize an object + + Return type for the deserialized object + Handle to the blob to deserialize + Options to control serialization + Cancellation token for the operation + + + + Deserialize an object + + Return type for the deserialized object + Handle to the blob to deserialize + Cancellation token for the operation + + + + Deserialize an object + + Return type for the deserialized object + Handle to the blob to deserialize + Cancellation token for the operation + + + + Serialize an object to storage + + Writer for serialized data + The object to serialize + Cancellation token for the operation + Handle to the serialized blob + + + + Reads data for a ref from the store, along with the node's contents. + + Store instance to write to + The ref name + Minimum coherency for any cached value to be returned + Options to control serialization + Cancellation token for the operation + Node for the given ref, or null if it does not exist + + + + Reads a ref from the store, throwing an exception if it does not exist + + Store instance to write to + Id for the ref + Minimum coherency of any cached result + Options to control serialization + Cancellation token for the operation + The blob instance + + + + Reads data for a ref from the store, along with the node's contents. + + Store instance to write to + The ref name + Minimum coherency for any cached value to be returned + Options to control serialization + Cancellation token for the operation + Node for the given ref, or null if it does not exist + + + + Reads a ref from the store, throwing an exception if it does not exist + + Store instance to write to + Id for the ref + Minimum coherency of any cached result + Options to control serialization + Cancellation token for the operation + The blob instance + + + + Identifies the type of a blob + + Nominal identifier for the type + Version number for the serializer + + + + Identifies the type of a blob + + Nominal identifier for the type + Version number for the serializer + + + Nominal identifier for the type + + + Version number for the serializer + + + + Number of bytes in a serialized blob type instance + + + + + Constructor + + + + + Deserialize a type from a byte span + + + + + Serialize to a byte span + + + + + + + + Bundle version number + + + + + Initial version number + + + + + Added the BundleExport.Alias property + + + + + Back out change to include aliases. Will likely do this through an API rather than baked into the data. + + + + + Use data structures which support in-place reading and writing. + + + + + Add import hashes to imported nodes + + + + + Structure bundles as a sequence of self-contained packets (uses V2 code) + + + + + Last item in the enum. Used for + + + + + The current version number + + + + + Last version using the V1 pipeline + + + + + Last version using the V2 pipeline + + + + + Signature for a bundle + + Version number for the following file data + Length of the initial header + + + + Signature for a bundle + + Version number for the following file data + Length of the initial header + + + Version number for the following file data + + + Length of the initial header + + + + Number of bytes in a signature when serialized + + + + + Validates that the prelude bytes for a bundle header are correct + + The signature bytes + Length of the header data, including the prelude + + + + Writes a signature to the given memory + + + + + Options for creating a storage cache + + + + + Number of packet readers to keep in the cache + + + + + Size of a bundle page + + + + + Number of bundle pages to keep in the cache. + + + + + Size of the header cache + + + + + Size of the packet cache + + + + + Cache for reading bundle data. + + + + + Instance of an empty cache + + + + + Accessor for the default allocator + + + + + Size of a bundle page to keep in the cache + + + + + Size of the configured header cache + + + + + Size of the configured packet cache + + + + + Whether there is a packet cache present + + + + + Semaphore for writing new data + + + + + Constructor + + + + + Constructor + + Options for the cache + + + + Constructor + + Options for the cache + Inner allocator to use. Will be wrapped in an allocator that tracks allocations against the cache's budget. + + + + + + + Gets stats for the cache + + + + + Adds a bundle info object to the cache + + + + + Try to read a bundle info object from the cache + + + + + Adds an encoded bundle packet to the cache + + + + + Try to read an encoded bundle packet from the cache + + + + + Adds a decoded bundle packet to the cache + + + + + Try to read a decoded bundle packet from the cache + + + + + Indicates the compression format in the bundle + + + + + Packets are uncompressed + + + + + LZ4 compression + + + + + Gzip compression + + + + + Oodle compression (Selkie) + + + + + Brotli compression + + + + + ZStandard compression + + + + + Utility methods for bundles + + + + + Compress a block of data into a newly allocated block of memory + + Format for the compressed data + The data to compress + The compressed data + + + + Compress a data packet + + Format for the compressed data + The data to compress + Writer for output data + Length of the compressed data + + + + Decompress a packet of data + + Format of the compressed data + Compressed data + Buffer to receive the decompressed data + + + + Base class for packet handles + + + + + Locator for this bundle + + + + + Constructor + + + + + Flush contents of the bundle to storage + + + + + Open the bundle for reading + + + + + Get data for a packet of data from the bundle + + + + + Attempt to get a locator for this bundle + + + + + Generic flushed bundle handle; can be either V1 or V2 format. + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Options for configuring a bundle serializer + + + + + Default options value + + + + + Maximum version number of bundles to write + + + + + Maximum payload size fo a blob + + + + + Compression format to use + + + + + Minimum size of a block to be compressed + + + + + Maximum amount of data to store in memory. This includes any background writes as well as bundles being built. + + + + + Base class for an implementation of , providing implementations for some common functionality using bundles. + + + + + Allocator which trims the cache to keep below a maximum size + + + + + Accessor for the storage backend + + + + + Cache for bundle data + + + + + Stats for reading bundles + + + + + Constructor + + + + + Creates a bundle storage namespace around a memory backend + + + + + Creates a bundle storage namespace around a memory backend + + + + + Creates a bundle storage namespace around a directory on the filesystem + + + + + Creates a bundle storage namespace around a directory on the filesystem + + + + + Helper method for GC which allows enumerating all references to other bundles + + + + + Helper method for GC which allows enumerating all references to other bundles + + + + + + + + + + + + + + + + + + + + + + + Identifier for the type of a section in the bundle header + + + + + List of custom types + + + + + Imports of other bundles + + + + + List of export headers + + + + + References to exports in other bundles + + + + + Packet headers + + + + + Merged export headers and references + + + + + Header for the contents of a bundle. + + + + + Maximum size for a section + + + + + Maximum number of exports from a single bundle + + + + + Maximum number of export refs from a single bundle + + + + + Signature bytes + + + + + Types for exports within this bundle + + + + + Bundles that we reference nodes in + + + + + Nodes exported from this bundle + + + + + List of data packets within this bundle + + + + + Constructor + + + + + Constructor + + + + + Writes data for this bundle to a sequence builder + + + + + Serialize the bundle to a byte array + + + + + Reads a bundle header from memory + + Memory to read from + New header object + + + + Reads a bundle header from a stream + + Stream to deserialize from + Cancellation token for the operation + New header object + + + + Reads a bundle header from a stream + + File signature + Stream to deserialize from + Cancellation token for the operation + New header object + + + + Construct a header from the given data encoded in the latest format + + Version to serialize as + Stream to read from + Length of the header + Cancellation token for the operation + + + + Collection of node types in a bundle + + + + + + + + Constructor + + + + + Constructor + + + + + Reads a type collection from a block of memory + + + + + Reads a type collection from a stream + + + + + Gets the size of memory required to serialize a collection of types + + Number of bytes required to serialize the types + + + + Serializes a set of types to a fixed block of memory + + Writer to serialize to + + + + + + + + + + + + + Collection of imported node references + + + + + + + + Constructor + + + + + Constructor + + + + + Reads a collection from memory + + + + + Reads a collection from a stream + + + + + + + + + + + + + + Measure the size of memory required to store a collection of import locators + + Size in bytes of the output buffer + + + + Serialize a collection of locators to memory + + Writer for output data + + + + Descriptor for a compression packet + + + + + Size of this structure when serialized + + + + + Compression format for this packet + + + + + Offset of the packet within the payload stream + + + + + Encoded length of the packet + + + + + Decoded length of the packet + + + + + Constructor + + Compression format for the packet + Offset of the data within the payload stream + Size of the encoded data + Size of the decoded data + + + + Read from a byte array + + + + + Serialize the struct to memory + + + + + Collection of information about packets in a bundle + + + + + + + + Constructor + + + + + Constructor + + + + + Reads a collection from memory + + + + + Reads a collection from a stream + + + + + + + + + + + + + + Measure the size of memory required to store a collection of packets + + Size in bytes of the output buffer + + + + Serialize a collection of packets to memory + + Writer to serialize to + + + + Entry for a node exported from an object + + + + + Number of bytes in a serialized export object + + + + + Raw data for this export + + + + + Raw data for the header + + + + + Hash of the node data + + + + + Type id of the node. Can be used to look up the type information from the bundle header. + + + + + Packet containing this export's data + + + + + Offset within the packet of the node data + + + + + Length of the node + + + + + References to other nodes + + + + + Constructor + + + + + Constructor + + + + + Writes a new export to a block of memory + + + + + Entry for a node exported from an object + + + + + + + + Constructor + + + + + Constructor + + + + + Constructor + + + + + Reads an export collection from a stream + + + + + + + + + + + + + + Serializes this collection as a single section + + + + + Measure the size of memory required to store a collection of exports + + Size in bytes of the output buffer + + + + Serialize a collection of exports to memory + + Writer to serialize to + + + + Measure the size of memory required to store a collection of export refs + + Size in bytes of the output buffer + + + + Serialize a collection of export refs to memory + + Writer to serialize to + + + + Reference to a node in another bundle + + Index into the import table of the blob containing the referenced node. Can be -1 for references within the same bundle. + Node imported from the bundle + + + + Reference to a node in another bundle + + Index into the import table of the blob containing the referenced node. Can be -1 for references within the same bundle. + Node imported from the bundle + + + Index into the import table of the blob containing the referenced node. Can be -1 for references within the same bundle. + + + Node imported from the bundle + + + + Number of bytes in the serialized object + + + + + Deserialize this object from memory + + + + + Serialize this object to memory + + + + + Collection of information about exported nodes + + + + + Data used to store this collection + + + + + Constructor + + + + + Constructor + + + + + + + + + + + + + + + + + Computed information about a bundle + + + + + Locator for the bundle + + + + + Bundle header + + + + + Length of the header. Required to offset packets from the start of the bundle + + + + + Constructor + + + + + Writes nodes from bundles in an instance. + + + + + Queued set of requests from a particular bundle + + + + + Encoded bundle packet queued to be read + + + + + Information about a pending read + + + + + Accessor for the cache + + + + + Constructor + + + Cache for data + Logger for output + + + + Reads a bundle header + + Locator for the bundle + Cancellation token for the operation + Information about the bundle + + + + Reads decoded packet data from a bundle + + Locator for the bundle to read + Index of the bundle packet + Cancellation token for the operation + Data for the packet + + + + Reads encoded packet data from a bundle + + Locator for the bundle to read + Index of the bundle packet + Cancellation token for the operation + Dtaa for the packet + + + + Reads a bundle header from the queue + + Bundle header to read + Cancellation token for the operation + + + + Reads a node from a bundle + + Locator for the bundle + Index of the export + Cancellation token for the operation + Node data read from the given bundle + + + + Gets stats for the reader + + + + + Implementation of for nodes which can be read from storage + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Writes nodes of a tree to an , packed into bundles. Each instance is single threaded, + but multiple instances may be written to in parallel. + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + Store to write data to + Reader for serialized node data + Base path for new nodes + Options for the writer + + Optional logger for trace information + + + + Copy constructor + + + + + + Internal constructor + + + + + + + + + + + Mark this writer as complete, allowing its data to be serialized. + + + + + Gets an output buffer for writing. + + Current size in the existing buffer that has been written to + Desired size of the returned buffer + Buffer to be written into. + + + + Finish writing a node. + + Type of the node that was written + Used size of the buffer + References to other nodes + Aliases for the node + Cancellation token for the operation + Handle to the written node + + + + Flushes all the current nodes to storage + + Cancellation token for the operation + + + + + Implements the primary storage writer interface for V2 bundles. Writes exports into packets, and flushes them to storage in bundles. + + + + + Compressed length of this bundle + + + + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + Helper method to check a precondition is valid at runtime, regardless of build configuration. + + + + + Handle class for blobs exported from a bundle + + + + + Accessor for the packet that this export is in + + + + + Export index within the packet + + + + + + + + Constructor + + + + + Constructor + + + + + + + + + + + Attempt to parse an export index from the given fragment + + + + + Get an identifier for this export within the outer packet + + + + + Append a locator for this export to the given string builder + + + + + Appends an export identifier to the given string builder + + + + + + + + + + + + + + Implementation of which also contains a hash + + + + + + + + Constructor + + + + + Accessor for data structures stored into a serialized bundle packet. + + + + Each raw packet contains: + - 8 bytes: Standard bundle signature. The length field specifies the size of the following data, including the signature itself. + - 4 bytes: Decoded packet length + - 1 byte: Compression format + - ?? bytes: Compressed packet data + + After decoding, the packet contains the following: + - 8 bytes: Standard bundle signature. The length field specifies the size of the following data, including the signature itself. + - 4 bytes: offset of type table from the start of the packet + - 4 bytes: offset of import table from the start of the packet + - 4 bytes: offset of export table from the start of the packet + + The type table is constructed as: + - 4 bytes: Number of entries + - 20 bytes * Number of entries: BlobType data + + The import table is constructed as: + - 4 bytes: Number of entries + - 4 bytes * (Number of entries + 1): Offset of each entry from the start of the packet, with a sentinel value for the end of the last entry. Length of each entry is implicit by next entry - this entry. + + The export index is constructed as: + - 4 bytes: Number of entries + - 4 bytes * (Number of entries + 1): Offset of each entry from the start of the packet, with a sentinel value for the end of the last entry. Length of each entry is implicit by next entry - this entry. + + Each import is written as: + - VarInt: Base import index, with a +1 bias, or zero for 'none' + - Utf8 string containing fragment on top of base import, without a null terminator. + + Each export is written as: + - 4 bytes: Length of payload + - ?? bytes: Payload data + - VarInt: Type index + - VarInt: Number of imports + - VarInt * Number of imports: Import index + + + + + + Type for packet blobs + + + + + Constructor + + Data for the packet + + + + Accessor for the underlying packet data + + + + + Length of this packet + + + + + Gets the number of types in this packet + + + + + Gets a type from the packet + + + + + Gets the number of imports in this packet + + + + + Gets the locator for a particular import + + Index of the import to retrieve + + + + Gets the number of exports in this packet + + + + + Gets the bulk data for a particular export + + + + + + Encodes a packet + + Compression format for the encoded data + Writer for the encoded data + + + + Decodes this packet + + + + + Raw data for an imported node + + Base index for this locator + The utf8 fragment appended to the base index + + + + Raw data for an imported node + + Base index for this locator + The utf8 fragment appended to the base index + + + Base index for this locator + + + The utf8 fragment appended to the base index + + + + Bias for indexes into the import table + + + + + + + + + + + + + + + + + + + + Reads an import from a block of memory + + + + + Data for an exported node in a packet + + + + + Data for this export + + + + + Constructor + + + + + Gets the header for this export + + + + + Gets the payload for this export + + + + + Data for an exported node in a bundle + + + + + Index of the type for this export + + + + + Index of imports for this export + + + + + Constructor + + + + + Base class for packet handles + + + + + Bundle containing this packet + + + + + + + + Reads an export from this packet + + + + + Append the identifier for this packet to the given string builder + + + + + Appends the locator to the given string builder + + + + + Handle to an packet within a bundle. + + + + + + + + Offset of the packet within the bundle + + + + + Length of the packet within the bundle + + + + + Constructor + + + + + Constructor + + + + + Parse a fragment containing an offset and length + + + + + + + + + + + + + + Reads an export from this packet + + Index of the export + Cancellation token for the operation + + + + + + + Appends an identifier for a packet to the given buffer + + + + + + + + + + + Counters used for tracking operations performed by a BundleStorageNamespace + + + + + Utility class for constructing BlobData objects from a packet, caching any computed handles to other blobs. + + + + + Accessor for the underlying packet data + + + + + Constructor + + + + + + Data for the packet + Owner for the packet data + + + + + + + Reads this packet in its entirety + + + + + Reads an export from this packet + + Index of the export + + + + Reads an export from this packet + + Index of the export + + + + Gets an import handle for the packet + + + + + Writes exports into a new bundle packet + + + + + Current length of the packet + + + + + Enumerate all imported bundle locators + + + + + Constructor + + + + + + + + Gets the number of exports currently in this writer + + + + + Writes a new blob to this packet + + + + + + + + Complete the current export + + Size of data written to the export buffer + Index of the blob type + Indexes of the imported blobs + + + + Reads data for a blob written to storage + + + + + + + Add a new blob type to be written + + Type to add + Index of the type + + + + Adds a new imported blob locator + + Handle to add + Index of the import + + + + Gets the import assigned to a particular index + + + + + Gets the import assigned to a particular index + + + + + Gets data to write new export + + Size of data in the current buffer that has been written to + + + + + + Aligns an offset to a power-of-2 boundary + + + + + Gets data to write new export + + + + + Gets an output span and updates the length accordingly + + + + + Mark the current packet as complete + + + + + Base class for implementations of a content defined chunker + + + + + Source channel. + + + + + Output channel. The order of items written to the source writer will be preserved in the output reader. Each + output item should be read completely (through calls to ) + before reading the next. + + + + + Base class for input to a . Allows the chunker to read data into a buffer as required. + + + + + Length of the input data + + + + + Optional user specified data to be propagated to the output + + + + + Starts a task to read the next chunk of data. Note that this task may be called again before the task completes. + + Buffer to store the data + Cancellation token for the operation + + + + Implementation of for files on disk + + + + + + + + Constructor + + + + + + + + + + + + + + Implementation of for data in memory + + + + + + + + Constructor + + + + + + + + Enumerates chunks from an input file + + + + + Rolling hash for this chunk + + + + + Accessor for the chunk's data + + + + + User specified data from the + + + + + Moves to the next output chunk + + Cancellation token for the operation + True if there was another output chunk + + + + Simple serial implementation of content chunking + + + + + + + + + + + + + + Constructor + + + + + Parallel implementation of + + + + + + + + + + + Constructor + + + + + Constructor + + + + + Index of known nodes that can be used for deduplication. + + + + + + + + + + + + + + + + + + + + + + + + + + Default value for maximum number of keys + + + + + Constructor + + + + + + + + + + + + + + + + + + + Add a blob to the cache + + Type of the blob + Reference to the blob data + + + + + + + Gets stats for the copy operation + + + + + Extension methods for + + + + + Wraps a with a + + + + + Creates a dedupe writer + + The store instance to read from + Maximum number of keys to include in the cache + + + + Creates a writer using a refname as a base path + + The store instance to read from + Ref name to use as a base path + Maximum number of keys to include in the cache + + + + Adds a directory tree to the cache + + Dedupe writer to operate on + Reference to the directory to add + Cancellation token for the operation + + + + Adds a chunked data stream to the cache + + Dedupe writer to operate on + Reference to a data node in the stream + Cancellation token for the operation + + + + Stores a object in a fixed memory buffer for transport over the wire. + + + + + Type of the blob + + + + + The blob data payload + + + + + References to other blobs + + + + + Constructor + + + + + Encode a blob data object to a byte aray + + + + + Encode a blob data object to a byte aray + + + + + Gets the length of an encoded blob data object + + + + + Encodes blob data into an existing buffer + + + + + Database of file metadata, storing timestamps for trees of files and hashes for ranges within them. Implemented as a SQLite database. + + + + + Id value for the root directory + + + + + + + + Creates a new in-memory database for file metadata + + + + + Creates a new database for metadata backed by a file on disk + + + + + Adds a single file to the database + + + + + Adds a set of files to the database + + + + + Finds all the files in a particular directory + + + + + Finds all the files in a particular directory + + + + + Finds all the files in a particular directory + + + + + Gets the full name of a file + + + + + Gets the full name of a directory + + + + + Removes a file and all its chunk metadata + + + + + Adds a record for a new file chunk + + + + + Adds multiple file chunk records + + + + + Gets a chunk row + + + + + Find all chunks with a particular hash and length + + + + + Finds all the chunks within a particular file + + + + + Remove all chunks for a particular file + + + + + Remove all chunks for a set of files + + + + + Adds a new directory to the collection + + + + + Adds multiple directories to the collection + + + + + Gets the definition for a particular directory + + + + + Gets the full name of a directory + + + + + Gets the full name of a directory + + + + + Finds all directories within a given parent directory + + + + + Removes a directory and all its subdirectories + + + + + Removes a directory and all its subdirectories + + + + + Removes the contents of a directory, without removing the directory itself + + + + + Removes all subdirectories and files starting at the given roots + + + + + Metadata for a file + + Unique id for this file + Identifier for the directory containing this file + Name of the file + Last modified timestamp for the file + Length of the file + + + + Metadata for a file + + Unique id for this file + Identifier for the directory containing this file + Name of the file + Last modified timestamp for the file + Length of the file + + + Unique id for this file + + + Identifier for the directory containing this file + + + Name of the file + + + Last modified timestamp for the file + + + Length of the file + + + + Default constructor + + + + + Constructor for new file rows + + + + + Metadata for a directory + + Unique id for this directory + Parent directory identifier + Name of the directory + + + + Metadata for a directory + + Unique id for this directory + Parent directory identifier + Name of the directory + + + Unique id for this directory + + + Parent directory identifier + + + Name of the directory + + + + Default constructor + + + + + Constructor for new directory rows + + + + + Metadata for a file chunk + + Unique id for the row + Id of the file that this chunk belongs to + Starting offset within the file of this chunk + Length of the chunk + Hash of the chunk data + + + + Metadata for a file chunk + + Unique id for the row + Id of the file that this chunk belongs to + Starting offset within the file of this chunk + Length of the chunk + Hash of the chunk data + + + Unique id for the row + + + Id of the file that this chunk belongs to + + + Starting offset within the file of this chunk + + + Length of the chunk + + + Hash of the chunk data + + + + Default constructor + + + + + Constructor for new chunk rows + + + + + Property names for git commits + + + + + The root of the tree for this commit + + + + + Author of the commit + + + + + Person that committed the change + + + + + Parent commit + + + + + Representation of a Git commit object + + + + + Properties for the commit + + + + + Commit messages + + + + + Constructor + + + + + + + Adds a new property to the collection + + + + + + + Gets a property value with the given key name + + Name of the property + The property value + + + + Gets property values with the given key name + + Name of the property + The property value + + + + The tree for this commit + + + + + Parents of this commit + + + + + Serializes this object + + + + + + Type fields for git objects + + + + + Blob objects + + + + + Tree objects + + + + + Commit objects + + + + + Utility methods for manipulating Git objects + + + + + Writes the header for an object to a stream + + + Type of the object + Size of the object + + + + + + Appends data for a header to the hash + + Type of the object + Size of the object + Hash for the header data + + + + Writes a header for an object + + Type of the object + Size of the object + Buffer to receive the data + + + + + Valid file modes for tree entries + + + + + Regular file + + + + + Executable file + + + + + Child tree + + + + + Representation of a Git tree object + + + + + Entries for this tree. Sort be sorted for consistency. + + + + + Gets the hash of this tree object. + + Hash of the object + + + + Serializes this object + + + + + + Entry for a Git tree + + + + + Mode for this entry. Can be any values from + + + + + Name of this entry + + + + + Hash of the object for this entry + + + + + Constructor + + + + + Factory for constructing storage namespace instances with an HTTP backend + + + + + Constructor + + + + + Creates a new HTTP storage namespace + + Base path for all requests + Custom access token to use for requests + + + + + Creates a new HTTP storage namespace + + Namespace to create a client for + Custom access token to use for requests + Whether to enable the backend cache, which caches full bundles to disk + + + + + + + Interface for reading nodes from storage + + + + + Type to deserialize + + + + + Version of the current node, as specified via + + + + + Locations of all referenced nodes. These handles do not have valid hashes. + + + + + Gets the next serialized blob handle + + + + + Gets the next serialized blob handle + + + + + Reader for blob objects + + + + + Type to deserialize + + + + + Version of the current node, as specified via + + + + + Total length of the data in this node + + + + + Amount of data remaining to be read + + + + + Raw data for this blob + + + + + Locations of all referenced nodes. + + + + + Constructor + + + + + Gets the next serialized blob reference + + + + + Gets the next serialized blob reference + + + + + Reference to another node in storage. This type is similar to , but without a hash. + + + + + Accessor for the innermost import + + + + + Flush the referenced data to underlying storage + + + + + Reads the blob's data + + Cancellation token for the operation + + + + Attempt to get a path for this blob. + + Receives the blob path on success. + True if a path was available, false if the blob has not yet been flushed to storage. + + + + Typed interface to a particular blob handle + + Type of the deserialized blob + + + + Options for deserializing the blob + + + + + Extension methods for + + + + + + + + Create a typed blob reference + + Target type + Blob referfence to wrap + Options for deserializing the blob + + + + Gets a path to this blob that can be used to describe blob references over the wire. + + Handle to query + + + + Interface for a writer of node objects + + + + + Options for serialization + + + + + Accessor for the memory written to the current blob + + + + + Adds an alias to the blob currently being written + + Name of the alias + Rank to use when finding blobs by alias + Inline data to store with the alias + + + + Flush any pending nodes to storage + + Cancellation token for the operation + + + + Create another writer instance, allowing multiple threads to write in parallel. + + New writer instance + + + + Finish writing a blob that has been written into the output buffer. + + Type of the node that was written + Cancellation token for the operation + Handle to the written node + + + + Finish writing a blob that has been written into the output buffer. + + Type of the node that was written + Cancellation token for the operation + Handle to the written node + + + + Writes a reference to another blob. NOTE: This does not write anything to the underlying output stream, which prevents the data forming a Merkle tree + unless guaranteed uniqueness via a hash being written separately. + + Referenced blob + + + + Writes a reference to another blob. The blob's hash is serialized to the output stream. + + Referenced blob + + + + Information about an alias to be added alongside a blob + + Name of the alias + Rank of the alias + Inline data to be stored for the alias + + + + Information about an alias to be added alongside a blob + + Name of the alias + Rank of the alias + Inline data to be stored for the alias + + + Name of the alias + + + Rank of the alias + + + Inline data to be stored for the alias + + + + Base class for implementations. + + + + + + + + + + + + + + Constructor + + + + + + Computes the hash of the written data + + + + + + + + Writes a handle to another node + + + + + + + + + + + + + + Request a new buffer to write to + + Size of data written to the current buffer + Desired size for the buffer + New buffer + + + + Write the current blob to storage + + Type of the blob + Size of the blob to write + References to other blobs + Aliases for the new blob + Cancellation token for the operation + New buffer + + + + + + + + + + + + + + + + + + + + + + Implementation of which discards any written data + + + + + Constructor + + + + + + + + + + + + + + + + + + + + Implementation of which just buffers data in memory + + + + + Constructor + + + + + + + + Clears the contents of this writer + + + + + + + + + + + + + + + + + Helper function to get the index of a blob + + + + + Handle to a node. Can be used to reference nodes that have not been flushed yet. + + + + + Hash of the target node + + + + + Typed interface to a particular blob handle + + Type of the deserialized blob + + + + Contains the value for a blob ref + + + + + Contains the value for a blob ref + + + + + Helper methods for creating blob handles + + + + + Create an untyped blob handle + + Imported blob interface + Hash of the blob + Handle to the blob + + + + Create a typed blob handle + + + Existing blob reference + Options for deserializing the target blob + Handle to the blob + + + + Create a typed blob handle + + + Hash of the blob + Imported blob interface + Options for deserializing the target blob + Handle to the blob + + + + Extension methods for + + + + + Gets a BlobRefValue from an IBlobRef + + + + + Interface for a object storage service. + + + + + Whether this storage backend supports HTTP redirects for reads and writes + + + + + Attempts to open a read stream for the given path. + + Relative path within the bucket + Offset to start reading from + Length of data to read + Cancellation token for the operation + + + + + Reads an object into memory and returns a handle to it. + + Path to the file + Offset of the data to retrieve + Length of the data + Cancellation token for the operation + Handle to the data. Must be disposed by the caller. + + + + Writes a stream to the storage backend. If the stream throws an exception during read, the write will be aborted. + + Path to write to + Stream to write + Cancellation token for the operation + Path to the uploaded object + + + + Tests whether the given path exists + + Relative path within the bucket + Cancellation token for the operation + True if the object exists + + + + Gets the size of a particular object + + Relative path within the bucket + Cancellation token for the operation + Size of the object, or -1 if it does not exist + + + + Deletes a file with the given path + + Relative path within the bucket + Cancellation token for the operation + Async task + + + + Gets a HTTP redirect for a read request + + Path to read from + Cancellation token for the operation + Path to upload the data to + + + + Gets a HTTP redirect for a write request + + Path to read from + Cancellation token for the operation + Path for retrieval, and URI to upload the data to + + + + Gets stats for this storage backend + + + + + Typed instance for dependency injection + + + + + Extension methods for + + + + + Creates a typed wrapper around the given object store + + Store to wrap + + + + Attempts to open a read stream for the given path. + + Store to read from + Relative path within the bucket + Cancellation token for the operation + + + + + Reads an object into memory and returns a handle to it. + + Store to read from + Path to the file + Cancellation token for the operation + Handle to the data. Must be disposed by the caller. + + + + Writes a stream to the storage backend. If the stream throws an exception during read, the write will be aborted. + + Store to write to + Path to write to + Data to write + Cancellation token for the operation + Path to the uploaded object + + + + Interface for a low-level storage backend. + + + + + Whether this storage backend supports HTTP redirects for reads and writes + + + + + Attempts to open a read stream for the given path. + + Relative path within the bucket + Offset to start reading from + Length of data to read + Cancellation token for the operation + + + + + Reads an object into memory and returns a handle to it. + + Path to the file + Offset of the data to retrieve + Length of the data + Cancellation token for the operation + Handle to the data. Must be disposed by the caller. + + + + Writes a stream to the storage backend. If the stream throws an exception during read, the write will be aborted. + + Data stream + List of referenced blobs + Path prefix for the uploaded data + Cancellation token for the operation + Path to the uploaded object + + + + Writes a stream to the storage backend. If the stream throws an exception during read, the write will be aborted. + s + Locator for the new blob + Data stream + Imported blobs. If omitted, the backend will parse them from the stream data. + Cancellation token for the operation + Path to the uploaded object + + + + Gets a HTTP redirect for a read request + + Path to read from + Cancellation token for the operation + Path to upload the data to + + + + Gets a HTTP redirect for a write request + + Path to write to + Imports for this blob + Cancellation token for the operation + Path for retrieval, and URI to upload the data to + + + + Gets a HTTP redirect for a write request + + Imports for this blob + Prefix for the uploaded data + Cancellation token for the operation + Path for retrieval, and URI to upload the data to + + + + Finds blobs with the given alias. Unlike refs, aliases do not serve as GC roots. + + Alias for the blob + Maximum number of aliases to return + Cancellation token for the operation + Blobs matching the given handle + + + + Reads data for a ref from the store + + The ref name + Minimum coherency for any cached value to be returned + Cancellation token for the operation + Blob pointed to by the ref + + + + Batch request to update metadata + + Options for the update + Cancellation token for the operation + + + + + Gets stats for this storage backend + + + + + Utility methods for storage backend implementations + + + + + Unique session id used for unique ids + + + + + Incremented value used for each supplied id + + + + + Creates a unique name with a given prefix + + The prefix to use + Unique name generated with the given prefix + + + + Extension methods for + + + + + Attempts to open a read stream for the given path. + + Backend to read from + Object name within the store + Cancellation token for the operation + Stream for the object + + + + Attempts to open a read stream for the given path. + + Backend to read from + Object name within the store + Cancellation token for the operation + Stream for the object + + + + Reads an object as an array of bytes + + Backend to read from + Object name within the store + Cancellation token for the operation + Contents of the object + + + + Writes a block of memory to storage + + Backend to read from + Data to be written + + Prefix for the uploaded data + Cancellation token for the operation + + + + Client for the storage system + + + + + Creates a storage namespace for the given id + + Namespace to manipulate + Storage namespace instance. May be null if the namespace does not exist. + + + + Extension methods for + + + + + Creates a new storage namespace, throwing an exception if it does not exist + + + + + Options for a new ref + + Time until a ref is expired + Whether to extend the remaining lifetime of a ref whenever it is fetched. Defaults to true. + + + + Options for a new ref + + Time until a ref is expired + Whether to extend the remaining lifetime of a ref whenever it is fetched. Defaults to true. + + + Time until a ref is expired + + + Whether to extend the remaining lifetime of a ref whenever it is fetched. Defaults to true. + + + + Interface for the storage system. + + + + + Creates a writer for updating the namespace + + Cancellation token for async writing. The writer will flush on dispose unless this cancellation token is signalled. + New writer instance + + + + Creates a new blob handle by parsing a locator + + Path to the blob + New handle to the blob + + + + Creates a new writer for storage blobs + + Base path for any nodes written from the writer. + Options for serializing classes + Cancellation token used for any buffered blob writes. Blob writers will flush on close, unless this cancellation token is signalled. + New writer instance. Must be disposed after use. + + + + Finds blobs with the given alias. Unlike refs, aliases do not serve as GC roots. + + Alias for the blob + Maximum number of aliases to return + Cancellation token for the operation + Blobs matching the given handle + + + + Reads data for a ref from the store + + The ref name + Minimum coherency for any cached value to be returned + Cancellation token for the operation + Blob pointed to by the ref + + + + Gets a snapshot of the stats for the storage namespace. + + + + + Indicates the maximum age of a entry returned from a cache in the hierarchy + + Oldest allowed timestamp for a returned result + + + + Indicates the maximum age of a entry returned from a cache in the hierarchy + + Oldest allowed timestamp for a returned result + + + Oldest allowed timestamp for a returned result + + + + Maximum age for a cached value to be returned + + + + + Sets the earliest time at which the entry must have been valid + + Maximum age of any returned cache value. Taken from the moment that this object was created. + + + + Tests whether this value is set + + + + + Determines if this cache time deems a particular cache entry stale + + Time at which the cache entry was valid + Maximum cache time to test against + + + + Implicit conversion operator from datetime values. + + + + + Implicit conversion operator from timespan values. + + + + + Stats for the storage system + + + + + Stat name to value + + + + + Add a new stat to the list + + + + + Prints the table of stats to the logger + + + + + Subtract a base set of stats from this one + + + + + Extension methods for + + + + + Creates a new blob handle by parsing a locator + + Storage namespace to operate on + Path to the blob + Options for deserializing the blob + New handle to the blob + + + + Creates a new blob reference from a locator and hash + + Storage namespace to operate on + Hash of the target blob + Path to the blob + New handle to the blob + + + + Creates a new blob reference from a locator and hash + + Storage namespace to operate on + Hash of the target blob + Path to the blob + Options for deserializing the blob + New handle to the blob + + + + Create a blob ref from a RefValue + + + + + Create a typed blob ref from a RefValue + + + + + Creates a new blob ref from a ref name + + The store instance to read from + Name of the reference + Maximum age for cached responses + New handle to the blob + + + + Creates a new blob ref from a ref name + + The store instance to read from + Name of the reference + Maximum age for cached responses + Options for deserializing the blob + New handle to the blob + + + + Creates a writer using a refname as a base path + + The store instance to read from + Ref name to use as a base path + + + + Adds an alias to a given blob + + The store instance to write to + Alias for the blob + Locator for the blob + Rank for this alias. In situations where an alias has multiple mappings, the alias with the highest rank will be returned by default. + Additional data to be stored inline with the alias + Cancellation token for the operation + + + + Removes an alias from a blob + + The store instance to write to + Name of the alias + Locator for the blob + Cancellation token for the operation + + + + Finds blobs with the given alias. Unlike refs, aliases do not serve as GC roots. + + The store instance to read from + Alias for the blob + Cancellation token for the operation + Blobs matching the given handle + + + + Checks if the given ref exists + + The store instance to read from + Name of the reference to look for + Minimum coherency for any cached value to be returned + Cancellation token for the operation + True if the ref exists, false if it did not exist + + + + Reads a ref from the store, throwing an exception if it does not exist + + The store instance to read from + Id for the ref + Minimum coherency of any cached result + Cancellation token for the operation + The ref target + + + + Writes a new ref to the store + + The store instance to write to + Ref to write + Handle to the target blob + Options for the new ref + Cancellation token for the operation + Unique identifier for the blob + + + + Reads data for a ref from the store + + The store instance to write to + The ref identifier + Cancellation token for the operation + + + + + + + + + + Gets a snapshot of the stats for the storage namespace. + + + + + Interface for a batching storage writer + + + + + Creates a new writer for storage blobs + + Base path for any nodes written from the writer. + Options for serializing classes + New writer instance. Must be disposed after use. + + + + Adds an alias to a given blob + + Alias for the blob + Locator for the blob + Rank for this alias. In situations where an alias has multiple mappings, the alias with the highest rank will be returned by default. + Additional data to be stored inline with the alias + Cancellation token for the operation + + + + Removes an alias from a blob + + Name of the alias + Locator for the blob + Cancellation token for the operation + + + + Adds a new ref to the store + + Ref to write + Handle to the target blob + Options for the new ref + Cancellation token for the operation + Unique identifier for the blob + + + + Removes a ref from the store + + The ref identifier + Cancellation token for the operation + + + + Flush any buffered writes + + Cancellation token for the operation + + + + Default base implementation of which combines metadata updates into a + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Base class for storage namespaces that wrap a diirect key/value type store without any merging/splitting. + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + Create an in-memory storage namespace + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Identifier for a storage namespace + + + + + The text representing this id + + + + + Constructor + + Unique id for the namespace + + + + Constructor + + Unique id for the namespace + + + + + + + + + + + + + + + + + + + + + + Type converter for NamespaceId to and from JSON + + + + + + + + + + + Type converter from strings to NamespaceId objects + + + + + + + + + + + A node containing arbitrary compact binary data + + + + + Static accessor for the blob type guid + + + + + The compact binary object + + + + + Imported nodes + + + + + Constructor + + The compact binary object + List of imports for attachments + + + + + + + + + + Representation of a data stream, split into chunks along content-aware boundaries using a rolling hash (). + Chunks are pushed into a tree hierarchy as data is appended to the root, with nodes of the tree also split along content-aware boundaries with granularity. + Once a chunk has been written to storage, it is treated as immutable. + + + + + Copies the contents of this node and its children to the given output stream + + The output stream to receive the data + Options for controling serialization + Cancellation token for the operation + + + + Extension methods for chunked data node types + + + + + Copy the contents of the node to the output stream without creating the intermediate FileNodes + + Handle to the data to read + Length of the stream + + + + Copy the contents of the node to the output stream without creating the intermediate FileNodes + + Handle to the data to read + The output stream to receive the data + Cancellation token for the operation + + + + Extracts the contents of this node to a file + + Handle to the data to read + File to write with the contents of this node + Cancellation token for the operation + + + + + Copy the contents of the node to the output stream without creating the intermediate FileNodes + + Handle to the data to read + Cancellation token for the operation + + + + + + + + + + Type of a chunked data node + + + + + Unknown node type + + + + + Leaf node + + + + + An interior node + + + + + Reference to a chunked data node + + Type of the referenced node + Length of the data stream within this node + Rolling hash for this chunk. Only serialized for leaf node references. + Handle to the target node + + + + Reference to a chunked data node + + Type of the referenced node + Length of the data stream within this node + Rolling hash for this chunk. Only serialized for leaf node references. + Handle to the target node + + + Type of the referenced node + + + Length of the data stream within this node + + + Rolling hash for this chunk. Only serialized for leaf node references. + + + Handle to the target node + + + + + + + + + + + + + Leaf node constructor + + + + + Interior node constructor + + + + + Gets the target interior node handle + + + + + Gets the target leaf node handle + + + + + Read the node which is the target of this ref + + + + + Enumerates all the leaf nodes for this node + + Cancellation token for the operation + + + + + + + + + + + + + Reference to a + + Length of the leaf data + Reference to the blob + + + + Reference to a + + Length of the leaf data + Reference to the blob + + + Length of the leaf data + + + Reference to the blob + + + + + + + + + + + + + + + + + + + + + + Stores the flat list of chunks produced from chunking a single data stream + + Hash of the data + Handles to the leaf chunks + + + + Stores the flat list of chunks produced from chunking a single data stream + + Hash of the data + Handles to the leaf chunks + + + Hash of the data + + + Handles to the leaf chunks + + + + File node that contains a chunk of data + + + + + Guid for the blob type + + + + + Data for this node + + + + + Create an empty leaf node + + + + + + + + Copy the contents of the node to the output stream without creating the intermediate FileNodes + + The raw node data + The output stream to receive the data + Cancellation token for the operation + + + + Creates nodes from the given file + + Writer for output nodes + File info + Options for finding chunk boundaries + Cancellation token for the operation + Hash of the full file data + + + + Creates nodes from the given file + + Writer for output nodes + File info + Options for finding chunk boundaries + Cancellation token for the operation + Hash of the full file data + + + + Creates nodes from the given file + + Writer for output nodes + Stream to read from + Options for finding chunk boundaries + Cancellation token for the operation + Hash of the full file data + + + + Creates nodes from the given file + + Writer for output nodes + Stream to read from + Options for finding chunk boundaries + Stats for the copy operation + Cancellation token for the operation + Hash of the full file data + + + + Determines how much data to append to an existing leaf node + + Data to be appended + Options for chunking the data + Receives the rolling hash at the end of this chunk + The number of bytes to append + + + + Static accessor for the blob type + + + + + Options for creating interior nodes + + Minimum number of children in each node + Target number of children in each node + Maximum number of children in each node + Threshold hash value for splitting interior nodes + + + + Options for creating interior nodes + + Minimum number of children in each node + Target number of children in each node + Maximum number of children in each node + Threshold hash value for splitting interior nodes + + + Minimum number of children in each node + + + Target number of children in each node + + + Maximum number of children in each node + + + Threshold hash value for splitting interior nodes + + + + Default settings + + + + + Constructor + + + + + An interior file node + + + + + Static accessor for the blob type guid + + + + + Child nodes + + + + + Constructor + + + + + + Create a tree of nodes from the given list of handles, splitting nodes in each layer based on the hash of the last node. + + List of leaf handles + Options for splitting the tree + Output writer for new interior nodes + Cancellation token for the operation + Handle to the root node of the tree + + + + Create a tree of nodes from the given list of handles, splitting nodes in each layer based on the hash of the last node. + + List of leaf nodes + Options for splitting the tree + Output writer for new interior nodes + Cancellation token for the operation + Handle to the root node of the tree + + + + Split a list of leaf handles into a layer of interior nodes + + + + + + + + Copy the contents of the node to the output stream without creating the intermediate FileNodes + + Source data + The output stream to receive the data + Cancellation token for the operation + + + + Converter for interior node types + + + + + Constructor + + + + + Constructor + + Version number for serialized data + + + + + + + + + + Gets the blob type for a particular Horde api version + + + + + Stream which returns the content of a chunked data stream + + + + + + + + + + + + + + + + + + + + Constructor + + Reference to the chunked data node + + + + Constructor + + The file entry to copy from + Length of the stream. May be null. + + + + + + + + + + + + + + + + + + + + + + + + + Options for creating file nodes + + + + + Options for creating leaf nodes + + + + + Options for creating interior nodes + + + + + Constructor + + + + + Options for creating a specific type of file nodes + + Minimum chunk size + Maximum chunk size. Chunks will be split on this boundary if another match is not found. + Target chunk size for content-slicing + + + + Options for creating a specific type of file nodes + + Minimum chunk size + Maximum chunk size. Chunks will be split on this boundary if another match is not found. + Target chunk size for content-slicing + + + Minimum chunk size + + + Maximum chunk size. Chunks will be split on this boundary if another match is not found. + + + Target chunk size for content-slicing + + + + Default settings + + + + + Window size to use when scanning for split points + + + + + Accessor for the BuzHash chunking threshold + + + + + Constructor + + Fixed size chunks to use + + + + Utility class for generating FileNode data directly into instances, without constructing node representations first. + + + + + Default buffer length when calling CreateAsync/AppendAsync + + + + + Length of the file so far + + + + + Constructor + + Writer for new nodes + + + + Constructor + + Writer for new nodes + Chunking options + + + + + + + Reset the current state + + + + + Resets the state of the current leaf node + + + + + Creates data for the given file + + File to append + Cancellation token for the operation + + + + Creates data for the given file + + File to append + Size of the read buffer + Cancellation token for the operation + + + + Creates data from the given stream + + Stream to append + Cancellation token for the operation + + + + Creates data from the given stream + + Stream to append + Size of the read buffer + Cancellation token for the operation + + + + Creates data from the given data + + Stream to append + Cancellation token for the operation + + + + Appends data to the current file + + Stream containing data to append + Cancellation token for the operation + + + + Appends data to the current file + + Stream containing data to append + Size of the read buffer + Cancellation token for the operation + + + + Appends data to the current file + + Data to append + Cancellation token for the operation + + + + Determines how much data to append to an existing leaf node + + Current data in the leaf node + Data to be appended + Current BuzHash of the data + Options for chunking the data + The number of bytes to append + + + + Complete the current file, and write all open nodes to the underlying writer + + Cancellation token for the operation + Handle to the root node + + + + Writes the contents of the current leaf node to storage + + Cancellation token for the operation + Handle to the written leaf node + + + + Describes a chunked data stream + + Hash of the stream as a contiguous buffer + Handle to the root chunk containing the data + + + + Describes a chunked data stream + + Hash of the stream as a contiguous buffer + Handle to the root chunk containing the data + + + Hash of the stream as a contiguous buffer + + + Handle to the root chunk containing the data + + + + Creates chunked data from a block of memory + + Writer for output blobs + Data to create from + Cancellation token for the operation + + + + Creates chunked data from a block of memory + + Writer for output blobs + Data to create from + Options controlling the chunking + Cancellation token for the operation + + + + Writes chunked data to an output writer + + + + + Length of the current stream + + + + + Constructor + + + + + + + + Reset the current state + + + + + Creates data for the given file + + File to append + Cancellation token for the operation + + + + Creates data from the given data + + Stream to append + Cancellation token for the operation + + + + Appends data to the current file + + Data to append + Cancellation token for the operation + + + + Complete the current file, and write all open nodes to the underlying writer + + Cancellation token for the operation + Handle to the root node + + + + Complete the current file, and write all open nodes to the underlying writer + + Cancellation token for the operation + Handle to the root node + + + + A node representing commit metadata + + + + + Static accessor for the blob type guid + + + + + The commit number + + + + + Reference to the parent commit + + + + + Human readable name of the author of this change + + + + + Optional unique identifier for the author. May be an email address, user id, etc... + + + + + Human readable name of the committer of this change + + + + + Optional unique identifier for the committer. May be an email address, user id, etc... + + + + + Message for this commit + + + + + Time that this commit was created + + + + + Contents of the tree at this commit + + + + + Metadata for this commit, keyed by arbitrary GUID + + + + + Constructor + + + + + + + + A node containing ref data + + + + + Static accessor for the blob type guid + + + + + Hash of the root node + + + + + References to attachments. We embed this in the ref node to ensure any aliased blobs have a hard reference from the root. + + + + + Constructor + + + + + Constructor + + + + + Flags for a directory node + + + + + No flags specified + + + + + A directory node + + + + + Type of serialized directory node blobs + + + + + Total size of this directory + + + + + Flags for this directory + + + + + All the files within this directory + + + + + Map of name to file entry + + + + + All the subdirectories within this directory + + + + + Map of name to file entry + + + + + Constructor + + + + + + Clear the contents of this directory + + + + + Check whether an entry with the given name exists in this directory + + Name of the entry to search for + True if the entry exists + + + + Adds a new file entry to this directory + + The entry to add + + + + Adds a new file with the given name + + Name of the new directory + Flags for the new file + Chunked data for the file + The new directory object + + + + Attempts to get a file entry with the given name + + Name of the file + Entry for the given name + + + + Attempts to get a file entry with the given name + + Name of the file + Entry for the file + True if the file was found + + + + Opens a file for reading + + Name of the file to open + Stream for the file + + + + Attempts to open a file for reading + + Name of the file + File stream, or null if the file does not exist + + + + Deletes the file entry with the given name + + Name of the entry to delete + True if the entry was found, false otherwise + + + + Attempts to get a file entry from a path + + Path to the directory + Cancellation token + The directory with the given path, or null if it was not found + + + + Attempts to get a directory entry from a path + + Path to the directory + Cancellation token + The directory with the given path, or null if it was not found + + + + Deletes a file with the given path + + + + + + + + Adds a new directory with the given name + + Name of the new directory + + + + Get a directory entry with the given name + + Name of the directory + The entry with the given name + + + + Attempts to get a directory entry with the given name + + Name of the directory + Entry for the directory + True if the directory was found + + + + Tries to get a directory with the given name + + Name of the new directory + Cancellation token for the operation + The new directory object + + + + Tries to get a directory with the given name + + Name of the new directory + Cancellation token for the operation + The new directory object + + + + Deletes the file entry with the given name + + Name of the entry to delete + True if the entry was found, false otherwise + + + + Constructor + + + + + Constructor + + + + + + + + + + + Reference to a directory node, including the target hash and length + + Sum total of all the file lengths in this directory tree + Handle to the target node + + + + Reference to a directory node, including the target hash and length + + Sum total of all the file lengths in this directory tree + Handle to the target node + + + Sum total of all the file lengths in this directory tree + + + Handle to the target node + + + + Entry for a directory within a directory node + + + + + Entry for a directory within a directory node + + + + + Stats reported for copy operations + + + + + Number of files that have been copied + + + + + Total size of data to be copied + + + + + Processing speed, in bytes per second + + + + + Total size of the data downloaded + + + + + Download speed, in bytes per second + + + + + Progress logger for writing copy stats + + + + + Whether to print out separate stats for download speed + + + + + Constructor + + + + + Constructor + + + + + + + + Options for extracting data + + + + + Number of async tasks to spawn for reading + + + + + Default number of read tasks to use + + + + + Number of async tasks to spawn for decoding data + + + + + Default number of decode tasks to use + + + + + Number of async tasks to spawn for writing output + + + + + Default number of write tasks to use + + + + + Output for progress updates + + + + + Frequency that the progress object is updated + + + + + Whether to hash downloaded data to ensure it's correct + + + + + Output verbose logging about operations being performed + + + + + Extension methods for extracting data from directory nodes + + + + + Utility function to allow extracting a packed directory to disk + + Directory to update + + + + + + + Utility function to allow extracting a packed directory to disk + + Directory to extract + Direcotry to write to + Sink for progress updates + Logger for output + Cancellation token for the operation + + + + Utility function to allow extracting a packed directory to disk + + Directory to extract + Direcotry to write to + Sink for progress updates + Frequency for progress updates + Logger for output + Cancellation token for the operation + + + + Utility function to allow extracting a packed directory to disk + + Directory to extract + Direcotry to write to + Logger for output + Cancellation token for the operation + + + + Utility function to allow extracting a packed directory to disk + + Directory to extract + Direcotry to write to + Options for the download + Logger for output + Cancellation token for the operation + + + + Utility function to allow extracting a packed directory to disk + + Directory to extract + Direcotry to write to + Options for the download + Logger for output + Cancellation token for the operation + + + + Stats reported for copy operations + + + + + Number of files that have been copied + + + + + Total size of data to be copied + + + + + Processing speed, in bytes per second + + + + + Reports progress info back to callers + + + + + Progress logger for writing copy stats + + + + + Constructor + + + + + Constructor + + + + + + + + Describes an update to a file in a directory tree + + Path to the file + Length of the file data + Last modified time for the file + Flags for the new file entry + Hash of the entire stream + Chunked data for the file + + + + + Describes an update to a file in a directory tree + + Path to the file + Length of the file data + Last modified time for the file + Flags for the new file entry + Hash of the entire stream + Chunked data for the file + + + + Path to the file + + + Flags for the new file entry + + + Length of the file data + + + Hash of the entire stream + + + Chunked data for the file + + + Last modified time for the file + + + + + + + Constructor + + + + + Constructor + + + + + Writes interior node data to the given writer + + + + + Describes an update to a directory node + + + + + Directories to be updated + + + + + Files to be updated + + + + + Reset this instance + + + + + Adds a file by path to this object + + Path to add to + Content for the file + + + + Adds a file to the tree + + Path to the file + Flags for the new file entry + Length of the file + Last modified time for the file + Chunked data instance + + + + + Adds a filtered list of files from disk + + Files to add + + + + Writes interior node data to the given writer + + + + + Extension methods for directory node updates + + + + + Writes a tree of files to a storage writer + + + + + Writes a tree of files to a storage writer + + + + + Writes a tree of files to a storage writer + + + + + + + + + + + + + + Updates this tree of directory objects + + Directory to update + Files to add + Writer for new node data + Cancellation token for the operation + + + + Updates this tree of directory objects + + Directory to update + Files to add + Writer for new node data + Cancellation token for the operation + + + + Adds files from a directory to the storage + + Directory to add to + Base directory to base paths relative to + Files to add + Options for chunking file content + Writer for new node data + Feedback interface for progress updates + Cancellation token for the operation + + + + Copies entries from a zip file + + Directory to update + Input stream + Writer for new nodes + + Cancellation token for the operation + + + + Stream which zips a directory node tree dynamically + + + + + + + + + + + + + + + + + + + + Constructor + + Root node to copy from + Filter for files to include in the zip + Optional logger for debug tracing + + + + + + + + + + + + + + + + + + + + + + + + + + + + Extension methods for + + + + + Returns a stream containing the zipped contents of this directory + + The directory to zip + Filter for files to include in the zip + Logger for diagnostic output + Stream containing zipped archive data + + + + Flags for a file entry + + + + + No other flags set + + + + + Indicates that the referenced file is executable + + + + + File should be stored as read-only + + + + + File contents are utf-8 encoded text. Client may want to replace line-endings with OS-specific format. + + + + + Used to indicate that custom data is included in the output. Used internally for serialization; not exposed to users. + + + + + File should be materialized as UTF-16 (but is stored as a UTF-8 source) + + + + + Whether the file entry includes a modification time + + + + + Entry for a file within a directory node + + + + + Name of this file + + + + + Flags for this file + + + + + Length of this entry + + + + + Hash of the file as a contiguous stream. This differs from individual node hashes which hash the Merkle tree of chunks forming it. + + + + + Reference to the chunked data for the file + + + + + Last modified time. Only valid if FileEntryFlags.HasModTime is set. + + + + + Custom user data for this file entry + + + + + Constructor + + + + + Constructor + + + + + Creates a stream that returns the contents of this file + + The content stream + + + + Copies the contents of this node and its children to the given output stream + + The output stream to receive the data + Cancellation token for the operation + + + + Reads this entire file as a byte array + + Cancellation token for the operation + + + + Extracts the contents of this node to a file + + File to write with the contents of this node + Cancellation token for the operation + + + + + Get the permission flags from a file on disk + + File to check + Permission flags for the given file + + + + Applies the correct permissions to a file for a particular set of file entry flags + + File to modify + Flags for the file + + + + + + + Shared definitions for + + + + + Static accessor for the blob type guid + + + + + A node containing arbitrary compact binary data + + + + + The target handle + + + + + Constructor + + Target node for the redirect + + + + + + + + + + Path to an object within an . Object keys are normalized to lowercase, and may consist of the characters [a-z0-9_./]. + + + + + Dummy enum to allow invoking the constructor which takes a sanitized full path + + + + + Dummy value + + + + + Accessor for the internal path string + + + + + Constructor + + Path to the blob. The meaning of this string is implementation defined. + + + + Constructor + + Path to the blob. The meaning of this string is implementation defined. + + + + Constructor + + Path to the blob. The meaning of this string is implementation defined. + + + + + Makes an object key from the given path + + + + + Whether the blob locator is valid + + + + + + + + + + + + + + + + + + + + + + + Storage backend that utilizes the local filesystem + + + + + Accessor for the base directory + + + + + + + + Constructor + + Base directory for the store + Cache for memory mapped files + + + + Gets the path for storing a file on disk + + + + + + + + Maps a file into memory for reading, and returns a handle to it + + Path to the file + Offset of the data to retrieve + Length of the data + Handle to the data. Must be disposed by the caller. + + + + + + + + + + + + + + + + Delete a file from the store + + + + + + + + + + + + + + + + + + Storage backend that utilizes the local filesystem + + + + + Constructor + + + + + + + + Create a new store instance with the given base directory + + + + + Implements an object store utilizing standard HTTP operations + + + + + + + + Constructor + + Base url for the store + Method for creating a new http client + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In-memory implementation of a storage backend + + + + + Read only access to the stored blobs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Storage backend wrapper which adds a prefix to the start of each item + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Identifier for a ref in the storage system. Refs serve as GC roots, and are persistent entry points to expanding data structures within the store. + + + + + Empty ref name + + + + + String for the ref name + + + + + Constructor + + + + + + Constructor + + + + + + Validates a given string as a blob id + + String to validate + Name of the argument + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Construct a ref from a string + + Name of the ref + + + + Type converter for IoHash to and from JSON + + + + + + + + + + + Type converter from strings to IoHash objects + + + + + + + + + + + Type converter to compact binary + + + + + + + + + + + + + + Implementation of a local disk cache which can be shared by multiple backends + + + + + Constructor + + + + + Constructor + + + + + Constructor + + Directory to storage cache files. Will be cleared on startup. Defaults to a randomly generated directory in the users's temp folder. + Maximum size of the cache. Defaults to 50mb. + Logger for error/warning messages + + + + + + + Wraps an onject store in another store that routes requests through the cache + + Prefix for items in this cache + Backend to wrap + + + + Wraps a storage backend in another backend that routes requests through the cache + + Prefix for items in this cache + Backend to wrap + + + + Wraps a storage backend in another backend that routes requests through the cache + + Prefix for items in this cache + Backend to wrap + The cache instance. May be null. + + + + + + + Get stats for the cache operation + + + + + + + + Base exception for the storage service + + + + + Constructor + + + + + Constructor + + + + + Exception thrown when an object does not exist + + + + + Path to the object + + + + + Constructor + + + + + Constructor + + + + + Exception for a ref not existing + + + + + Name of the missing ref + + + + + Constructor + + + + + + Response from uploading a bundle + + + + + Path to the uploaded blob + + + + + URL to upload the blob to. + + + + + Flag for whether the client could use a redirect instead (ie. not post content to the server, and get an upload url back). + + + + + Response object for finding an alias + + + + + Locator for the target blob + + + + + Rank of this alias + + + + + Inline data associated with this alias + + + + + Default constructor + + + + + Constructor + + + + + Response object for searching for nodes with a given alias + + + + + Hash of the target node + + + + + Request to batch update metadata in the database + + + + + List of aliases to add + + + + + List of aliases to remove + + + + + List of refs to add + + + + + List of refs to remove + + + + + Request object for adding an alias + + + + + Name of the alias + + + + + Rank for the new alias + + + + + Data to store with the ref + + + + + Path to the target blob + + + + + Request object for removing an alias + + + + + Name of the alias + + + + + Path to the target blob + + + + + Request object for writing a ref + + + + + Hash of the target blob + + + + + Path to the target blob + + + + + Locator for the target blob + + + + + Export index for the ref + + + + + Inline data associated with the ref + + + + + Options for the ref + + + + + Request object for removing a ref + + + + + Name of the ref + + + + + Request object for removing a ref + + + + + Name of the ref + + + + + Response object for reading a ref + + + + + Hash of the target node + + + + + The target blob + + + + + Link to information about the target node + + + + + Base path for this storage backend + + + + + Base exception type for workspace errors + + + + + Constructor + + + + + Provides functionality to extract and patch data in a local workspace + + + + + Metadata directory name + + + + + Root directory for the workspace + + + + + Layers current in this workspace + + + + + Constructor + + Directory for the workspace + Path to the state file for this directory + Reader for + Logger for diagnostic output + + + + Create a new workspace instance in the given location. Opens the existing instance if it already contains workspace data. + + Root directory for the workspace + Logger for output + Cancellation token for the operation + Workspace instance + + + + Create a new workspace instance in the given location. Opens the existing instance if it already contains workspace data. + + Root directory for the workspace + Logger for output + Cancellation token for the operation + Workspace instance + + + + Attempts to open an existing workspace for the current directory. + + Root directory for the workspace + Logger for output + Cancellation token for the operation + Workspace instance + + + + Attempts to open an existing workspace for the current directory. + + Root directory for the workspace + Logger for output + Cancellation token for the operation + Workspace instance + + + + Save the current state of the workspace + + Cancellation token for the operation + + + + Add or update a layer with the given identifier + + Identifier for the layer + + + + Removes a layer with the given identifier. Does not remove any files in the workspace. + + Layer to update + + + + Adds files to the workspace + + Layer to add the files to + Files to add + Cancellation token for the operation + + + + Filters the contents of a layer + + Layer to filter + Filter to be applied to the tree + Cancellation token for the operation + + + + Prints the status of files in this workspace based on current filesystem metadata + + Filter for files to include + Flags for changes to show + Cancellation token for the operation + + + + Syncs a layer to the given contents at a given base path + + Identifier for the layer + Base path within the workspace to sync to. + New contents for the layer + Options for extraction + Stats for the sync operation + Cancellation token for the operation + + + + Syncs a layer to the given contents + + Identifier for the layer + New contents for the layer + Options for the extraction + Stats for the sync operation + Cancellation token for the operation + + + + + + + Prints the status of files in this workspace based on current filesystem metadata + + Filter for files to include + Flags for changes to show + Cancellation token for the operation + + + + Updates the status of files in this workspace based on current filesystem metadata + + Cancellation token for the operation + + + + Updates the status of files in this workspace based on current filesystem metadata + + Layer to add new files to + Filter for the files to add + Cancellation token for the operation + + + + Checks that all files within the workspace have the correct hash + + Cancellation token for the operation + + + + Flags for showing modified flags in a workspace + + + + + Include nothing + + + + + Directories which have been added + + + + + Directories which have been removed + + + + + Files which have been added + + + + + Files which have been removed + + + + + Files which have been modified + + + + + Files which have not been modified + + + + + Default flags for status calls + + + + + Stats for a sync + + + + + Number of identical files that were kept + + + + + Number of files that were moved during a sync operation + + + + + Number of bytes that were copied from elsewhere in the tree + + + + + Number of bytes that were downloaded + + + + + Identifier for a workspace layer + + Identifier for the layer + + + + Identifier for a workspace layer + + Identifier for the layer + + + Identifier for the layer + + + + Name of the default layer + + + + + Constructor + + + + + Parse an identifier + + + + + + + + Converter class to and from ObjectId values + + + + + + + + + + + Unique id for an artifact + + Identifier for the artifact + + + + Unique id for an artifact + + Identifier for the artifact + + + Identifier for the artifact + + + + + + + + + + Converter class to and from ObjectId values + + + + + + + + + + + Creates a new artifact + + Name of the artifact + Additional search keys tagged on the artifact + Description for the artifact + Stream to create the artifact for + Keys used to identify the artifact + Metadata for the artifact + + + + Creates a new artifact + + Name of the artifact + Additional search keys tagged on the artifact + Description for the artifact + Stream to create the artifact for + Keys used to identify the artifact + Metadata for the artifact + + + Name of the artifact + + + Additional search keys tagged on the artifact + + + Description for the artifact + + + Stream to create the artifact for + + + Keys used to identify the artifact + + + Metadata for the artifact + + + + Legacy Perforce changelist number. + + + + + Commit for the new artifact + + + + + Information about a created artifact + + Identifier for the new artifact + Resolved commit id for the artifact + Namespace that should be written to with artifact data + Ref to write to + Ref for the artifact at the changelist prior to this one. Can be used to deduplicate against. + Token which can be used to upload blobs for the artifact, and read blobs from the previous artifact + + + + Information about a created artifact + + Identifier for the new artifact + Resolved commit id for the artifact + Namespace that should be written to with artifact data + Ref to write to + Ref for the artifact at the changelist prior to this one. Can be used to deduplicate against. + Token which can be used to upload blobs for the artifact, and read blobs from the previous artifact + + + Identifier for the new artifact + + + Resolved commit id for the artifact + + + Namespace that should be written to with artifact data + + + Ref to write to + + + Ref for the artifact at the changelist prior to this one. Can be used to deduplicate against. + + + Token which can be used to upload blobs for the artifact, and read blobs from the previous artifact + + + + Type of data to download for an artifact + + + + + Download as a zip file + + + + + Download as a UGS link + + + + + Describes an artifact + + + + + + + + + + + + + + + + + + + + Change number + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + + Result of an artifact search + + + + + List of artifacts matching the search criteria + + + + + Describes a file within an artifact + + + + + Name of this file + + + + + Length of this entry + + + + + Hash of the target node + + + + + Constructor + + + + + Describes a file within an artifact + + + + + Name of this file + + + + + Length of this entry + + + + + Hash of the target node + + + + + Constructor + + + + + Describes a directory within an artifact + + + + + Names of sub-directories + + + + + Files within the directory + + + + + Request to create a zip file with artifact data + + + + + Filter lines for the zip. Uses standard syntax. + + + + + Name of an artifact + + The artifact type + + + + Name of an artifact + + The artifact type + + + The artifact type + + + + Constructor + + Identifier for the artifact type + + + + + + + Converter to and from instances. + + + + + + + + + + + Type of an artifact + + The artifact type + + + + Type of an artifact + + The artifact type + + + The artifact type + + + + Default artifact type + + + + + Output from a build step + + + + + Captured state from the machine executing a build step + + + + + Traces from the machine executing a build step + + + + + Test data generated by a machine executing a build step + + + + + Constructor + + Identifier for the artifact type + + + + + + + Converter to and from instances. + + + + + + + + + + + Exception thrown to indicate that an artifact type does not exist + + + + + The stream containing the artifact + + + + + The missing artifact type + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Information about an artifact + + + + + Identifier for the Artifact. Randomly generated. + + + + + Name of the artifact + + + + + Type of artifact + + + + + Description for the artifact + + + + + Identifier for the stream that produced the artifact + + + + + Change that the artifact corresponds to + + + + + Keys used to collate artifacts + + + + + Metadata for the artifact + + + + + Storage namespace containing the data + + + + + Name of the ref containing the root data object + + + + + Time at which the artifact was created + + + + + Handle to the artifact data + + + + + Deletes this artifact + + Cancellation token for the operation + + + + Used to write data into an artifact + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Creates a writer for new artifact blobs + + + + + Adds an alias to a given blob + + Alias for the blob + Locator for the blob + Rank for this alias. In situations where an alias has multiple mappings, the alias with the highest rank will be returned by default. + Additional data to be stored inline with the alias + Cancellation token for the operation + + + + Finish writing the artifact data + + Root blob for the artifact + Cancellation token for the operation + The complete artifact + + + + Interface for a collection of artifacts + + + + + Creates a new artifact + + Name of the artifact + Type identifier for the artifact + Description for the artifact + Stream that the artifact was built from + Commit that the artifact was built from + Keys for the artifact + Metadata for the artifact + Cancellation token for the operation + The new log file document + + + + Finds artifacts with the given keys. + + Identifiers to return + Stream to find artifacts for + Minimum commit for the artifacts (inclusive) + Maximum commit for the artifacts (inclusive) + Name of the artifact to search for + The artifact type + Set of keys, all of which must all be present on any returned artifacts + Maximum number of results to return + Cancellation token for the operation + Sequence of artifacts. Ordered by descending CL order, then by descending order in which they were created. + + + + Gets an artifact by ID + + Unique id of the artifact + Cancellation token for the operation + The artifact document + + + + Extension methods for artifacts + + + + + Finds artifacts with the given keys. + + Collection to operate on + Stream to find artifacts for + Minimum commit for the artifacts (inclusive) + Maximum commit for the artifacts (inclusive) + Name of the artifact to search for + The artifact type + Set of keys, all of which must all be present on any returned artifacts + Maximum number of results to return + Cancellation token for the operation + Sequence of artifacts. Ordered by descending CL order, then by descending order in which they were created. + + + + Request to return a set of blobs for Unsync + + + + + The strong hash algorithm + + + + + Files to retrieve + + + + + Files to retrieve + + + + + Requests a set of blobs from a particular file + + + + + Path to the file + + + + + Blobs to return + + + + + Requests a block of data + + + + + Hash of the block + + + + + Base class for configuring HTTP service clients + + + + + Base address for http requests + + + + + + + + + + + + + + + + + + + + + + + Exception thrown due to failed authorization + + + + + Constructor + + + + + Options for authenticating particular requests + + + + + Url of the auth server + + + + + Type of grant + + + + + Client id + + + + + Client secret + + + + + Scope of the token + + + + + Http message handler which adds an OAuth authorization header using a cached/periodically refreshed bearer token + + + + + Constructor + + + + + + + + + + Updates the current access token + + + + + + Factory for creating OAuth2AuthProvider instances from a set of options + + + + + Constructor + + + + + + Create an instance of the auth provider + + + + + + + Options for authenticating particular requests + + + + + Bearer token for auth + + + + + Http message handler which adds an OAuth authorization header using a cached/periodically refreshed bearer token + + + + + Constructor + + + + + + + + + Normalized string identifier for a resource + + + + + Number of bytes in the identifier + + + + + Number of characters when formatted as a string + + + + + Constructor + + Bytes to parse + + + + Parse a binary id from a string + + + + + Parse a binary id from a string + + + + + Parse a binary id from a string + + + + + Attempt to parse a binary id from a string + + + + + Attempt to parse a binary id from a string + + + + + Attempt to parse a binary id from a string + + + + + Attempt to parse a binary id from a string + + + + + Checks whether this BinaryId is set + + + + + + + + + + + + + + + + + Format this id as a sequence of UTF8 characters + + + + + Format this id as a sequence of UTF8 characters + + + + + Format this id as a sequence of UTF8 characters + + + + + Format this id as a sequence of UTF8 characters + + + + + + + + Compares two binary ids for equality + + The first string id + Second string id + True if the two string ids are equal + + + + Compares two binary ids for inequality + + The first string id + Second string id + True if the two string ids are not equal + + + + Class which serializes types + + + + + + + + + + + Class which serializes types + + + + + + + + + + + + + + + + + Base class for converting to and from types containing a . Useful pattern for reducing boilerplate with strongly typed records. + + + + + + Converts a type to a + + + + + Constructs a type from a + + + + + Attribute declaring a for a particular type + + + + + The converter type + + + + + Constructor + + + + + Converter to compact binary objects + + + + + + + + + + + + + + Class which serializes types with a to Json + + + + + + + + + + + + + + + + + Class which serializes types with a to Json + + + + + + + + + + + Creates constructors for types with a to Json + + + + + + + + + + + Identifier for a commit from an arbitary version control system. + + + + + Commit id with an empty name + + + + + Name of this commit. Compared as a case-insensitive string. + + + + + Constructor + + + + + Creates a commit it from a Perforce changelist number. Temporary helper method for migration purposes. + + + + + Creates a commit it from a Perforce changelist number. Temporary helper method for migration purposes. + + + + + Gets the Perforce changelist number. Temporary helper method for migration purposes. + + + + + Gets the Perforce changelist number. Temporary helper method for migration purposes. + + + + + Gets the Perforce changelist number. Temporary helper method for migration purposes. + + + + + + + + + + + + + + + + + Test two commits for equality + + + + + Test two commits for inequality + + + + + + + + + + + + + + + + + + + + + + + Variant of including a value that allows it to be used for ordering. + + + + + Commit id with an empty name + + + + + Value used for ordering commits. + + + + + Constructor + + + + + Creates a commit it from a Perforce changelist number. Temporary helper method for migration purposes. + + + + + Creates a commit it from a Perforce changelist number. Temporary helper method for migration purposes. + + + + + + + + + + + + + + + + + Information about a commit + + + + + The commit id + + + + + The changelist number + + + + + Name of the user that authored this change [DEPRECATED] + + + + + Information about the user that authored this change + + + + + The description text + + + + + Tags for this commit + + + + + List of files that were modified, relative to the stream base + + + + + Constructor + + + + + Constants for known commit tags + + + + + Predefined filter name for commits containing code + + + + + Predefined filter name for commits containing content + + + + + The tag text + + + + + Constructor + + + + + + Check if the current tag is empty + + + + + + + + + + + + + + + + + Compares two string ids for equality + + The first string id + Second string id + True if the two string ids are equal + + + + Compares two string ids for inequality + + The first string id + Second string id + True if the two string ids are not equal + + + + Converts values to and from JSON + + + + + + + + + + + Stores metadata about a commit + + + + + Id for this commit + + + + + Stream containing the commit + + + + + The change that this commit originates from + + + + + The author user id + + + + + The owner of this change, if different from the author (due to Robomerge) + + + + + Changelist description + + + + + Base path for all files in the change + + + + + Date/time that change was committed + + + + + Gets the list of tags for the commit + + Cancellation token for the operation + True if the commit has the given tag + + + + Determine if this commit matches the given filter. Prefer using commit tags rather than this method; the results can be cached. + + Filter to test + Cancellation token for the operation + + + + + Gets the files for this change, relative to the root of the stream + + Minimum number of files to return. The response will include at least this number of files, unless the commit has fewer files. + Maximum number of files to return. Querying large number of files may cause performance issues with merge commits. + Cancellation token for the operation + List of files modified by this commit + + + + Extension methods for operating on commits + + + + + Gets the files for this change, relative to the root of the stream + + Commit to operate on + Number of files to return + Cancellation token for the operation + List of files modified by this commit + + + + Represents errors that occur during commit collection operations. + This exception is thrown when operations on a fail. + + Serves as a wrapper for underlying VCS-specific exceptions, providing consistent errors for each VCS implementation + + + + + Represents errors that occur during commit collection operations. + This exception is thrown when operations on a fail. + + Serves as a wrapper for underlying VCS-specific exceptions, providing consistent errors for each VCS implementation + + + + + VCS abstraction. Provides information about commits to a particular stream. + + + + + Creates a new change + + Path to modify in the change + Description of the change + Cancellation token for the operation + New commit information + + + + Gets a commit by id + + Commit to query + Cancellation token for the operation + Commit details + + + + Gets an ordered commit id + + The commit to query + Cancellation token for the operation + Numbered commit id + + + + Finds changes submitted to a stream, in reverse order. + + The minimum changelist number + Whether to include the minimum changelist in the range of enumerated responses + The maximum changelist number + Whether to include the maximum changelist in the range of enumerated responses + Maximum number of results to return + Tags for the commits to return + Cancellation token for the operation + Changelist information + + + + Subscribes to changes from this commit source + + Minimum changelist number (exclusive) + Tags for the commit to return + Cancellation token for the operation + New change information + + + + Extension methods for + + + + + Creates a new change for a template + + The Perforce service instance + The template being built + Cancellation token for the operation + New changelist number + + + + Finds changes submitted to a stream, in reverse order. + + Collection to operate on + The minimum changelist number + The maximum changelist number + Maximum number of results to return + Tags for the commits to return + Cancellation token for the operation + Changelist information + + + + Gets the last code code equal or before the given change number + + The commit source to query + Maximum code change to query + Cancellation token for the operation + The last code change + + + + Finds the latest commit from a source + + The commit source to query + Cancellation token for the operation + The latest commit + + + + Finds the latest commit from a source + + The commit source to query + Cancellation token for the operation + The latest commit + + + + Exception thrown when a condition is not valid + + + + + Constructor + + + + + + A conditional expression that can be evaluated against a particular object + + + + + The condition text + + + + + Error produced when parsing the condition + + + + + Determines if the condition is empty + + True if the condition is empty + + + + Checks if the condition has been parsed correctly + + + + + Parse the given text as a condition + + Condition text to parse + The new condition object + + + + Attempts to parse the given text as a condition + + Condition to parse + The parsed condition. Does not validate whether the parse completed successfully; call to verify. + + + + Evaluate the condition using the given callback to retreive property values + + + + + + + Implicit conversion from string to conditions + + + + + + + + + Converter from conditions to compact binary objects + + + + + + + + + + + + + + Type converter from strings to condition objects + + + + + + + + + + + + + + + + + Type converter from Json strings to condition objects + + + + + + + + Represents a remotely executed process managed by the Horde agent + + + + + + + + Constructor + + + + + + + + + + + + + + Type of a compute message + + + + + No message was received (end of stream) + + + + + No-op message sent to keep the connection alive. Remote should reply with the same message. + + + + + Sent in place of a regular response if an error occurs on the remote + + + + + Fork the message loop into a new channel + + + + + Sent as the first message on a channel to notify the remote that the remote end is attached + + + + + Extract files on the remote machine (Initiator -> Remote) + + + + + Notification that files have been extracted (Remote -> Initiator) + + + + + Deletes files on the remote machine (Initiator -> Remote) + + + + + Execute a process in a sandbox (Initiator -> Remote) + + + + + Execute a process in a sandbox (Initiator -> Remote) + + + + + Execute a process in a sandbox (Initiator -> Remote) + + + + + Returns output from the child process to the caller (Remote -> Initiator) + + + + + Returns the process exit code (Remote -> Initiator) + + + + + Reads a blob from storage + + + + + Response to a request. + + + + + Xor a block of data with a value + + + + + Result from an request. + + + + + Flags describing how to execute a compute task process on the agent + + + + + No execute flags set + + + + + Request execution to be wrapped under Wine when running on Linux. + Agent still reserves the right to refuse it (e.g no Wine executable configured, mismatching OS etc) + + + + + Use compute process executable as entrypoint for container + If not set, path to the executable is passed as the first parameter to the container invocation + + + + + Standard implementation of a message + + + + + Type of the message + + + + + Data that was read + + + + + Constructor + + + + + + + + + + + + + + Exception thrown when an invalid message is received + + + + + Constructor + + + + + Exception thrown when a compute execution is cancelled + + + + + Constructor + + + + + Try constructing and throwing if the exception message matches a cancellation exception + + Deserialized exception message + If message matches + + + + Writer for compute messages + + + + + Sends the current message + + + + + Message for reporting an error + + + + + Message for reporting an error + + + + + Message requesting that the message loop be forked + + New channel to communicate on + Size of the buffer + + + + Message requesting that the message loop be forked + + New channel to communicate on + Size of the buffer + + + New channel to communicate on + + + Size of the buffer + + + + Extract files from a bundle to a path in the remote sandbox + + Path to extract the files to + Locator for the tree to extract + + + + Extract files from a bundle to a path in the remote sandbox + + Path to extract the files to + Locator for the tree to extract + + + Path to extract the files to + + + Locator for the tree to extract + + + + Deletes files or directories in the remote + + Filter for files to delete + + + + Deletes files or directories in the remote + + Filter for files to delete + + + Filter for files to delete + + + + Message to execute a new child process + + Executable path + Arguments for the executable + Working directory to execute in + Environment variables for the child process. Null values unset variables. + Additional execution flags + URL to container image. If specified, process will be executed inside this container + + + + Message to execute a new child process + + Executable path + Arguments for the executable + Working directory to execute in + Environment variables for the child process. Null values unset variables. + Additional execution flags + URL to container image. If specified, process will be executed inside this container + + + Executable path + + + Arguments for the executable + + + Working directory to execute in + + + Environment variables for the child process. Null values unset variables. + + + Additional execution flags + + + URL to container image. If specified, process will be executed inside this container + + + + Response from executing a child process + + Exit code for the process + + + + Response from executing a child process + + Exit code for the process + + + Exit code for the process + + + + Creates a blob read request + + + + + Creates a blob read request + + + + + Message for running an XOR command + + Data to xor + Value to XOR with + + + + Message for running an XOR command + + Data to xor + Value to XOR with + + + Data to xor + + + Value to XOR with + + + + Wraps various requests across compute channels + + + + + Closes the remote message loop + + + + + Sends a ping message to the remote + + + + + Sends an exception response to the remote + + + + + Sends an exception response to the remote + + + + + Parses a message as an + + + + + Requests that the remote message loop be forked + + + + + Parses a fork request message + + + + + Notifies the remote that a buffer has been attached + + + + + Waits until an attached notification is received along the channel + + + + + + + + Throw an exception if message is not of expected type + + Agent message to extend + Optional type to expect. If not specified, assume type was unwanted no matter what + + + + Creates a sandbox on the remote machine + + + + + Parses a message as a + + + + + Destroys a sandbox on the remote machine + + Current channel + Paths of files or directories to delete + Cancellation token for the operation + + + + Parses a message as a + + + + + Executes a remote process (using ExecuteV1) + + Current channel + Executable to run, relative to the sandbox root + Arguments for the child process + Working directory for the process + Environment variables for the child process + Cancellation token for the operation + + + + Executes a remote process (using ExecuteV2) + + Current channel + Executable to run, relative to the sandbox root + Arguments for the child process + Working directory for the process + Environment variables for the child process + Additional execution flags + Cancellation token for the operation + + + + Executes a remote process (using ExecuteV3) + + Current channel + Executable to run, relative to the sandbox root + Arguments for the child process + Working directory for the process + Environment variables for the child process + Additional execution flags + Optional container image URL. If set, execution will happen inside this container + Cancellation token for the operation + + + + Parses a message as a + + + + + Parses a message as a + + + + + Parses a message as a + + + + + Sends output from a child process + + + + + Sends a response from executing a child process + + + Exit code from the process + Cancellation token for the operation + + + + Parses a message as a + + + + + + + + + + + + Wraps a compute message containing blob data + + + + + Reads a blob from the remote + + Channel to write to + Path for the blob + Offset within the blob + Length of data to return + Cancellation token for the operation + Stream containing the blob data + + + + Writes blob data to a compute channel + + Channel to write to + The read request + Storage backend to retrieve the blob from + Cancellation token for the operation + + + + Writes blob data to a compute channel + + Channel to write to + Locator for the blob to send + Starting offset of the data + Length of the data + Storage backend to retrieve the blob from + Cancellation token for the operation + + + + Send a message to request that a byte string be xor'ed with a particular value + + + + + Parse a message as an XOR request + + + + + Implementation of a compute channel + + + + + Allows creating new messages in rented memory + + + + + + + + + + + + + + + + + The negotiated compute protocol version number + + + + + Constructor + + + Protocol version number + + + Logger for diagnostic output + + + + Constructor + + + + + + Logger for diagnostic output + + + + Overridable dispose method + + + + + Mark the send buffer as complete + + + + + + + + + + + Extension methods to allow creating channels from leases + + + + + Creates a message channel with the given identifier + + Socket to create a channel for + Identifier for the channel + + + + Creates a message channel with the given identifier + + Socket to create a channel for + Identifier for the channel + Size of the send and receive buffer + + + + Creates a message channel with the given identifier + + Socket to create a channel for + Identifier for the channel + Size of the send buffer + Size of the recieve buffer + + + + Reads a message from the channel + + Channel to receive on + Expected type of the message + Cancellation token for the operation + Data for a message that was read. Must be disposed. + + + + Creates a new builder for a message + + Channel to send on + Type of the message + Cancellation token for the operation + New builder for messages + + + + Forwards an existing message across a channel + + Channel to send on + The message to be sent + Cancellation token for the operation + + + + Implements the remote end of a compute worker. + + + + + Constructor + + Directory to use for reading/writing files + Environment variables to set for any child processes + Whether to execute any external assemblies in the current process + Path to Wine executable. If null, execution under Wine is disabled + Path to container engine executable, e.g /usr/bin/podman. If null, execution inside a container is disabled + Logger for diagnostics + + + + Runs the worker using commands sent along the given socket + + Socket to read from + Cancellation token for the operation + + + + Flattens and merges available env vars to be used for compute process execution + + Optional extra env vars + Merged environment variables + + + + Get user identity (Linux only) + + Real user ID of the calling process + + + + Get group identity (Linux only) + + Real group ID of the calling process + + + + Storage backend which can read bundles over a compute channel + + + + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In-process buffer used to store compute messages + + + + + Constructor + + Total capacity of the buffer + + + + Constructor + + Number of chunks in the buffer + Length of each chunk + Number of readers for this buffer + + + + + + + Core implementation of + + + + + + + + + + + + + + + + + + + + Core implementation of + + + + + + + + Constructor + + + + + + + + Create a new shared memory buffer + + Name of the buffer + Capacity of the buffer + + + + Create a new shared memory buffer + + Name of the buffer + Number of chunks in the buffer + Length of each chunk + + + + Open an existing buffer by name + + Name of the buffer to open + + + + Core implementation of + + + + + Create a new shared memory buffer + + Name of the buffer + Number of chunks in the buffer + Length of each chunk + + + + Open an existing buffer by name + + Name of the buffer to open + + + + + + + + + + + + + + + + + + + Runs a local Horde Agent process to process compute requests without communicating with a server + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + Path to the Horde Agent assembly + Loopback port to connect on + Factory for logger instances + + + + + + + + + + + + + Implementation of which marshals data over a loopback connection to a method running on a background task in the same process. + + + + + + + + + + + Constructor + + Port to connect on + Sandbox directory for the worker + Whether to run external assemblies in-process. Useful for debugging. + Logger for diagnostic output + + + + + + + Sets up the loopback listener and calls the server method + + + + + + + + + + + + + + Handshake request message for tunneling server + + Target host to relay traffic to/from + Target port + + + + Handshake request message for tunneling server + + Target host to relay traffic to/from + Target port + + + Target host to relay traffic to/from + + + Target port + + + + Serialize the message + + A string based representation + + + + Deserialize the message + + A raw string to deserialize + A request message + + + + + Handshake response message for tunneling server + + Whether successful or not + Message with additional information describing the outcome + + + + Handshake response message for tunneling server + + Whether successful or not + Message with additional information describing the outcome + + + Whether successful or not + + + Message with additional information describing the outcome + + + + Serialize the message + + A string based representation + + + + Deserialize the message + + A raw string to deserialize + A request message + + + + + Exception for ServerComputeClient + + + + + + + + + + + Helper class to enlist remote resources to perform compute-intensive tasks. + + + + + Length of the nonce sent as part of handshaking between initiator and remote + + + + + + + + + + + Constructor + + Factory for constructing http client instances + Logger for diagnostic messages + + + + Constructor + + Factory for constructing http client instances + Arbitrary ID used for identifying this compute client. If not provided, a random one will be generated + Logger for diagnostic messages + + + + + + + + + + + + + + + + Exception indicating that no matching compute agents were found + + + + + The compute cluster requested + + + + + Requested agent requirements + + + + + Constructor + + + + + Identifier for a compute cluster + + + + + The text representing this id + + + + + Constructor + + Unique id for the string + + + + + + + + + + + + + + + + + + + + + + Compact binary converter for ClusterId + + + + + + + + + + + + + + Type converter for ClusterId to and from JSON + + + + + + + + + + + Type converter from strings to ClusterId objects + + + + + + + + + + + In-process buffer used to store compute messages + + + + + Maximum number of chunks in a buffer + + + + + Maximum number of readers + + + + + Constructor + + Resources shared between instances of the buffer + + + + + + + Overridable dispose method + + + + + Creates a new reader for this buffer + + + + + Writer for this buffer + + + + + Creates a new reference to the underlying buffer. The underlying resources will only be destroyed once all instances are disposed of. + + + + + Read interface for a compute buffer + + + + + Create a new reader instance using the same underlying buffer + + + + + + + + Detaches this reader from the underlying buffer + + + + + Whether this buffer is complete (no more data will be added) + + + + + Updates the read position + + Size of data that was read + + + + Gets the next data to read + + Memory to read from + + + + Read from a buffer into another buffer + + Memory to receive the read data + Cancellation token for the operation + Number of bytes read + + + + Wait for data to be available, or for the buffer to be marked as complete + + Minimum amount of data to read + Cancellation token for the operation + True if new data is available, false if the buffer is complete + + + + Buffer that can receive data from a remote machine. + + + + + Create a new writer instance using the same underlying buffer + + + + + + + + + + + Gets memory to write to + + Memory to be written to + + + + Mark the output to this buffer as complete + + Whether the writer was marked as complete. False if the writer has already been marked as complete. + + + + Writes data into a buffer from a memory block + + The data to write + Cancellation token for the operation + + + + Gets memory to write to + + Minimum size of the desired write buffer + Cancellation token for the operation + Memory to be written to + + + + State shared between buffer instances + + + + + Write state for a chunk + + + + + Writer has moved to the next chunk + + + + + Chunk is still being appended to + + + + + This chunk marks the end of the stream + + + + + Stores the state of a chunk in a 64-bit value, which can be updated atomically + + + + + Stores the state of a chunk in a 64-bit value, which can be updated atomically + + + + + + + + Wraps a pointer to the state of a chunk + + + + + + + + State of a reader + + + + + State of a reader + + + + + + + + Wraps a pointer to the state of a writer + + + + + State of the writer + + + + + State of the writer + + + + + + + + Wraps a pointer to the state of a writer + + + + + Tracked state of the buffer + + + + + Constructor + + + + + Increment the reference count on this object + + + + + Decrement the reference count on this object, and dispose of it once it reaches zero + + + + + + + + Overridable dispose method + + + + + Signals a read event + + + + + Signals read events for every reader + + + + + Waits for a read event to be signalled + + + + + Signals the write event + + + + + Waits for the write event to be signalled + + + + + Allocate a new reader + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Conventional TCP-like interface for writing data to a socket. Sends are "push", receives are "pull". + + + + + Reader for the channel + + + + + Writer for the channel + + + + + Constructor + + + + + + + + + + Sends data to a remote channel + + Memory to write + Cancellation token for the operation + + + + Marks a channel as complete + + Buffer to receive the data + Cancellation token for the operation + + + + Reads a complete message from the given socket, retrying reads until the buffer is full. + + Buffer to store the data + Cancellation token for the operation + + + + Reads either a full message or end of stream from the channel + + Buffer to store the data + Cancellation token for the operation + + + + Mark the channel as complete (ie. that no more data will be sent) + + + + + Generic class for compute errors + + + + + + + + + + + Exception thrown for internal reasons + + + + + Constructor + + + + + + Exception thrown on a remote machine + + + + + Constructor + + + + + Constructor + + + + + + + + Describes port used by a compute task + + + + + Built-in port used for agent and compute task communication + + + + + Externally visible port that is mapped to agent port + In direct connection mode, these two are identical. + + + + + Port the local process on the agent is listening on + + + + + Constructor + + + + + + + Request a machine to execute compute requests + + + + + Desired protocol version for the client + + + + + Condition to identify machines that can execute the request + + + + + Arbitrary ID to correlate the same request over multiple calls. + It's recommended to pick something globally unique, such as a UUID. + + + + + Details for making an agent connection + + + + + Request details for making an agent connection + + + + + Public IP of client requesting a compute resource (initiator) + As communication between client and Horde server may be on an internal network, + the client is responsible for resolving and providing this information. + + + + + TCP/IP ports the compute resource will listen to. + Key = arbitrary name identifying the port + Value = actual port number + Relay connection mode uses this information to set up port forwarding. + + + + + Type of connection mode that is preferred by the client. Server can still override. + + + + + Prefer connecting to agent over a public IP even if a more optimal route is available. Server can still override. + This is useful to avoid sending traffic over VPN tunnels. + + + + + Encryption mode to request. Server can still override. + + + + + Maximum duration (in milliseconds) that communication can be inactive between + the compute client and task-running agent before the connection is terminated. + + + + + Response to a cluster lookup request + + + + + Compute cluster ID + + + + + Response to compute allocation request + + + + + IP address of the remote agent machine running the compute task + + + + + How to establish a connection to the remote machine + + + + + An optional address (host:port) to use when connecting to agent via tunnel or relay mode + + + + + Port number on the remote machine + + + + + Assigned ports (externally visible port -> local port on agent) + Key is an arbitrary name identifying the port (same as was given in ) + When relay mode is used, ports can mapped to a different externally visible port. + If compute task uses and listens to port 7000, that port can be externally represented as something else. + For example, port 32743 can be pointed to port 7000. + This makes no difference for the compute task process, but the client/initiator making connections must + pay attention to this mapping. + + + + + Encryption used + + + + + Cryptographic nonce to identify the request, as a hex string + + + + + AES key for the channel, as a hex string + + + + + X.509 certificate used for SSL/TLS encryption + + + + + Which cluster this remote machine belongs to + + + + + Identifier for the remote machine + + + + + Agent version for the remote machine + + + + + Identifier for the new lease on the remote machine + + + + + Resources assigned to this machine + + + + + Version number for the compute protocol + + + + + Properties of the agent assigned to do the work + + + + + Describe how to connect to the remote machine + + + + + Connection is established directly to remote machine, behaving like a normal TCP/UDP connection + + + + + Connection is tunneled through Horde server. + When connecting, initiator must send a tunnel handshake request indicating which machine/IP to tunnel to. + Once handshake is complete, TCP connection behaves as normal (UDP not supported) + + + + + Connection is established to remote machine via a relay. + Forwarding is transparent and behaves like a normal TCP/UDP connection. + + + + + Describe encryption for the compute resource connection + + + + + No encryption enabled + + + + + Use custom AES-based encryption transport + + + + + Use SSL/TLS encryption with RSA 2048-bits + + + + + Use SSL/TLS encryption with ECDSA P-256 + + + + + Resource needs declaration request + + + + + Unique session ID performing compute resource requests + + + + + Pool of agents requesting resources from + + + + + Key/value of resources needed by session (such as CPU or memory, see KnownPropertyNames in Horde.Server) + + + + + Resource needs response + + + + + List of resource needs + + + + + Version number for the compute protocol + + + + + No version specified + + + + + Initial version number + + + + + Set new env vars UE_HORDE_CPU_COUNT and UE_HORDE_CPU_MULTIPLIER + + + + + Constant for the latest protocol version + + + + + Helper methods for compute protocol version numbers + + + + + Gets the appropriate bundle options for a compute protocol version number + + + + + Socket for sending and reciving data using a "push" model. The application can attach multiple writers to accept received data. + + + + + The current protocol number + + + + + Logger for diagnostic messages + + + + + Attaches a buffer to receive data. + + Channel to receive data on + Writer for the buffer to store received data + + + + Attaches a buffer to send data. + + Channel to receive data on + Reader for the buffer to send data from + + + + Creates a channel using a socket and receive buffer + + Channel id to send and receive data + + + + Creates a channel using a socket and receive buffer + + Channel id to send and receive data + Buffer for receiving data + Buffer for sending data + + + + Provides functionality for attaching buffers for compute workers + + + + + Name of the environment variable for passing the name of the compute channel + + + + + + + + + + + Creates a socket for a worker + + + + + Opens a socket which allows a worker to communicate with the Horde Agent + + + + + Opens a socket which allows a worker to communicate with the Horde Agent + + Logger for diagnostic messages + + + + Opens a socket which allows a worker to communicate with the Horde Agent + + Name of the command buffer + Logger for diagnostic messages + + + + + + + + + + + + + Operates a server that a child process can open a to. + + + + + Name of the buffer to pass via + + + + + Constructor + + + + + Creates a new server for + + Socket to connect to + Logger for errors + New server instance + + + + + + + Manages a set of readers and writers to buffers across a transport layer + + + + + + + + + + + Constructor + + Transport to communicate with the remote + The protocol version number + Logger for trace output + + + + Attempt to gracefully close the current connection and shutdown both ends of the transport + + + + + + + + Sends a keep alive message to the remote machine. Does not wait for a response. Designed to keep a connection open when the remote is eagerly trying to close it. + + Cancellation token for the operation + + + + + + + + + + + + + + + + Low-level interface for transferring data + + + + + Writes data to the underlying transport + + Buffer to be written + Cancellation token for the operation + + + + Reads data from the underlying transport into an output buffer + + Buffer to read into + Cancellation token for the operation + + + + Indicate that all data has been read and written to the transport layer, and that there will be no more calls to send/recv + + Cancellation token for the operation + + + + + + + Fill the given buffer with data + + Buffer to read into + Cancellation token for the operation + + + + Fill the given buffer with data + + Buffer to read into + Cancellation token for the operation + + + + Writes data to the underlying transport + + Buffer to be written + Cancellation token for the operation + + + + Exception for external IP resolver + + + + + + + + + + + Find public IP address of local machine by querying a third-party IP lookup service + + + + + Cache of last resolved IP address. Once resolved, the address is cached for the lifetime of this class. + + + + + Constructor + + + + + + Get the external, public-facing IP of local machine + + Cancellation token + External IP address + If unable to resolve + + + + Interface for uploading compute work to remote machines + + + + + Find the most suitable cluster to execute a given compute assignment request + + Requirements for the agent + Optional ID identifying the request over multiple calls, such as retrying the same request + Optional preference of connection details + Logger for output from this worker + Cancellation token for the operation + + + + Adds a new remote request + + Optional cluster ID. If not set, cluster will automatically be resolved by server + Requirements for the agent + Optional ID identifying the request over multiple calls, such as retrying the same request + Optional preference of connection details + Logger for output from this worker + Cancellation token for the operation + + + + Declare resource needs for current client + Helps inform the server about current demand. + Can be called as often as necessary to keep needs up-to-date. + + Cluster to execute the request + Which pool this applies to + Properties with a target amount of each, such as CPU or RAM + Cancellation token for the operation + + + + Extension methods for + + + + + + + + + + + + + + Exception from ComputeClient + + + + + + + + Full-duplex channel for sending and receiving messages + + + + + Compute cluster ID + + + + + Properties of the remote machine + + + + + Resources assigned to this lease + + + + + Socket to communicate with the remote + + + + + IP address of the remote agent machine running the compute task + When using relay connection mode, this may be the IP of the relay rather than the remote machine itself. + + + + + How to establish a connection to the remote machine (when not using the default socket) + + + + + Assigned ports (externally visible port -> local port on agent) + + Key is an arbitrary name identifying the port (same as was given when requesting the lease>) + When relay mode is used, ports can mapped to a different externally visible port. + If compute task uses and listens to port 7000, that port can be externally represented as something else. + For example, port 32743 can be pointed to port 7000. + This makes no difference for the compute task process, but the client/initiator making connections must + pay attention to this mapping. + + + + + Relinquish the lease gracefully + + Cancellation token for the operation + + + + Manages and hands out request IDs for compute allocation requests + + + + + Constructor + + + + + Starts a new batch of requests. + Any requests started during current batch will be reset and marked as unfinished. + + + + + Get or create a request ID and mark it as part of current batch + + A request ID + + + + Mark a request Id as accepted. It won't be re-used for any future requests. + + Request ID to mark as finished + + + + Requirements for a compute task to be assigned an agent + + + + + Pool of machines to draw from + + + + + Condition string to be evaluated against the machine spec, eg. cpu-cores >= 10 && ram.mb >= 200 && pool == 'worker' + + + + + Properties required from the remote machine + + + + + Resources used by the process + + + + + Whether we require exclusive access to the device + + + + + Default constructor + + + + + Construct a requirements object with a condition + + Condition for matching machines to execute the work + + + + + + + Specifies requirements for resource allocation + + + + + Minimum allocation of the requested resource + + + + + Maximum allocation of the requested resource. Allocates as much as possible unless capped. + + + + + Transport layer that adds AES encryption on top of an underlying transport implementation. + Key must be exchanged separately (e.g. via the HTTPS request to negotiate a lease with the server). + + + + + Length of the required encryption key. + + + + + Length of the nonce. This should be a cryptographically random number, and does not have to be secret. + + + + + Constructor + + The underlying transport implementation that will be encrypted + Encryption key. Should be generated with a cryptographically secure random number generator + Whether to dispose the inner transport when this instance is disposed + Default receive buffer size for data that needs to buffered for next read. Will automatically grow + + + + Create a random key for this transport + + A cryptographically random key + + + + + + + + + + + + + + + + Compute transport which wraps another transport acting as a watchdog timer for inactivity + If no send or receive activity has been seen within specified timeout, the cancellation source will be triggered + + + + + Timeout before triggering a cancellation + + + + + Constructor + + Transport to watch + Timeout before cancelling + + + + + + + Time since last send or receive completed + + + + + + + + + + + + + + Start a loop monitoring activity on the inner transport + + Source to cancel when transport times out + Logger + Cancellation token + + + + Implementation of for communicating over a . + (Note: this uses a .NET in-process pipe, not an IPC pipe). + + + + + + + + Constructor + + Reader for the pipe + Writer for the pipe + + + + + + + + + + + + + + + + Compute transport which wraps an underlying stream + + + + + Constructor + + Stream to use for the transferring data + Whether to leave the inner stream open when disposing + + + + + + + + + + + + + + + + Implementation of for communicating over a socket using SSL/TLS + + + + + Constructor + + Socket to communicate over + Certificate used for auth on both server and client + Whether socket is acting as a server or client + + + + Constructor + + Socket to communicate over + Certificate used for auth on both server and client + Whether socket is acting as a server or client + + + + + + + Perform SSL authentication + + + + + Checks the certificate returned by the server is indeed the correct one + + + + + + True if it matches + + + + + + + + + + + + + Generate a self-signed certificate to be used for communicating between client and server of this transport + + A X509 certificate serialized as bytes + + + + Implementation of for communicating over a socket + + + + + + + + Constructor + + Socket to communicate over + + + + + + + + + + + + + + + + Setting information required by dashboard + + + + + The name of the external issue service + + + + + The url of the external issue service + + + + + The url of the perforce swarm installation + + + + + Url of Robomergem installation + + + + + Url of Commits Viewer + + + + + Help email address that users can contact with issues + + + + + Help slack channel that users can use for issues + + + + + The auth method in use + + + + + Device problem cooldown in minutes + + + + + Categories to display on the agents page + + + + + Categories to display on the pools page + + + + + Configured artifact types + + + + + Configured artifact type info + + + + + Describes an artifact type + + + + + Type of the artifact + + + + + Number of days to retain artifacts of this type + + + + + Describes a category for the pools page + + + + + Title for the tab + + + + + Condition for pools to be included in this category + + + + + Describes a category for the agents page + + + + + Title for the tab + + + + + Condition for agents to be included in this category + + + + + + + + + + A summary of what the preview item changes + + + + + The CL the preview was deployed in + + + + + An example of the preview site users can view the changes + + + + + Optional Link for discussion the preview item + + + + + Optional Link for discussing the preview item + + + + + + + + + + The preview item to update + + + + + A summary of what the preview item changes + + + + + The CL the preview was deployed in + + + + + Whather the preview is under consideration, if false the preview item didn't pass muster + + + + + An example of the preview site users can view the changes + + + + + Optional Link for discussion the preview item + + + + + Optional Link for discussing the preview item + + + + + Dashboard preview item response + + + + + The unique ID of the preview item + + + + + When the preview item was created + + + + + A summary of what the preview item changes + + + + + The CL the preview was deployed in + + + + + Whather the preview is under consideration, if false the preview item didn't pass muster + + + + + An example of the preview site users can view the changes + + + + + Optional Link for discussion the preview item + + + + + Optional Link for discussing the preview item + + + + + Dashboard challenge response + + + + + Whether first time setup needs to run + + + + + Whether the user needs to authorize + + + + + Identifier for a pool + + Id to construct from + + + + Identifier for a pool + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + The type of device pool + + + + + Available to CIS jobs + + + + + Shared by users with remote checking and checkouts + + + + + Create device platform request + + + + + The name of the platform + + + + + Create device platform response object + + + + + Id of newly created platform + + + + + Constructor + + + + + Update requesty object for a device platform + + + + + The vendor model ids for the platform + + + + + Get object response which describes a device platform + + + + + Unique id of device platform + + + + + Friendly name of device platform + + + + + Platform vendor models + + + + + Response constructor + + + + + Device pool creation request object + + + + + The name for the new pool + + + + + The name for the new pool + + + + + Projects associated with this device pool + + + + + Device pool update request object + + + + + Id of the device pool to update + + + + + Projects associated with this device pool + + + + + Device pool creation response object + + + + + Id of the newly created device pool + + + + + Constructor + + + + + Device pool response object + + + + + Id of the device pool + + + + + Name of the device pool + + + + + Type of the device pool + + + + + Whether there is write access to the pool + + + + + Constructor + + + + + Device creation request object + + + + + The platform of the device + + + + + The pool to assign the device + + + + + The friendly name of the device + + + + + Whether to create the device in enabled state + + + + + The network address of the device + + + + + The vendor model id of the device + + + + + Device creation response object + + + + + The id of the newly created device + + + + + Constructor + + + + + + Get response object which describes a device (DEPRECATED) + + + + + The job id which utilized device + + + + + The job's step id + + + + + The time device was reserved + + + + + The time device was freed + + + + + Get response object which describes a device + + + + + The unique id of the device + + + + + The platform of the device + + + + + The pool the device belongs to + + + + + The friendly name of the device + + + + + Whether the device is currently enabled + + + + + The address of the device (if it allows network connections) + + + + + The vendor model id of the device + + + + + Any notes provided for the device + + + + + If the device has a marked problem + + + + + If the device is in maintenance mode + + + + + The user id that has the device checked out + + + + + The last time the device was checked out + + + + + When the checkout will expire + + + + + The last user to modifiy the device + + + + + When the clean pass started + + + + + When the clean pass finished + + + + + Whether the device requires a cleaning + + + + + Device Utilization data + + + + + Device response constructor + + + + + Device update request object + + + + + The device pool id + + + + + The device name + + + + + IP address or hostname of device + + + + + Device vendor model id + + + + + Markdown notes + + + + + Whether device is enabled + + + + + Whether the device is in maintenance mode + + + + + Whether to set or clear any device problem state + + + + + Additional message to attach to this request + + + + + Device error report request object + + + + + Additional message to attach to this request + + + + + Device checkout request object + + + + + Whether to checkout or in the device + + + + + Device clean request object + + + + + Whether to set the device as being cleaned, or not + + + + + Device reservation request object + + + + + Device reservation platform id + + + + + The optional vendor model ids to include for this device + + + + + The optional vendor model ids to exclude for this device + + + + + Reservation request object + + + + + What pool to reserve devices in + + + + + Devices to reserve + + + + + Device reservation response object + + + + + The reservation id of newly created reservation + + + + + The devices that were reserved + + + + + A reservation containing one or more devices + + + + + Randomly generated unique id for this reservation + + + + + Which device pool the reservation is in + + + + + The reserved devices + + + + + JobID holding reservation + + + + + Job step id holding reservation + + + + + Job mame holding reservation + + + + + Job step holding reservation + + + + + Reservations held by a user, requires a token + + + + + The hostname of machine holding reservation + + + + + The optional reservation details + + + + + The UTC time when the reservation was created + + + + + The legacy reservation system guid, to be removed once can update Gauntlet client in all streams + + + + + Device telemetry respponse + + + + + The UTC time the telemetry data was created + + + + + The stream id which utilized device + + + + + The job id which utilized device + + + + + The job name which utilized device + + + + + The job's step id + + + + + The job name which utilized device + + + + + If this telemetry has a reservation, the start time of the reservation + + + + + If this telemetry has a reservation, the finish time of the reservation + + + + + If this telemetry marks a detected device issue, the time of the issue + + + + + Device telemetry respponse + + + + + The device id for the telemetry data + + + + + Individual telemetry data points + + + + + Constructor + + + + + + + Stream device telemetry for pool snapshot + + + + + Device id for reservation + + + + + Job id associated with reservation + + + + + The step id of reservation + + + + + The name of the job holding reservation + + + + + The name of the step holding reservation + + + + + constructor + + + + + + + + + + Device telemetry respponse + + + + + The corresponding platform id + + + + + Available devices of this platform + + + + + Devices in maintenance state + + + + + Devices in problem state + + + + + Number of devices in disabled state + + + + + Reserved devices + + + + + Constructor + + + + + Device telemetry respponse + + + + + The UTC time the telemetry data was created + + + + + Individual pool telemetry data points + + + + + Constructor + + + + + Reservation request for legacy clients + + + + + The device types to reserve, these are mapped to platforms + + + + + The hostname of machine reserving devices + + + + + The duration of reservation + + + + + Reservation details string + + + + + The PoolId of reservation request + + + + + The JobId of reservation request + + + + + The StepId of reservation request + + + + + A specific device to reserve + + + + + Reservation response for legacy clients + + + + + The names of the devices that were reserved + + + + + The corresponding perf specs of the reserved devices + + + + + The corresponding perf specs of the reserved devices + + + + + The host name of the machine making the reservation + + + + + The start time of the reservation + + + + + The duration of the reservation (before renew) + + + + + The JobId of reservation request + + + + + The StepId of reservation request + + + + + The job name of reservation request + + + + + The step name of reservation request + + + + + The legacy guid of the reservation + + + + + The step name of reservation request + + + + + Device response for legacy clients + + + + + The id of the reserved device + + + + + The name of the reserved device + + + + + The (legacy) type of the device, mapped from platform id + + + + + The IP or hostname of device + + + + + The (legacy) perf spec of the device + + + + + The device model information + + + + + The available start time which is parsed client side + + + + + The available end time which is parsed client side + + + + + Whether device is enabled + + + + + Associated device data + + + + + Identifier for a device platform + + Id to construct from + + + + Identifier for a device platform + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Identifier for a device pool + + Id to construct from + + + + Identifier for a device pool + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Version number for the Horde public API. Can be retrieved from the /api/v1/server/info endpoint via the + response. Should be serialized as an integer in messages to allow + clients with missing enum names to still parse the result correctly. + + + + + Unknown version + + + + + Initial version + + + + + Interior nodes in chunked data now include the length of chunked data to allow seeking. + + + + + Add support for last modified timestamps to file entries in directory nodes + + + + + Interior nodes in chunked data now include the rolling hash of any leaf nodes + + + + + One past the latest known version number. Add new version numbers above this point. + + + + + Latest API version + + + + + Converter for which forces serialization as an integer, to override any + default that may be enabled. + + + + + + + + + + + Default implementation of + + + + + + + + + + + + + + + + + + + + + + + + + + Accessor for the logger instance + + + + + Constructor + + + + + + + + Notify listeners that the auth state has changed + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Creates an http client for satisfying requests + + + + + Creates an http client for satisfying requests + + + + + Default implementation of + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Default implementation of + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + Allows creating instances + + + + + Constructor + + + + + Create a client using the user's default access token + + + + + Extension methods for Horde + + + + + Adds Horde-related services with the default settings + + Collection to register services with + + + + Adds Horde-related services + + Collection to register services with + Callback to configure options + + + + HTTP message handler which automatically refreshes access tokens as required + + + + + Option for HTTP requests that can override the default behavior for whether to enable interactive auth prompts + + + + + Constructor + + + + + + + + Shared object used to track the latest access obtained token + + + + + Event handler for the auth state changing + + + + + Constructor + + + + + + + + Checks if we have a valid auth header at the moment + + + + + Gets the current access token + + + + + Gets the current auth state instance. Fails if the current auth task has not finished. + + + + + Resets the current auth state + + + + + Marks the given access token as invalid, having attempted to use it and got an unauthorized response + + The access header to invalidate + + + + Try to get a configured auth header + + + + + Gets the current access token + + + + + Wraps an Http client which communicates with the Horde server + + + + + Name of an environment variable containing the Horde server URL + + + + + Name of an environment variable containing a token for connecting to the Horde server + + + + + Name of clients created from the http client factory + + + + + Name of clients used for anonymous requests. + + + + + Name of clients created from the http client factory for handling upload redirects. Should not contain Horde auth headers. + + + + + Accessor for the inner http client + + + + + Base address for the Horde server + + + + + Constructor + + The inner HTTP client instance + + + + + + + Configures a JSON serializer to read Horde responses + + options for the serializer + + + + Check account login status. + + + + + Creates a new artifact + + Name of the artifact + Additional search keys tagged on the artifact + Description for the artifact + Stream to create the artifact for + Commit for the artifact + Keys used to identify the artifact + Metadata for the artifact + Cancellation token for the operation + + + + Deletes an artifact + + Identifier for the artifact + Cancellation token for the operation + + + + Gets metadata about an artifact object + + Identifier for the artifact + Cancellation token for the operation + + + + Gets a zip stream for a particular artifact + + Identifier for the artifact + Cancellation token for the operation + + + + Finds artifacts with a certain type with an optional streamId + + Stream to look for the artifact in + The minimum change number for the artifacts + The minimum change number for the artifacts + Name of the artifact + Type to find + Keys for artifacts to return + Maximum number of results to return + Cancellation token for the operation + Information about all the artifacts + + + + Finds artifacts with a certain type with an optional streamId + + Identifiers to return + Stream to look for the artifact in + The minimum change number for the artifacts + The minimum change number for the artifacts + Name of the artifact + Type to find + Keys for artifacts to return + Maximum number of results to return + Cancellation token for the operation + Information about all the artifacts + + + + Create a new dashboard preview item + + Request to create a new preview item + Cancellation token for the operation + Config information needed by the dashboard + + + + Update a dashboard preview item + + Config information needed by the dashboard + + + + Query dashboard preview items + + Config information needed by the dashboard + + + + Query parameters for other tools + + Cancellation token for the operation + Parameters for other tools + + + + Query parameters for other tools + + Path for properties to return + Cancellation token for the operation + Information about all the projects + + + + Query all the projects + + Whether to include streams in the response + Whether to include categories in the response + Cancellation token for the operation + Information about all the projects + + + + Retrieve information about a specific project + + Id of the project to get information about + Cancellation token for the operation + Information about the requested project + + + + Query all the secrets available to the current user + + Cancellation token for the operation + Information about all the projects + + + + Retrieve information about a specific project + + Id of the secret to retrieve + Cancellation token for the operation + Information about the requested project + + + + Gets information about the currently deployed server version + + Cancellation token for the operation + Information about the deployed server instance + + + + Attempts to read a named storage ref from the server + + Path to the ref + Max allowed age for a cached value to be returned + Cancellation token for the operation + + + + Gets telemetry for Horde within a given range + + End date for the range + Number of hours to return + Timezone offset + Cancellation token for the operation + + + + Enumerates all the available tools. + + + + + Gets information about a particular tool + + + + + Gets information about a particular deployment + + + + + Gets a zip stream for a particular deployment + + + + + Creates a new tool deployment + + Id for the tool + Version string for the new deployment + Duration over which to deploy the tool + Whether to create the deployment, but do not start rolling it out yet + Location of a directory node describing the deployment + Cancellation token for the operation + + + + Gets job information for given job ID. Fail response if jobID does not exist. + + Id of the job to get infomation for + Cancellation token for the operation + + + + + Get the given log file + + Id of the log file to retrieve + Text to search for in the log + Number of lines to return (default 5) + Cancellation token for the operation + + + + + Get the requested number of lines from given logFileId, starting at index + + Id of log file to retrieve lines from + Start index of lines to retrieve + Number of lines to retrieve + Cancellation token for the operation + + + + + Get graph of the given job + + + + Contains buildgraph information for the job + + + + + + + + + + + + + + Concrete implementation of which manages the lifetime of the instance. + + + + + + + + Constructor + + + + + + + + + Create a default timeout retry policy + + + + + Create an error and timeout retry policy taking into account Horde's use of 503 errors + + + + + Create a default retry policy + + + + + Static helper methods for implementing Horde HTTP requests with standard semantics + + + + + Create the shared instance of JSON options for HordeHttpClient instances + + + + + Configures a JSON serializer to read Horde responses + + options for the serializer + + + + Deletes a resource from an HTTP endpoint + + Http client instance + The url to retrieve + Cancels the request + + + + Gets a resource from an HTTP endpoint and parses it as a JSON object + + The object type to return + Http client instance + The url to retrieve + Cancels the request + New instance of the object + + + + Posts an object to an HTTP endpoint as a JSON object, and parses the response object + + The object type to post + Http client instance + The url to retrieve + The object to post + Cancels the request + The response parsed into the requested type + + + + Posts an object to an HTTP endpoint as a JSON object, and parses the response object + + The object type to return + The object type to post + Http client instance + The url to retrieve + The object to post + Cancels the request + The response parsed into the requested type + + + + Puts an object to an HTTP endpoint as a JSON object + + The object type to post + Http client instance + The url to write to + The object to post + Cancels the request + Response message + + + + Puts an object to an HTTP endpoint as a JSON object + + The object type to return + The object type to post + Http client instance + The url to write to + The object to post + Cancels the request + Response message + + + + Options for configuring the Horde connection + + + + + Address of the Horde server + + + + + Access token to use for connecting to the server + + + + + Whether to allow opening a browser window to prompt for authentication + + + + + Options for creating new bundles + + + + + Options for caching bundles + + + + + Options for the storage backend cache + + + + + Gets the configured server URL, or the default value + + + + + Reads the server URL from the environment + + + + + Gets the default server URL for the current user + + Default URL + + + + Sets the default server url for the current user + + Horde server URL to use + + + + Options for the storage backend cache + + + + + Directory to store cached data + + + + + Maximum size of the cache, in bytes + + + + + Interface for Horde functionality. + + + + + URL of the horde server + + + + + Accessor for the artifact collection + + + + + Accessor for the compute client + + + + + Accessor for the project collection + + + + + Accessor for the secret collection + + + + + Accessor for the tools collection + + + + + Event triggered whenever the access token state changes + + + + + Connect to the Horde server + + Whether to allow prompting for credentials + Cancellation token for the operation + True if the connection succeded + + + + Gets the current connection state + + + + + Gets an access token for the server + + + + + Gets a gRPC client interface + + + + + Creates a Horde HTTP client + + + + + Creates a storage namespace for the given base path + + + + + Creates a logger device that writes data to the server + + + + + Interface for a Horde client with a known lifetime + + + + + Extension methods for + + + + + Creates a storage namespace for a particular id + + + + + Creates a storage namespace for a particular artifact + + + + + Creates a storage namespace for a particular log + + + + + Creates a storage namespace for a particular tool + + + + + Reads a blob storage ref from a path + + + + + Reads a typed blob storage ref from a path + + + + + Provides access to a instances for Horde with a default resiliance pipeline. + + + + + Instance of the http message handler + + + + + Instance of a particular BuildGraph script error + + + + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + + + + + + + Instance of a particular compile error + + + + + Annotation describing the compile type + + + + + Annotation specifying a group for compile issues from this node + + + + + + + + Constructor + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + + + + + + + Instance of a particular compile error + + + + + + + + + + + + + + Instance of a particular compile error + + + + + + + + + + + + + + Default handler for log events not matched by any other handler + + + + + + + + Constructor + + + + + + + + + + + Handler for log events with issue fingerprints embedded in the structured log data itself + + + + + + + + + + + + + + Instance of a particular Gauntlet error + + + + + Prefix for framework keys + + + + + Prefix for test keys + + + + + Prefix for device keys + + + + + Prefix for build drop keys + + + + + Prefix for fatal failure keys + + + + + Callstack log type property + + + + + Summary log type property + + + + + Max Number of lines to consider to hash + + + + + Max Message Length to hash + + + + + Whether or not a severe event was reported + + + + + Whether or not a test event was reported + + + + + Whether or not at least one error was reported + + + + + Known Gauntlet events + + + + + Known Gauntlet events associated with the highest severity + + + + + Known Gauntlet events associated with test context + + + + + + + + Constructor + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + Return the prefix string associate with the event id + + The event id to get the information from + The corresponding prefix as a string + + + + Produce a hash from error message + + The issue event + Receives a set of the keys + Receives a set of metadata + Set true if a callstack property was found + + + + + + + + + + Instance of a particular compile error + + + + + Known general events + + + + + Constructor + + + + + Determines if the given event is general and should be salted to make it unique + + The event id to compare + True if the given event id matches + + + + + + + + + + + + + Instance of a particular systemic error + + + + + Known systemic errors + + + + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + Constructor + + + + + + + + + + + Instance of a localization error + + + + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + Determines if an event should be masked by this + + + + + + + Extracts the localization properties of an IssueEvent to generate all the IssueKeys + + Set of keys + The event data + The localization data + + + + Extracts the localization data from the properties of an IssueEvent + + The event data + The localization data + + + + + + + + + + Instance of a Perforce case mismatch error + + + + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + + + + + + + Instance of a specific Thread Sanitizer error + + + + + + + + Log value describing the thread sanitizer error summary reason + + + + + Log value describing the thread sanitizer error summary reason + + + + + Log value describing the thread sanitizer error summary source file + + + + + + + + + + + Instance of a particular compile error + + + + + + + + Constructor + + + + + + + + + + + Instance of a particular shader compile error + + + + + + + + + + + + + + Instance of a particular compile error + + + + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + Determines if an event should be masked by this + + + + + + + + + + + + + Instance of a particular systemic error + + + + + Known systemic errors + + + + + + + + Determines if the given event id matches + + The event id to compare + True if the given event id matches + + + + Constructor + + + + + + + + + + + Instance of a Perforce case mismatch error + + + + + + + + + + + + + + Fingerprint for an issue + + + + + The type of issue, which defines the handler to use for it + + + + + Template string for the issue summary + + + + + List of keys which identify this issue. + + + + + Set of keys which should trigger a negative match + + + + + Collection of additional metadata added by the handler + + + + + Filter for changes that should be included in this issue + + + + + Extension methods for + + + + + Checks if a fingerprint matches another fingerprint + + The first fingerprint to compare + The other fingerprint to compare to + True is the fingerprints match + + + + Checks if a fingerprint matches another fingerprint for creating a new span + + The first fingerprint to compare + The other fingerprint to compare to + True is the fingerprints match + + + + Set of rules for filtering the list of suspects for an issue + + + + + Filter exclude all changes + + + + + Filter including all changes + + + + + Set of extensions to treat as code + + + + + Set of file extensions to treat as content + + + + + Wraps a log event and allows it to be tagged by issue handlers + + + + + Index of the line within this log + + + + + Severity of the event + + + + + The type of event + + + + + Gets this event data as a BSON document + + + + + Constructor + + + + + Renders the entire message of this event + + + + + + + + A group of objects with their fingerprint + + + + + The type of issue, which defines the handler to use for it + + + + + Template string for the issue summary + + + + + List of keys which identify this issue. + + + + + Collection of additional metadata added by the handler + + + + + Filter for changes that should be included in this issue + + + + + Individual log events + + + + + Constructor + + The type of issue + Template for the summary string to display for the issue + Filter for changes covered by this issue + + + + Constructor + + The type of issue + Template for the summary string to display for the issue + Filter for changes covered by this issue + + + + Extension methods for logging issue data + + + + + Adds an issue fingerprint to a log event + + Log event to modify + Fingerprint for the issue + + + + Enters a scope which annotates log messages with the supplied issue fingerprint + + Logger device to operate on + Fingerprint for the issue + Disposable object for the lifetime of this scope + + + + Fingerprint for an issue. Can be embedded into a structured log event under the "$issue" property to guide how Horde should group the event. + + + + + The type of issue, which defines the handler to use for it + + + + + Template string for the issue summary + + + + + List of keys which identify this issue. + + + + + Set of keys which should trigger a negative match + + + + + Collection of additional metadata added by the handler + + + + + Filter for changes that touch files which should be included in this issue + + + + + Keys set which is null when empty + + + + + Metadata set which is null when empty + + + + + Default constructor + + + + + Constructor + + + + + Marks an issue handler that should be automatically inserted into the pipeline + + + + + Class of handler which can be explicitly enabled via a workflow + + + + + Interface for issue matchers + + + + + Priority value for this issue handler. Handlers are processed in order of decreasing priority. + + + + + Attempts to assign a log event to an issue + + Events to process + Issue definition for this log event + + + + Gets all the issues created by this handler + + + + + + Context object for issue handlers + + + + + Identifier for the current stream + + + + + Identififer of the template + + + + + Identifier for the current node name + + + + + Annotations for this node + + + + + Constructor + + + + + Type of a key in an issue, used for grouping. + + + + + Unknown type + + + + + Filename + + + + + Secondary file + + + + + Name of a symbol + + + + + Hash of a particular error + + + + + Identifier for a particular step + + + + + Defines a key which can be used to group an issue with other issues + + + + + Name of the key + + + + + Type of the key + + + + + Arbitrary string that can be used to discriminate between otherwise identical keys, limiting the issues that it can merge with. + + + + + Constructor + + + + + Constructor + + + + + Creates an issue key for a file + + + + + Creates an issue key for a file + + + + + Creates an issue key for a particular hash + + + + + Creates an issue key for a particular step + + + + + Creates an issue key for a particular step and severity + + + + + + + + + + + + + + + + + + + + + + + Extension methods for issue keys + + + + + Adds a new entry to a set + + + + + Adds all the assets from the given log event + + Set of keys + The log event to parse + + + + Extracts a list of source files from an event + + Set of keys + The event data + + + + Extracts a list of source files from an event + + Set of keys + The event hash + Scope for merging this hash value + + + + Extracts a list of source files from an event + + Set of keys + The event data + The scope of the key to add + + + + Add a new source file to a list of unique source files + + List of source files + File to add + Type of key to add + The scope of the key to add + + + + Parses symbol names from a log event + + List of source files + The log event data + + + + The severity of an issue + + + + + Unspecified severity + + + + + This error represents a warning + + + + + This issue represents an error + + + + + Identifies a particular changelist and job + + + + + The changelist number + + + + + The commit for this step + + + + + Severity of the issue in this step + + + + + Name of the job containing this step + + + + + The unique job id + + + + + The unique batch id + + + + + The unique step id + + + + + Time at which the step ran + + + + + The unique log id + + + + + Trace of a set of node failures across multiple steps + + + + + Unique id of this span + + + + + The template containing this step + + + + + Name of the step + + + + + Workflow that this span belongs to + + + + + The previous build + + + + + The failing builds for a particular event + + + + + The following successful build + + + + + Information about a particular step + + + + + Unique id of the stream + + + + + Minimum commit affected by this issue (ie. last successful build) + + + + + Maximum commit affected by this issue (ie. next successful build) + + + + + Minimum changelist affected by this issue (ie. last successful build) + + + + + Maximum changelist affected by this issue (ie. next successful build) + + + + + Map of steps to (event signature id -> trace id) + + + + + Outcome of a particular build + + + + + Unknown outcome + + + + + Build succeeded + + + + + Build failed + + + + + Build finished with warnings + + + + + Information about a template affected by an issue + + + + + The template id + + + + + The template name + + + + + Whether it has been resolved or not + + + + + The issue severity of the affected template + + + + + Summary for the state of a stream in an issue + + + + + Id of the stream + + + + + Name of the stream + + + + + Whether the issue has been resolved in this stream + + + + + The affected templates + + + + + List of affected template ids + + + + + List of resolved template ids + + + + + List of unresolved template ids + + + + + Stores information about a build health issue + + + + + The unique object id + + + + + Time at which the issue was created + + + + + Time at which the issue was retrieved + + + + + The associated project for the issue + + + + + The summary text for this issue + + + + + Detailed description text + + + + + Description of the current fingerprint used for issue identification + + + + + Severity of this issue + + + + + Whether the issue is promoted + + + + + Owner of the issue [DEPRECATED] + + + + + User id of the owner [DEPRECATED] + + + + + Owner of the issue + + + + + User that nominated the current owner [DEPRECATED] + + + + + Owner of the issue + + + + + Time that the issue was acknowledged + + + + + Perforce changelist that fixed this issue + + + + + Commit that fixed this issue + + + + + Whether the issue is marked fixed as a systemic issue + + + + + Time at which the issue was resolved + + + + + Name of the user that resolved the issue [DEPRECATED] + + + + + User id of the person that resolved the issue [DEPRECATED] + + + + + User that resolved the issue + + + + + Time at which the issue was verified + + + + + Time that the issue was last seen + + + + + List of stream paths affected by this issue + + + + + List of affected stream ids + + + + + List of unresolved streams + + + + + List of affected streams + + + + + Most likely suspects for causing this issue [DEPRECATED] + + + + + User ids of the most likely suspects [DEPRECATED] + + + + + Most likely suspects for causing this issue + + + + + Whether to show alerts for this issue + + + + + Key for this issue in external issue tracker + + + + + User who quarantined the issue + + + + + The UTC time when the issue was quarantined + + + + + User who force closed the issue + + + + + The workflow thread url for this issue + + + + + Information about a span within an issue + + + + + Unique id of this span + + + + + The template containing this step + + + + + Name of the step + + + + + Workflow for this span + + + + + The previous build + + + + + The following successful build + + + + + Stores information about a build health issue + + + + + The unique object id + + + + + Time at which the issue was created + + + + + Time at which the issue was retrieved + + + + + The associated project for the issue + + + + + The summary text for this issue + + + + + Detailed description text + + + + + Severity of this issue + + + + + Severity of this issue in the stream + + + + + Whether the issue is promoted + + + + + Owner of the issue + + + + + Owner of the issue + + + + + Time that the issue was acknowledged + + + + + Changelist that fixed this issue + + + + + Changelist that fixed this issue + + + + + Whether the issue is marked fixed as a systemic issue + + + + + Time at which the issue was resolved + + + + + User that resolved the issue + + + + + Time at which the issue was verified + + + + + Time that the issue was last seen + + + + + Spans for this issue + + + + + Key for this issue in external issue tracker + + + + + User who quarantined the issue + + + + + The UTC time when the issue was quarantined + + + + + The workflow thread url for this issue + + + + + Workflows for which this issue is open + + + + + Request an issue to be updated + + + + + Summary of the issue + + + + + Description of the issue + + + + + Whether the issue is promoted or not + + + + + New user id for owner of the issue, can be cleared by passing empty string + + + + + User id that nominated the new owner + + + + + Whether the issue has been acknowledged + + + + + Whether the user has declined this issue + + + + + The change at which the issue is claimed fixed. 0 = not fixed, -1 = systemic issue. + + + + + The change at which the issue is claimed fixed. """" = not fixed. + + + + + Set to mark the issue as fixed systemically + + + + + Whether the issue should be marked as resolved + + + + + List of spans to add to this issue + + + + + List of spans to remove from this issue + + + + + A key to issue in external tracker + + + + + Id of user quarantining issue + + + + + Id of user who is forcibly closing this issue, skipping verification checks. This is useful for when a failing step has been removed for example + + + + + External issue project information + + + + + The project key + + + + + The name of the project + + + + + The id of the project + + + + + component id => name + + + + + IssueType id => name + + + + + Marks an issue as fixed by another user. Designed for use from a Perforce trigger. + + + + + Name of the user that fixed the issue + + + + + Change that fixed the issue + + + + + Request an issue to be created on external issue tracking system + + + + + Horde issue which is linked to external issue + + + + + StreamId of a stream with this issue + + + + + Summary text for external issue + + + + + External issue project id + + + + + External issue component id + + + + + External issue type id + + + + + Optional description text for external issue + + + + + Optional link to issue on Horde + + + + + Response for externally created issue + + + + + External issue key + + + + + Link to issue on external tracking site + + + + + Constructor + + + + + + + External issue response object + + + + + The external issue key + + + + + The issue link on external tracking site + + + + + The issue status name, "To Do", "In Progress", etc + + + + + The issue resolution name, "Fixed", "Closed", etc + + + + + The issue priority name, "1 - Critical", "2 - Major", etc + + + + + The current assignee's user name + + + + + The current assignee's display name + + + + + The current assignee's email address + + + + + Entry in an issue's metadata collection. Implemented as a case-insensitive key and value + + + + + Key for the metadata item + + + + + Value for the metadata + + + + + Constructor + + + + + + + + + + + + + + + + + Extension methods for + + + + + Adds a new entry to a set + + + + + Gets all the metadata values with a given key + + Set of entries to search + Key name to search for + All values with the given key + + + + Configuration for an issue workflow + + + + + Identifier for this workflow + + + + + Times of day at which to send a report + + + + + Name of the tab to post summary data to + + + + + Channel to post summary information for these templates. + + + + + Whether to include issues with a warning status in the summary + + + + + Whether to group issues by template in the report + + + + + Channel to post threads for triaging new issues + + + + + Prefix for all triage messages + + + + + Suffix for all triage messages + + + + + Instructions posted to triage threads + + + + + User id of a Slack user/alias to ping if there is nobody assigned to an issue by default. + + + + + Whether to include issues with an error status in the triage + + + + + Whether to include issues with a warning status in the triage + + + + + Slack user/alias to ping for specific issue types (such as Systemic), if there is nobody assigned to an issue by default. + + + + + Alias to ping if an issue has not been resolved for a certain amount of time + + + + + Times after an issue has been opened to escalate to the alias above, in minutes. Continues to notify on the last interval once reaching the end of the list. + + + + + Maximum number of people to mention on a triage thread + + + + + Whether to mention people on this thread. Useful to disable for testing. + + + + + Uses the admin.conversations.invite API to invite users to the channel + + + + + Skips sending reports when there are no active issues. + + + + + Whether to show warnings about merging changes into the origin stream. + + + + + Additional node annotations implicit in this workflow + + + + + External issue tracking configuration for this workflow + + + + + Additional issue handlers enabled for this workflow + + + + + External issue tracking configuration for a workflow + + + + + Project key in external issue tracker + + + + + Default component id for issues using workflow + + + + + Default issue type id for issues using workflow + + + + + Identifier for a workflow + + Id to construct from + + + + Identifier for a workflow + + Id to construct from + + + Id to construct from + + + + Empty workflow id constant + + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Configuration for an issue workflow + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + Constructor + + + + + External issue tracking configuration for a workflow + + + + + + + + + + + + + + Constructor + + + + + Constructor + + + + + Identifier for a job + + Id to construct from + + + + Identifier for a job + + Id to construct from + + + Id to construct from + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Information required to create a node + + + + + The name of this node + + + + + Inputs for this node + + + + + Output from this node + + + + + Indices of nodes which must have succeeded for this node to run + + + + + Indices of nodes which must have completed for this node to run + + + + + The priority of this node + + + + + Whether this node can be retried + + + + + This node can start running early, before dependencies of other nodes in the same group are complete + + + + + Whether to include warnings in diagnostic output + + + + + Average time to execute this node based on historical trends + + + + + Credentials required for this node to run. This dictionary maps from environment variable names to a credential property in the format 'CredentialName.PropertyName'. + + + + + Properties for this node + + + + + Annotations for this node + + + + + Constructor + + + + + + Information about a group of nodes + + + + + The type of agent to execute this group + + + + + Nodes in the group + + + + + Constructor + + + + + Information about an aggregate + + + + + Name of the aggregate + + + + + Nodes which must be part of the job for the aggregate to be shown + + + + + Constructor + + + + + Information about a label + + + + + Category of the aggregate + + + + + Label for this aggregate + + + + + Name to show for this label on the dashboard + + + + + Category to show this label in on the dashboard + + + + + Name to show for this label in UGS + + + + + Project to display this label for in UGS + + + + + Nodes which must be part of the job for the aggregate to be shown + + + + + Nodes to include in the status of this aggregate, if present in the job + + + + + Information about a graph + + + + + The hash of the graph + + + + + Array of nodes for this job + + + + + List of aggregates + + + + + List of labels for the graph + + + + + Constructor + + + + + A unique dependency graph instance + + + + + Hash of this graph + + + + + Schema version for this document + + + + + List of groups for this graph + + + + + List of aggregates for this graph + + + + + Status labels for this graph + + + + + Artifacts for this graph + + + + + Extension methods for graphs + + + + + Gets the node from a node reference + + The graph instance + The node reference + The node for the given reference + + + + Tries to find a node by name + + The graph to search + Name of the node + Receives the node reference + True if the node was found, false otherwise + + + + Tries to find a node by name + + The graph to search + Name of the node + Receives the node + True if the node was found, false otherwise + + + + Tries to find a node by name + + The graph to search + Name of the node + Receives the aggregate index + True if the node was found, false otherwise + + + + Tries to find a node by name + + The graph to search + Name of the node + Receives the aggregate + True if the node was found, false otherwise + + + + Gets a list of dependencies for the given node + + The graph instance + The node to return dependencies for + List of dependencies + + + + Represents a node in the graph + + + + + The name of this node + + + + + References to inputs for this node + + + + + List of output names + + + + + Indices of nodes which must have succeeded for this node to run + + + + + Indices of nodes which must have completed for this node to run + + + + + The priority that this node should be run at, within this job + + + + + Whether this node can be run multiple times + + + + + This node can start running early, before dependencies of other nodes in the same group are complete + + + + + Whether to include warnings in the output (defaults to true) + + + + + List of credentials required for this node. Each entry maps an environment variable name to a credential in the form "CredentialName.PropertyName". + + + + + Properties for this node + + + + + Annotations for this node + + + + + Information about a sequence of nodes which can execute on a single agent + + + + + The type of agent to execute this group + + + + + Nodes in this group + + + + + Reference to a node within another grup + + + + + The group index of the referenced node + + + + + The node index of the referenced node + + + + + Private constructor for serialization + + + + + Constructor + + Index of thr group containing the node + Index of the node within the group + + + + + + + + + + Converts this reference to a node name + + List of groups that this reference points to + Name of the referenced node + + + + Output from a node + + + + + Node producing the output + + + + + Index of the output + + + + + Constructor + + + + + + + + + + + An collection of node references + + + + + Name of the aggregate + + + + + List of nodes for the aggregate to be valid + + + + + Change at which to display a label + + + + + The current changelist + + + + + The last code changelist + + + + + Label indicating the status of a set of nodes + + + + + Label to show in the dashboard. Null if does not need to be shown. + + + + + Category for the label. May be null. + + + + + Name to display for this label in UGS + + + + + Project which this label applies to, for UGS + + + + + Which change to display the label on + + + + + List of required nodes for the aggregate to be valid + + + + + List of optional nodes to include in the aggregate state + + + + + Extension methods for ILabel + + + + + Enumerate all the required dependencies of this node group + + The label instance + List of groups for the job containing this aggregate + Sequence of nodes + + + + Artifact produced by a graph + + + + + Name of the artifact + + + + + Type of the artifact + + + + + Description for the artifact + + + + + Base path for files in the artifact + + + + + Keys for finding the artifact + + + + + Metadata for the artifact + + + + + Name of the node producing this artifact + + + + + Tag for the artifact files + + + + + Information required to create a node + + + + + The name of this node + + + + + Input names + + + + + Output names + + + + + List of nodes which must succeed for this node to run + + + + + List of nodes which must have completed for this node to run + + + + + The priority of this node + + + + + This node can be run multiple times + + + + + This node can start running early, before dependencies of other nodes in the same group are complete + + + + + Whether to include warnings in the diagnostic output + + + + + Credentials required for this node to run. This dictionary maps from environment variable names to a credential property in the format 'CredentialName.PropertyName'. + + + + + Properties for this node + + + + + Additional user annotations for this node + + + + + Constructor + + Name of the node + List of inputs for the node + List of output names for the node + List of nodes which must have completed succesfully for this node to run + List of nodes which must have completed for this node to run + Priority of this node + Whether the node can be run multiple times + Whether the node can run early, before dependencies of other nodes in the same group complete + Whether to include warnings in the diagnostic output (defaults to true) + Credentials required for this node to run + Properties for the node + User annotations for this node + + + + Constructor + + Existing graph containing a node + Node to copy + + + + Information about a group of nodes + + + + + The type of agent to execute this group + + + + + Nodes in the group + + + + + Constructor + + The type of agent to execute this group + Nodes in this group + + + + Constructor + + Graph containing the node group + Node group to copy + + + + Information about a group of nodes + + + + + Category for this label + + + + + Name of the aggregate + + + + + Name of the aggregate + + + + + Category for this label + + + + + Name of the badge in UGS + + + + + Project to show this label for in UGS + + + + + Which change the label applies to + + + + + Nodes which must be part of the job for the aggregate to be valid + + + + + Nodes which must be part of the job for the aggregate to be valid + + + + + Information about a group of nodes + + + + + Name of the aggregate + + + + + Nodes which must be part of the job for the aggregate to be valid + + + + + Constructor + + Name of this aggregate + Nodes which must be part of the job for the aggregate to be shown + + + + Information about an artifact + + + + + Information about an artifact + + + + + Interface which wraps a generic key/value dictionary to provide specific node annotations + + + + + Workflow to use for triaging issues from this node + + + + + Whether to create issues for this node + + + + + Whether to automatically assign issues that could only be caused by one user, or have a well defined correlation with a modified file. + + + + + Automatically assign any issues to the given user + + + + + Whether to notify all submitters between a build suceeding and failing, allowing them to step forward and take ownership of an issue. + + + + + Key to use for grouping issues together, preventing them being merged with other groups + + + + + Whether failures in this node should be flagged as build blockers + + + + + Set of annotations for a node + + + + + Empty annotation dictionary + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + Merge in entries from another set of annotation + + + + + + Document describing a job + + + + + Job argument indicating a target that should be built + + + + + Name of the node which parses the buildgraph script + + + + + Identifier for the job. Randomly generated. + + + + + The stream that this job belongs to + + + + + The template ref id + + + + + The template that this job was created from + + + + + Hash of the graph definition + + + + + Graph for this job + + + + + Id of the user that started this job + + + + + Id of the user that aborted this job. Set to null if the job is not aborted. + + + + + Optional reason for why the job was canceled + + + + + Identifier of the bisect task that started this job + + + + + Name of the job. + + + + + The commit to build + + + + + The code commit for this build + + + + + The preflight changelist number + + + + + Description for the shelved change if running a preflight + + + + + Priority of this job + + + + + For preflights, submit the change if the job is successful + + + + + The submitted changelist number + + + + + Message produced by trying to auto-submit the change + + + + + Whether to update issues based on the outcome of this job + + + + + Whether to promote issues by default based on the outcome of this job + + + + + Time that the job was created (in UTC) + + + + + Options for executing the job + + + + + Claims inherited from the user that started this job + + + + + Array of jobstep runs + + + + + Parameters for the job + + + + + Optional user-defined properties for this job + + + + + Custom list of targets for the job. If null or empty, the list of targets is determined from the command line. + + + + + Additional arguments for the job, when a set of parameters are applied. + + + + + Environment variables for the job + + + + + Issues associated with this job + + + + + Unique id for notifications + + + + + Whether to show badges in UGS for this job + + + + + Whether to show alerts in UGS for this job + + + + + Notification channel for this job. + + + + + Notification channel filter for this job. + + + + + Mapping of label ids to notification trigger ids for notifications + + + + + List of reports for this step + + + + + List of downstream job triggers + + + + + The job which spawned this job + + + + + The job step which spawned this job + + + + + The last update time + + + + + Update counter for this document. Any updates should compare-and-swap based on the value of this counter, or increment it in the case of server-side updates. + + + + + Gets the latest job state + + Cancellation token for the operation + + + + Attempt to get a batch with the given id + + The job batch id + Receives the batch interface on success + True if the batch was found + + + + Attempt to get a step with the given id + + The job step id + Receives the step interface on success + True if the step was found + + + + Attempt to delete the job + + Cancellation token for the operation + True if the job was deleted. False if the job is not the latest revision. + + + + Removes a job from the dispatch queue. Ignores the state of any batches still remaining to execute. Should only be used to correct for inconsistent state. + + Cancellation token for the operation + + + + + Updates a new job + + Name of the job + Priority of the job + Automatically submit the job on completion + Changelist that was automatically submitted + + Name of the user that aborted the job + Id for a notification trigger + New reports + New arguments for the job + New trigger ID for a label in the job + New downstream job id + Optional reason why the job was canceled + Cancellation token for the operation + + + + Updates the state of a batch + + Unique id of the batch to update + The new log file id + New state of the jobstep + Error code for the batch + Cancellation token for the operation + True if the job was updated, false if it was deleted + + + + Update a jobstep state + + Unique id of the batch containing the step + Unique id of the step to update + New state of the jobstep + New outcome of the jobstep + New error annotation for this jobstep + New state of request abort + New name of user that requested the abort + New log id for the jobstep + New id for a notification trigger + Whether the step should be retried + New priority for this step + New report documents + Property changes. Any properties with a null value will be removed. + The reason the job step was canceled + JobId of any job this step spawned + Cancellation token for the operation + True if the job was updated, false if it was deleted in the meantime + + + + Attempts to update the node groups to be executed for a job. Fails if another write happens in the meantime. + + New graph for this job + Cancellation token for the operation + True if the groups were updated to the given list. False if another write happened first. + + + + Marks a job as skipped + + Reason for this batch being failed + Cancellation token for the operation + Updated version of the job + + + + Marks a batch as skipped + + The batch to mark as skipped + Reason for this batch being failed + Cancellation token for the operation + Updated version of the job + + + + Abort an agent's lease, and update the payload accordingly + + Index of the batch to cancel + Reason for this batch being failed + Cancellation token for the operation + True if the job is updated + + + + Attempt to assign a lease to execute a batch + + Index of the batch + The pool id + New agent to execute the batch + Session of the agent that is to execute the batch + The lease unique id + Unique id of the log for the batch + Cancellation token for the operation + True if the batch is updated + + + + Cancel a lease reservation on a batch (before it has started) + + Index of the batch to cancel + Cancellation token for the operation + True if the job is updated + + + + Extension methods for jobs + + + + + Gets the current job state + + The job document + Job state + + + + Gets the outcome for a particular named target. May be an aggregate or node name. + + The job to check + The step outcome + + + + Gets the outcome for a particular named target. May be an aggregate or node name. + + The job to check + Graph for the job + Target to find an outcome for + The step outcome + + + + Gets the outcome for a particular named target. May be an aggregate or node name. + + Steps to include + The step outcome + + + + Gets the outcome for a particular named target. May be an aggregate or node name. + + The job to check + Graph for the job + Target to find an outcome for + The step outcome + + + + Gets the job step for a particular node + + The job to search + The node ref + Receives the jobstep on success + True if the jobstep was founds + + + + Gets a dictionary that maps objects to their associated + objects on a . + + The job document + Map of to + + + + Find the latest step executing the given node + + The job being run + Node to find + The retried step information + + + + Gets the estimated timing info for all nodes in the job + + The job document + Graph for this job + Job timing information + Logger for any diagnostic messages + Map of node to expected timing info + + + + Gets the average wait time for this batch + + Graph for the job + The batch to get timing info for + The job timing information + Logger for diagnostic info + Wait time for the batch + + + + Gets the average initialization time for this batch + + Graph for the job + The batch to get timing info for + The job timing information + Logger for diagnostic messages + Initialization time for this batch + + + + Creates a nullable timespan from a nullable number of seconds + + The number of seconds to construct from + TimeSpan object + + + + Attempts to get a batch with the given id + + The job document + The batch id + The step id + On success, receives the step object + True if the batch was found + + + + Finds the set of nodes affected by a label + + The job document + Graph definition for the job + Index of the label. -1 or Graph.Labels.Count are treated as referring to the default lable. + Set of nodes affected by the given label + + + + Create a list of aggregate responses, combining the graph definitions with the state of the job + + The job document + Graph definition for the job + List to receive all the responses + The default label state + + + + Get the states of all labels for this job + + The job to get states for + The graph for this job + Collection of label states by label index + + + + Get the states of all UGS badges for this job + + The job to get states for + The graph for this job + List of badge states + + + + Get the states of all UGS badges for this job + + The job to get states for + The graph for this job + The existing label states to get the UGS badge states from + List of badge states + + + + Gets the state of a job, as a label that includes all steps + + The job to query + Map from node to step + Receives the state of the label + Receives the outcome of the label + + + + Gets the state of a label + + Nodes to include in this label + Map from node to step + Receives the state of the label + Receives the outcome of the label + + + + Gets a key attached to all artifacts produced for a job + + + + + Gets a key attached to all artifacts produced for a job step + + + + + + + + + + + Stores information about a batch of job steps + + + + + Job that this batch belongs to + + + + + Unique id for this group + + + + + The type of agent to execute this group + + + + + The log file id for this batch + + + + + The node group for this batch + + + + + Index of the group being executed + + + + + The state of this group + + + + + Error associated with this group + + + + + Steps within this run + + + + + The pool that this agent was taken from + + + + + The agent assigned to execute this group + + + + + The agent session that is executing this group + + + + + The lease that's executing this group + + + + + The weighted priority of this batch for the scheduler + + + + + Time at which the group became ready (UTC). + + + + + Time at which the group started (UTC). + + + + + Time at which the group finished (UTC) + + + + + Extension methods for IJobStepBatch + + + + + Attempts to get a step with the given id + + The batch to search + The step id + On success, receives the step object + True if the step was found + + + + Determines if new steps can be appended to this batch. We do not allow this after the last step has been completed, because the agent is shutting down. + + The batch to search + True if new steps can be appended to this batch + + + + Gets the wait time for this batch + + The batch to search + Wait time for the batch + + + + Gets the initialization time for this batch + + The batch to search + Initialization time for this batch + + + + Get the dependencies required for this batch to start, taking run-early nodes into account + + The batch to search + List of node groups + Set of nodes that must have completed for this batch to start + + + + Get the dependencies required for this batch to start, taking run-early nodes into account + + Nodes in the batch to search + List of node groups + Set of nodes that must have completed for this batch to start + + + + Embedded jobstep document + + + + + Job that this step belongs to + + + + + Batch that this step belongs to + + + + + Unique ID assigned to this jobstep. A new id is generated whenever a jobstep's order is changed. + + + + + The node for this step + + + + + Index of the node which this jobstep is to execute + + + + + The name of this node + + + + + References to inputs for this node + + + + + List of output names + + + + + Indices of nodes which must have succeeded for this node to run + + + + + Indices of nodes which must have completed for this node to run + + + + + Whether this node can be run multiple times + + + + + This node can start running early, before dependencies of other nodes in the same group are complete + + + + + Whether to include warnings in the output (defaults to true) + + + + + List of credentials required for this node. Each entry maps an environment variable name to a credential in the form "CredentialName.PropertyName". + + + + + Annotations for this node + + + + + Current state of the job step. This is updated automatically when runs complete. + + + + + Current outcome of the jobstep + + + + + Error from executing this step + + + + + The log id for this step + + + + + Unique id for notifications + + + + + Time at which the batch transitioned to the ready state (UTC). + + + + + Time at which the batch transitioned to the executing state (UTC). + + + + + Time at which the run finished (UTC) + + + + + Override for the priority of this step + + + + + If a retry is requested, stores the name of the user that requested it + + + + + Signal if a step should be aborted + + + + + If an abort is requested, stores the id of the user that requested it + + + + + Optional reason for why the job step was canceled + + + + + List of reports for this step + + + + + List of jobs this step has spawned + + + + + Reports for this jobstep. + + + + + Extension methods for job steps + + + + + Determines if a jobstep state is completed, skipped, or aborted. + + True if the step is completed, skipped, or aborted + + + + Determines if a jobstep is done by checking to see if it is completed, skipped, or aborted. + + True if the step is completed, skipped, or aborted + + + + Determine if a step should be timed out + + + + + + + + Cumulative timing information to reach a certain point in a job + + + + + Wait time on the critical path + + + + + Sync time on the critical path + + + + + Duration to this point + + + + + Average wait time to this point + + + + + Average sync time to this point + + + + + Average duration to this point + + + + + Individual step timing information + + + + + Constructor + + + + + Copy constructor + + The timing info object to copy from + + + + Modifies this timing to wait for another timing + + The other node to wait for + + + + Waits for all the given timing info objects to complete + + Other timing info objects to wait for + + + + Constructs a new TimingInfo object which represents the last TimingInfo to finish + + TimingInfo objects to wait for + New TimingInfo instance + + + + Copies this info to a repsonse object + + + + + Information about a chained job trigger + + + + + The target to monitor + + + + + The template to trigger on success + + + + + The triggered job id + + + + + Whether to run the latest change, or default change for the template, when starting the new job. Uses same change as the triggering job by default. + + + + + Report for a job or jobstep + + + + + Name of the report + + + + + Where to render the report + + + + + The artifact id + + + + + Inline data for the report + + + + + Implementation of IReport + + + + + + + + + + + + + + + + + Identifier for a job + + Id to construct from + + + + Identifier for a job + + Id to construct from + + + Id to construct from + + + + Constant value for an empty job id + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + State of the job + + + + + Waiting for resources + + + + + Currently running one or more steps + + + + + All steps have completed + + + + + Read-only interface for job options + + + + + Name of the executor to use + + + + + Whether to execute using Wine emulation on Linux + + + + + Executes the job lease in a separate process + + + + + What workspace materializer to use in WorkspaceExecutor. Will override any value from workspace config. + + + + + Options for executing a job inside a container + + + + + Number of days after which to expire jobs + + + + + Name of the driver to use + + + + + Options for executing a job + + + + + + + + + + + + + + + + + + + + + + + + + + Merge defaults from another options object + + + + + Options for a job container + + + + + Whether to execute job inside a container + + + + + Image URL to container, such as "quay.io/podman/hello" + + + + + Container engine executable (docker or with full path like /usr/bin/podman) + + + + + Additional arguments to pass to container engine + + + + + Options for executing a job inside a container + + + + + Whether to execute job inside a container + + + + + Image URL to container, such as "quay.io/podman/hello" + + + + + Container engine executable (docker or with full path like /usr/bin/podman) + + + + + Additional arguments to pass to container engine + + + + + Merge defaults from another options object + + + + + Query selecting the base changelist to use + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + Constructor + + + + + Parameters required to create a job + + + + + The stream that this job belongs to + + + + + The template for this job + + + + + Name of the job + + + + + The changelist number to build. Can be null for latest. + + + + + The changelist number to build. Can be null for latest. + + + + + Parameters to use when selecting the change to execute at. + + + + + List of change queries to evaluate + + + + + The preflight changelist number + + + + + The preflight commit + + + + + Job options + + + + + Priority for the job + + + + + Whether to automatically submit the preflighted change on completion + + + + + Whether to update issues based on the outcome of this job + + + + + Values for the template parameters + + + + + Arguments for the job + + + + + Additional arguments for the job + + + + + Targets for the job. Will override any parameters specified in the Arguments or Parameters section if specified. + + + + + The parent job id if any + + + + + The parent step id if any + + + + + Private constructor for serialization + + + + + Response from creating a new job + + + + + Unique id for the new job + + + + + Constructor + + Unique id for the new job + + + + Updates an existing job + + + + + New name for the job + + + + + New priority for the job + + + + + Set whether the job should be automatically submitted or not + + + + + Mark this job as aborted + + + + + Optional reason the job was canceled + + + + + New list of arguments for the job. Only -Target= arguments can be modified after the job has started. + + + + + Placement for a job report + + + + + On a panel of its own + + + + + In the summary panel + + + + + Information about a report associated with a job + + + + + Name of the report + + + + + Report placement + + + + + The artifact id + + + + + Content for the report + + + + + Constructor + + + + + Information about a job + + + + + Unique Id for the job + + + + + Name of the job + + + + + Unique id of the stream containing this job + + + + + The changelist number to build + + + + + The commit to build + + + + + The code changelist + + + + + The code commit to build + + + + + The preflight changelist number + + + + + The preflight commit + + + + + Description of the preflight + + + + + The template type + + + + + Hash of the actual template data + + + + + Hash of the graph for this job + + + + + The user that started this job [DEPRECATED] + + + + + The user that started this job [DEPRECATED] + + + + + The user that started this job + + + + + Bisection task id that started this job + + + + + The user that aborted this job [DEPRECATED] + + + + + The user that aborted this job + + + + + Optional reason the job was canceled + + + + + Priority of the job + + + + + Whether the change will automatically be submitted or not + + + + + The submitted changelist number + + + + + Message produced by trying to auto-submit the change + + + + + Time that the job was created + + + + + The global job state + + + + + Array of jobstep batches + + + + + List of labels + + + + + The default label, containing the state of all steps that are otherwise not matched. + + + + + List of reports + + + + + Artifacts produced by this job + + + + + Parameters for the job + + + + + Command line arguments for the job + + + + + Additional command line arguments for the job for when using the parameters block + + + + + Custom list of targets for the job + + + + + The last update time for this job + + + + + Whether to use the V2 artifacts endpoint + + + + + Whether issues are being updated by this job + + + + + Whether the current user is allowed to update this job + + + + + The parent job id, if any + + + + + The parent job step id, if any + + + + + Constructor + + + + + Default constructor needed for JsonSerializer + + + + + Response describing an artifact produced during a job + + Identifier for this artifact, if it has been produced + Name of the artifact + Artifact type + Description to display for the artifact on the dashboard + Keys for the artifact + Metadata for the artifact + Step producing the artifact + + + + Response describing an artifact produced during a job + + Identifier for this artifact, if it has been produced + Name of the artifact + Artifact type + Description to display for the artifact on the dashboard + Keys for the artifact + Metadata for the artifact + Step producing the artifact + + + Identifier for this artifact, if it has been produced + + + Name of the artifact + + + Artifact type + + + Description to display for the artifact on the dashboard + + + Keys for the artifact + + + Metadata for the artifact + + + Step producing the artifact + + + + The timing info for a job + + + + + The job response + + + + + Timing info for each step + + + + + Timing information for each label + + + + + Constructor + + The job response + Timing info for each steps + Timing info for each label + + + + The timing info for + + + + + Timing info for each job + + + + + Constructor + + Timing info for each job + + + + Request used to update a jobstep + + + + + The new jobstep state + + + + + Outcome from the jobstep + + + + + If the step has been requested to abort + + + + + Optional reason the job step was canceled + + + + + Specifies the log file id for this step + + + + + Whether the step should be re-run + + + + + New priority for this step + + + + + Properties to set. Any entries with a null value will be removed. + + + + + Response object when updating a jobstep + + + + + If a new step is created (due to specifying the retry flag), specifies the batch id + + + + + If a step is retried, includes the new step id + + + + + Reference to the output of a step within the job + + Step producing the output + Index of the output from this step + + + + Reference to the output of a step within the job + + Step producing the output + Index of the output from this step + + + Step producing the output + + + Index of the output from this step + + + + Returns information about a jobstep + + + + + The unique id of the step + + + + + Index of the node which this jobstep is to execute + + + + + The name of this node + + + + + Whether this node can be run multiple times + + + + + This node can start running early, before dependencies of other nodes in the same group are complete + + + + + Whether to include warnings in the output (defaults to true) + + + + + References to inputs for this node + + + + + List of output names + + + + + Indices of nodes which must have succeeded for this node to run + + + + + Indices of nodes which must have completed for this node to run + + + + + List of credentials required for this node. Each entry maps an environment variable name to a credential in the form "CredentialName.PropertyName". + + + + + Annotations for this node + + + + + Current state of the job step. This is updated automatically when runs complete. + + + + + Current outcome of the jobstep + + + + + Error describing additional context for why a step failed to complete + + + + + If the step has been requested to abort + + + + + Name of the user that requested the abort of this step [DEPRECATED] + + + + + The user that requested this step be run again + + + + + Optional reason the job step was canceled + + + + + Name of the user that requested this step be run again [DEPRECATED] + + + + + The user that requested this step be run again + + + + + The log id for this step + + + + + Time at which the batch was ready (UTC). + + + + + Time at which the batch started (UTC). + + + + + Time at which the batch finished (UTC) + + + + + List of reports + + + + + List of spawned job ids + + + + + User-defined properties for this jobstep. + + + + + The state of a particular run + + + + + Waiting for dependencies of at least one jobstep to complete + + + + + Ready to execute + + + + + Preparing to execute work + + + + + Executing work + + + + + Preparing to stop + + + + + All steps have finished executing + + + + + Error code for a batch not being executed + + + + + No error + + + + + The stream for this job is unknown + + + + + The given agent type for this batch was not valid for this stream + + + + + The pool id referenced by the agent type was not found + + + + + There are no agents in the given pool currently online + + + + + There are no agents in this pool that are onlinbe + + + + + Unknown workspace referenced by the agent type + + + + + Cancelled + + + + + Lost connection with the agent machine + + + + + Lease terminated prematurely but can be retried. + + + + + An error ocurred while executing the lease. Cannot be retried. + + + + + The change that the job is running against is invalid + + + + + Step was no longer needed during a job update + + + + + Syncing the branch failed + + + + + Legacy alias for + + + + + Request to update a jobstep batch + + + + + The new log file id + + + + + The state of this batch + + + + + Information about a jobstep batch + + + + + Unique id for this batch + + + + + Index of the group being executed + + + + + The agent type + + + + + The agent assigned to execute this group + + + + + Rate for using this agent (per hour) + + + + + The agent session holding this lease + + + + + The lease that's executing this group + + + + + The unique log file id + + + + + The state of this batch + + + + + Error code for this batch + + + + + The priority of this batch + + + + + Time at which the group started (UTC). + + + + + Time at which the group finished (UTC) + + + + + Time at which the group became ready (UTC). + + + + + Steps within this run + + + + + State of an aggregate + + + + + Aggregate is not currently being built (no required nodes are present) + + + + + Steps are still running + + + + + All steps are complete + + + + + Outcome of an aggregate + + + + + Aggregate is not currently being built + + + + + A step dependency failed + + + + + A dependency finished with warnings + + + + + Successful + + + + + State of a label within a job + + + + + Name to show for this label on the dashboard + + + + + Category to show this label in on the dashboard + + + + + Name to show for this label in UGS + + + + + Project to display this label for in UGS + + + + + State of the label + + + + + Outcome of the label + + + + + Steps to include in the status of this label + + + + + Information about the default label (ie. with inlined list of nodes) + + + + + List of nodes covered by default label + + + + + Information about the timing info for a particular target + + + + + Wait time on the critical path + + + + + Sync time on the critical path + + + + + Duration to this point + + + + + Average wait time by the time the job reaches this point + + + + + Average sync time to this point + + + + + Average duration to this point + + + + + Information about the timing info for a particular target + + + + + Name of this node + + + + + Average wait time for this step + + + + + Average init time for this step + + + + + Average duration for this step + + + + + Information about the timing info for a label + + + + + Name of the label + + + + + Category for the label + + + + + Name of the label + + + + + Category for the label + + + + + Name of the label + + + + + Category for the label + + + + + Describes the history of a step + + + + + The job id + + + + + The batch containing the step + + + + + The step identifier + + + + + The change number being built + + + + + The commit being built + + + + + The step log id + + + + + The pool id + + + + + The agent id + + + + + Outcome of the step, once complete. + + + + + The issues which affected this step + + + + + Time at which the step started. + + + + + Time at which the step finished. + + + + + Identifier for a job step batch + + Id to construct from + + + + Identifier for a job step batch + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + Creates a new + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Systemic error codes for a job step failing + + + + + No systemic error + + + + + Step did not complete in the required amount of time + + + + + Step is in is paused state so was skipped + + + + + Step did not complete because the batch exited + + + + + Identifier for a jobstep + + Id to construct from + + + + Identifier for a jobstep + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + Creates a new + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Outcome for a jobstep + + + + + Outcome is not known + + + + + Step failed + + + + + Step completed with warnings + + + + + Step succeeded + + + + + Unique id struct for JobStepRef objects. Includes a job id, batch id, and step id to uniquely identify the step. + + + + + The job id + + + + + The batch id within the job + + + + + The step id + + + + + Constructor + + The job id + The batch id within the job + The step id + + + + Parse a job step id from a string + + Text to parse + The parsed id + + + + Formats this id as a string + + Formatted id + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + State of a job step + + + + + Unspecified + + + + + Waiting for dependencies of this step to complete (or paused) + + + + + Ready to run, but has not been scheduled yet + + + + + Dependencies of this step failed, so it cannot be executed + + + + + There is an active instance of this step running + + + + + This step has been run + + + + + This step started to execute, but was aborted + + + + + Priority of a job or step + + + + + Not specified + + + + + Lowest priority + + + + + Below normal priority + + + + + Normal priority + + + + + Above normal priority + + + + + High priority + + + + + Highest priority + + + + + Schedule for a template + + + + + Whether the schedule should be enabled + + + + + Maximum number of builds that can be active at once + + + + + Maximum number of changes the schedule can fall behind head revision. If greater than zero, builds will be triggered for every submitted changelist until the backlog is this size. + + + + + Whether the build requires a change to be submitted + + + + + Gate allowing the schedule to trigger + + + + + Commit tags for this schedule + + + + + Roles to impersonate for this schedule + + + + + Last changelist number that this was triggered for + + + + + Gets the last trigger time, in UTC + + + + + List of jobs that are currently active + + + + + Patterns for starting this scheduled job + + + + + Files that should cause the job to trigger + + + + + Parameters for the template + + + + + Claim granted to a schedule + + + + + The claim type + + + + + The claim value + + + + + Required gate for starting a schedule + + + + + The template containing the dependency + + + + + Target to wait for + + + + + Pattern for executing a schedule + + + + + Days of the week to run this schedule on. If null, the schedule will run every day. + + + + + Time during the day for the first schedule to trigger. Measured in minutes from midnight. + + + + + Time during the day for the last schedule to trigger. Measured in minutes from midnight. + + + + + Interval between each schedule triggering + + + + + Extension methods for schedules + + + + + Gets the next trigger time for a schedule + + + + + + + + Get the next time that the schedule will trigger + + Schedule to query + Last time at which the schedule triggered + Timezone to evaluate the trigger + Next time at which the schedule will trigger + + + + Calculates the trigger index based on the given time in minutes + + Pattern to query + Time for the last trigger + The timezone for running the schedule + Index of the trigger + + + + Time of day value for a schedule + + + + + Time of day value for a schedule + + + + + Parse a string as a time of day + + + + + + + + + + + Response describing a schedule + + + + + Whether the schedule is currently enabled + + + + + Maximum number of scheduled jobs at once + + + + + Maximum number of changes the schedule can fall behind head revision. If greater than zero, builds will be triggered for every submitted changelist until the backlog is this size. + + + + + Whether the build requires a change to be submitted + + + + + Gate for this schedule to trigger + + + + + Which commits to run this job for + + + + + Parameters for the template + + + + + New patterns for the schedule + + + + + Last changelist number that this was triggered for + + + + + Last changelist number that this was triggered for + + + + + Last time that the schedule was triggered + + + + + Next trigger times for schedule + + + + + List of active jobs + + + + + Default constructor + + + + + Constructor + + Schedule to construct from + The scheduler time zone + + + + Gate allowing a schedule to trigger. + + + + + The template containing the dependency + + + + + Target to wait for + + + + + Default constructor + + + + + Constructor + + + + + Parameters to create a new schedule + + + + + Days of the week to run this schedule on. If null, the schedule will run every day. + + + + + Time during the day for the first schedule to trigger. Measured in minutes from midnight. + + + + + Time during the day for the last schedule to trigger. Measured in minutes from midnight. + + + + + Interval between each schedule triggering + + + + + Constructor + + + + + Constructor + + + + + Response describing when a schedule is expected to trigger + + + + + Next trigger times + + + + + Constructor + + List of trigger times + + + + Time of day value for a schedule + + + + + Time of day value for a schedule + + + + + Parse a string as a time of day + + + + + + + + + + + Identifier for subresources. Assigning unique ids to subresources prevents against race conditions using indices when subresources are added and removed. + + Subresource identifiers are stored as 16-bit integers formatted as a 4-digit hex code, in order to keep URLs short. Calling Next() will generate a new + identifier with more entropy than just incrementing the value but an identical period before repeating, in order to make URL fragments more distinctive. + + + + + The unique identifier value + + + + + Constructor + + New identifier for this subresource + + + + Creates a new random subresource id. We use random numbers for this to increase distinctiveness. + + New subresource id + + + + Updates the current value, and returns a copy of the previous value. + + New subresource identifier + + + + Parse a subresource id from a string + + Text to parse + New subresource id + + + + Attempt to parse a subresource id from a string + + Text to parse + Receives the parsed subresource id on success + True if the id was parsed correctly + + + + Converts this identifier to a string + + String representation of this id + + + + + + + + + + + + + Equality operator for identifiers + + First identifier to compare + Second identifier to compare + True if the identifiers are equal + + + + Inequality operator for identifiers + + First identifier to compare + Second identifier to compare + True if the identifiers are equal + + + + Extension methods for manipulating subresource ids + + + + + Parse a string as a subresource identifier + + Text to parse + The new subresource identifier + + + + Type converter from strings to SubResourceId objects + + + + + + + + + + + + + + + + + Base class for converting to and from types containing a . Useful pattern for reducing boilerplate with strongly typed records. + + + + + + Converts a type to a + + + + + Constructs a type from a + + + + + Attribute declaring a for a particular type + + + + + The converter type + + + + + Constructor + + + + + Class which serializes types with a to Json + + + + + + + + + + + + + + + + + Class which serializes types with a to Json + + + + + + + + + + + Creates constructors for types with a to Json + + + + + + + + + + + Document describing a job template. These objects are considered immutable once created and uniquely referenced by hash, in order to de-duplicate across all job runs. + + + + + Hash of this template + + + + + Name of the template. + + + + + Description for the template + + + + + Priority of this job + + + + + Whether to allow preflights for this job type + + + + + Whether to always issues for jobs using this template + + + + + Whether to promote issues by default for jobs using this template + + + + + Agent type to use for parsing the job state + + + + + Path to a file within the stream to submit to generate a new changelist for jobs + + + + + Description for new changelists + + + + + Optional predefined user-defined properties for this job + + + + + Parameters for this template + + + + + Base class for parameters used to configure templates via the new build dialog + + + + + Gets the arguments for a job given a set of parameters + + Map of parameter id to value + Whether this is a scheduled build + Receives command line arguments for the job + + + + Gets the default arguments for this parameter and its children + + List of default parameters + Whether the arguments are being queried for a scheduled build + + + + Allows the user to toggle an option on or off + + + + + Identifier for this parameter + + + + + Label to display next to this parameter. + + + + + Argument to add if this parameter is enabled + + + + + Arguments to add if this parameter is enabled + + + + + Argument to add if this parameter is disabled + + + + + Arguments to add if this parameter is disabled + + + + + Whether this option should be enabled by default + + + + + Whether this option should be enabled by default + + + + + Tool tip text to display + + + + + Free-form text entry parameter + + + + + Identifier for this parameter + + + + + Label to display next to this parameter. Should default to the parameter name. + + + + + Argument to add (will have the value of this field appended) + + + + + Default value for this argument + + + + + Override for this argument in scheduled builds. + + + + + Hint text to display when the field is empty + + + + + Regex used to validate values entered into this text field. + + + + + Message displayed to explain valid values if validation fails. + + + + + Tool tip text to display + + + + + Style of list parameter + + + + + Regular drop-down list. One item is always selected. + + + + + Drop-down list with checkboxes + + + + + Tag picker from list of options + + + + + Allows the user to select a value from a constrained list of choices + + + + + Label to display next to this parameter. + + + + + Style of picker parameter to use + + + + + List of values to display in the list + + + + + Tool tip text to display + + + + + Possible option for a list parameter + + + + + Identifier for this parameter + + + + + Group to display this entry in + + + + + Text to display for this option. + + + + + Argument to add if this parameter is enabled. + + + + + Arguments to add if this parameter is enabled. + + + + + Argument to add if this parameter is disabled. + + + + + Arguments to add if this parameter is disabled. + + + + + Whether this item is selected by default + + + + + Whether this item is selected by default + + + + + Extension methods for templates + + + + + Gets the full argument list for a template + + + + + Gets the arguments for default options in this template. Does not include the standard template arguments. + + List of default arguments + + + + Query selecting the base changelist to use + + + + + Name of this query, for display on the dashboard. + + + + + Condition to evaluate before deciding to use this query. May query tags in a preflight. + + + + + The template id to query + + + + + The target to query + + + + + Whether to match a job that produced warnings + + + + + Finds the last commit with this tag + + + + + Interface for a collection of template documents + + + + + Gets a template by ID + + Unique id of the template + The template document + + + + Identifier for a template parameter + + Id to construct from + + + + Identifier for a template parameter + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Identifier for a job template + + Id to construct from + + + + Identifier for a job template + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Response describing a template + + + + + Name of the template + + + + + Description for the template + + + + + Default priority for this job + + + + + Whether to allow preflights of this template + + + + + Whether to always update issues on jobs using this template + + + + + The initial agent type to parse the BuildGraph script on + + + + + Path to a file within the stream to submit to generate a new changelist for jobs + + + + + Parameters for the job. + + + + + List of parameters for this template + + + + + Parameterless constructor for serialization + + + + + Constructor + + The template to construct from + + + + Response describing a template + + + + + Unique id of the template + + + + + Parameterless constructor for serialization + + + + + Constructor + + The template to construct from + + + + Base class for template parameters + + + + + Allows the user to toggle an option on or off + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + Free-form text entry parameter + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + Allows the user to select a value from a constrained list of choices + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + Possible option for a list parameter + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + Test outcome + + + + + The test was successful + + + + + The test failed + + + + + The test was skipped + + + + + The test had an unspecified result + + + + + Test phase outcome + + + + + The phase has failed + + + + + The phase was successful + + + + + The phase was not run + + + + + The phase was interrupted in its execution + + + + + The phase was skipped + + + + + The phase outcome is unknown + + + + + Response object describing test data to store + + + + + The job which produced the data + + + + + The step that ran + + + + + Key used to identify the particular data + + + + + The data stored for this test + + + + + Response object describing the created document + + + + + The id for the new document + + + + + Constructor + + Id of the new document + + + + Response object describing test results + + + + + Unique id of the test data + + + + + Stream that generated the test data + + + + + The template reference id + + + + + The job which produced the data + + + + + The step that ran + + + + + The changelist number that contained the data + + + + + The changelist number that contained the data + + + + + Key used to identify the particular data + + + + + The data stored for this test + + + + + A test environment running in a stream + + + + + Meta unique id for environment + + + + + The platforms in the environment + + + + + The build configurations being tested + + + + + The build targets being tested + + + + + The test project name + + + + + The rendering hardware interface being used with the test + + + + + The variation of the test meta data, for example address sanitizing + + + + + A test that runs in a stream + + + + + The id of the test + + + + + The name of the test + + + + + The name of the test + + + + + The name of the test suite + + + + + The meta data the test runs on + + + + + Get tests request + + + + + Test ids to get + + + + + Get Tests for streams request + + + + + Stream ids to get + + + + + Get test metadata request + + + + + Test metadata ids to get + + + + + Matching key/value pair Test metadata to get + + + + + Get test tag request + + + + + Test tag ids to get + + + + + Test tag name to get + + + + + Get test phases from test keys and ids request + + + + + Test keys to get + + + + + Test ids to get + + + + + Get test sessions from streams, tests and optionally meta ids + + + + + Stream ids to get + + + + + Test ids to get + + + + + Metadata ids to get + + + + + Get phase sessions from stream and phase ids + + + + + Stream ids to get + + + + + Phase ids to get + + + + + A test suite that runs in a stream, contain subtests + + + + + The id of the suite + + + + + The name of the test suite + + + + + The meta data the test suite runs on + + + + + Response object describing test results + + + + + The stream id + + + + + Individual tests which run in the stream + + + + + Test suites that run in the stream + + + + + Test suites that run in the stream + + + + + Suite test data + + + + + The test id + + + + + The outcome of the suite test + + + + + How long the suite test ran + + + + + Test UID for looking up in test details + + + + + The number of test warnings generated + + + + + The number of test errors generated + + + + + Test details + + + + + The corresponding test ref + + + + + The test documents for this ref + + + + + Suite test data + + + + + Data ref + + + + + The test ref id + + + + + The associated stream + + + + + The associated job id + + + + + The associated step id + + + + + How long the test ran + + + + + The build changelist upon which the test ran, may not correspond to the job changelist + + + + + The build changelist upon which the test ran, may not correspond to the job changelist + + + + + The platform the test ran on + + + + + The test id in stream + + + + + The outcome of the test + + + + + The if of the stream test suite + + + + + Suite tests skipped + + + + + Suite test warnings + + + + + Suite test errors + + + + + Suite test successes + + + + + A test name/key ref + + + + + The id of the test + + + + + The name of the test + + + + + The key of the test + + + + + A set of environment conditions in which a test was run + + + + + Metadata unique id for environment + + + + + The set of key/value pairs this environment represent + + + + + A test tag ref + + + + + Tag unique id + + + + + The name of the tag + + + + + A test phase from a test + + + + + The id of the test phase + + + + + The name of the test phase + + + + + The key of the test phase + + + + + All test phases from a test + + + + + The id of the test phase + + + + + The name of the test phase + + + + + The key of the test phase + + + + + The phases associated with the test + + + + + Response object describing test results + + + + + The stream id + + + + + Individual tests which run in the stream + + + + + Known test metadata + + + + + Known test tags + + + + + Response object for a test session + + + + + The test session id + + + + + The stream id associated with the test session + + + + + Test metadata id associated with the test session + + + + + The test data id associated with the test session + + + + + The list of tag ids associated with the test session + + + + + The commit id associated with the test session + + + + + The duration of the test session + + + + + The date time at which the test session started + + + + + The test name reference associated with the test session + + + + + The outcome of the test session + + + + + The total count of phases + + + + + The count of succeeded phases + + + + + The count of undefined phases + + + + + The count of failed phases + + + + + The job id associated with the test session + + + + + The step job id associated with the test session + + + + + Response object for a test phase session + + + + + The phase session id + + + + + The stream id associated with the phase session + + + + + Test metadata id associated with the phase session + + + + + The test session id associated with the phase session + + + + + The commit id associated with the phase session + + + + + The duration of the phase session + + + + + The date time at which the phase session started + + + + + The test phase reference associated with the phase session + + + + + The outcome of the phase session + + + + + The job id associated with the phase session + + + + + The step job id associated with the phase session + + + + + The path to the event stream + + + + + Whether the test phase encountered at least one warning + + + + + The error fingerprint from the event stream + + + + + Timing information for a particular job + + + + + Gets timing information for a particular step + + Name of the node being executed + Logger for diagnostic messages + Receives the timing information for the given step + True if the timing was found + + + + Information about the timing for an individual step + + + + + Wait time before executing the group containing this node + + + + + Time taken for the group containing this node to initialize + + + + + Time spent executing this node + + + + + Interface for a log device + + + + + Flushes the logger with the server and stops the background work + + + + + Extension methods for + + + + + + + + + + + + + + + + + + + + Creates a logger which uploads data to the server + + Logger for the server + Local log output device + New logger instance + + + + Read-only buffer for log text, with indexed line offsets. + + + + + Type of this blob when serialized + + + + + Provides access to the lines for this chunk through a list interface + + + + + + + + + + + + + + + + + Empty log chunk + + + + + The raw text data. Contains a complete set of lines followed by newline characters. + + + + + Span for the raw text data. + + + + + Accessor for the lines in this chunk + + + + + Offsets of lines within the data object, including a sentinel for the end of the data (LineCount + 1 entries). + + + + + Length of this chunk + + + + + Number of lines in the block (excluding the sentinel). + + + + + Default constructor + + + + + Constructor + + Data to construct from + + + + Constructor + + + + + Accessor for an individual line + + Index of the line to retrieve + Line at the given index + + + + Accessor for an individual line, including the trailing newline character + + Index of the line to retrieve + Line at the given index + + + + Find the line index for a particular offset + + Offset within the text + The line index + + + + Creates a new list of line offsets for the given text + + + + + + + Updates the length of this chunk, computing all the newline offsets + + Text to search for line endings + Start offset within the text buffer + Offsets of each line within the text + + + + Converter from log chunks to blobs + + + + + + + + + + + Reference to a chunk of text, with information about its placement in the larger log file + + + + + First line within the file + + + + + Number of lines in this block + + + + + Offset within the entire log file + + + + + Length of this chunk + + + + + Handle to the target chunk + + + + + Constructor + + Index of the first line within this block + Number of lines in the chunk + Offset within the log file + Length of the chunk + Referenced log text + + + + Deserializing constructor + + + + + + + + + Builder for objects. + + + + + Accessor for Data + + + + + Current used length of the buffer + + + + + Offsets of the start of each line within the data + + + + + Current length of the buffer + + + + + Number of lines in this buffer + + + + + Capacity of the buffer + + + + + Constructor + + + + + Constructor + + Data to initialize this chunk with. Ownership of this array is transferred to the chunk, and its length determines the chunk size. + Number of valid bytes within the initial data array + + + + Constructor + + + + + + + + Clear the contents of the buffer + + + + + Gets a line at the given index + + Index of the line + Text for the line + + + + Create a new chunk data object with the given data appended. The internal buffers are reused, with the assumption that + there is no contention over writing to the same location in the chunk. + + The data to append + New chunk data object + + + + Appends JSON text from another buffer as plain text in this one + + + + + Appends JSON text from another buffer as plain text in this one + + + + + Ensure there is a certain amount of space in the output buffer + + Required space + + + + Determines if the given line is empty + + The input data + True if the given text is empty + + + + Converts a JSON log line to plain text + + The JSON data + Output buffer for the converted line + Offset within the buffer to write the converted data + + + + + Unescape a json utf8 string + + Source span of bytes + Target span of bytes + Length of the converted data + + + + Shrinks the data allocated by this chunk to the minimum required + + + + + Create an array of lines from the text + + Array of lines + + + + Create a object from the current state + + + + + + Builds a sequence of log chunks + + + + + Desired size for each chunk + + + + + The complete chunks. Note that this does not include data which has not yet been flushed. + + + + + Total length of the sequence + + + + + Number of lines in this builder + + + + + Constructor + + Desired size for each chunk. Each chunk will be limited to this size. + + + + Clear the current contents of the buffer + + + + + Remove a number of chunks from the start of the builder + + Number of chunks to remove + + + + + + + + + + Flushes the current contents of the builder + + + + + Enumerate lines starting at the given index + + Index to start from + Sequence of lines + + + + Flushes the current chunk if necessary to provide the requested space + + Space required in + + + + Extension methods for ILogText + + + + + Gets the chunk index containing the given offset. + + The chunks to search + The offset to search for + The chunk index containing the given offset + + + + Gets the starting chunk index for the given line + + The chunks to search + Index of the line to query + Index of the chunk to fetch + + + + Converts a log text instance to plain text + + The text to convert + Logger for conversion warnings + The plain text instance + + + + Severity of a log event + + + + + Severity is not specified + + + + + Information severity + + + + + Warning severity + + + + + Error severity + + + + + Information about an uploaded event + + + + + Unique id of the log containing this event + + + + + Severity of this event + + + + + Index of the first line for this event + + + + + Number of lines in the event + + + + + The issue id associated with this event + + + + + The structured message data for this event + + + + + Identifier for a log + + Id to construct from + + + + Identifier for a log + + Id to construct from + + + Id to construct from + + + + Constant value for empty user id + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Index for a log file. + + The index consists of a sequence of compressed, plain text blocks (see , and a + set of (ngram, block index) pairs encoded as 64-bit integers (see ). + + Each ngram is a 1-4 byte sequence of utf8 bytes, padded out to 32-bits (see ). + + When performing a text search, the search term is split into a set of ngrams, and the set queried for blocks containing + them all. Matching blocks are decompressed and scanned for matches using a simplified Knuth-Morris-Pratt search. + + Since alignment of ngrams may not match alignment of ngrams in the search term, we offset the search term by + 1-4 bytes and include the union of blocks matching at any offset. + + + + + Index for tokens into the block list + + + + + Number of bits in the index devoted to the block index + + + + + List of text blocks + + + + + Empty index data + + + + + Public accessor for the plain text chunks + + + + + Number of lines covered by the index + + + + + Length of the text data + + + + + Constructor + + Index into the text chunks + Number of bits devoted to the chunks index + Plain text chunks for this log file + + + + Appends a set of text blocks to this index + + Writer for output nodes + Text blocks to append + + New log index with the given blocks appended + + + + Search for the given text in the index + + First line index to search from + Text to search for + Receives stats for the search + Cancellation token for the operation + List of line numbers for the text + + + + Search for the given text in the index + + Text to search for + The first + List of line numbers for the text + + + + Gets predicates for matching a token that starts + + The token text + Whether to allow a partial match of the token + Set of aligned tokens that are required + List of predicates for the search + + + + Generates a predicate for matching a token which may or may not start on a regular token boundary + + The token text + Whether to allow a partial match of the token + List of predicates for the search + + + + Tests whether a chunk contains a particular token + + Index of the chunk to search + The token to test + Mask of which bits in the token are valid + True if the given block contains a token + + + + Tests whether a chunk contains a particular ngram + + The token to test + Offset of the window into the token to test + Whether to allow a partial match of the token + True if the given block contains a token + + + + Type for serializing index nodes + + + + + Version number for serialized data + + + + + + + + + + + The type of data stored in this log file + + + + + Plain text data + + + + + Structured json objects, output as one object per line (without trailing commas) + + + + + Creates a new log file + + + + + Type of the log file + + + + + Response from creating a log file + + + + + Identifier for the created log file + + + + + Response describing a log file + + + + + Unique id of the log file + + + + + Unique id of the job for this log file + + + + + The lease allowed to write to this log + + + + + The session allowed to write to this log + + + + + Type of events stored in this log + + + + + Number of lines in the file + + + + + Response describing a log file + + + + + List of line numbers containing the search text + + + + + Stats for the search + + + + + Response when querying for specific lines from a log file + + + + + start index of the lines returned + + + + + Number of lines returned + + + + + Last index of the returned messages + + + + + Type of response, Json or Text + + + + + List of lines received + + + + + Response object for individual lines + + + + + Timestamp for log line + + + + + Level of Message (Information, Warning, Error) + + + + + Message itself + + + + + Format string for the message + + + + + User-defined properties for this jobstep. + + + + + Format for the log file + + + + + Text data + + + + + Json data + + + + + Represents an entire log + + + + + Format for this log file + + + + + Total number of lines + + + + + Length of the log file + + + + + Text blocks for this chunk + + + + + Index for this log + + + + + Whether this log is complete + + + + + Deserializing constructor + + + + + Serializer for types + + + + + Type of blob when serialized to storage + + + + + + + + + + + Assists building log files through trees of , and nodes. This + class is designed to be thread safe, and presents a consistent view to readers and writers. + + + + + Default maximum size for a log text block + + + + + Default maximum size for an index text block + + + + + Number of lines written to the log + + + + + Constructor + + Format for data in the log file + + + + + Constructor + + Format of data in the log file + maximum size for a regular text block + Maximum size for an index text block + Logger for conversion errors + + + + Read data from the unflushed log tail + + The first line to read, from the end of the flushed data + + + + + + Append JSON data to the end of the log + + Log data to append + + + + Flushes the written data to the log + + Writer for the output nodes + Whether the log is complete + Cancellation token for the operation + + + + Extension methods + + + + + Reads lines from a line + + Log to read from + Cancellation token + Sequence of line buffers + + + + Reads lines from a line + + Log to read from + Zero-based index of the first line to read from + Cancellation token + Sequence of line buffers + + + + Functionality for decomposing log text into ngrams. + + + + + Maximum number of bytes in each ngram + + + + + Number of bits in each ngram + + + + + Lookup from input byte to token type + + + + + Lookup from input byte to token char + + + + + Gets a single token + + The text to parse + The token value + + + + Decompose a span of text into tokens + + Text to scan + Receives a set of tokens + + + + Decompose a string to a set of ngrams + + Text to scan + + + + + Gets the length of the first token in the given span + + The text to search + Start position for the search + Length of the first token + + + + Gets the length of the first token in the given span + + The text to search + Offset of the window to read from the token + Length of the first token + + + + Gets the length of the first token in the given span + + The text to search + Offset of the window to read from the token + Whether to allow only matching the start of the string + Length of the first token + + + + Build the lookup table for token types + + Array whose elements map from an input byte to token type + + + + Build the lookup table for token types + + Array whose elements map from an input byte to token type + + + + A sparse, space-efficient set of 64-bit values. Implemented as a trie backed by a flat lookup table. + + Each 64-bit value in the set is decomposed into 4-bit fragments, and each node in the trie contains a 2^4=16-bit mask + indicating which child nodes exist. The array of nodes is stored in a flat buffer, with a predictable order, with + the children of a particular node stored contiguously, breadth first. + + Doing so allows constructing a lookup table for the first child of each parent node with a single pass of + the buffer, allowing efficient traversal of the tree to satisfy queries. + + In practice, only the top 32-bits of values stored in the trie are used for encoding ngram information. The + bottom 32 bits are used to index a block number, allowing querying the existence of ngrams and their + rough location. + + + + + Stack item for traversing the tree + + + + + The current node index + + + + + Value in the current node (0-15) + + + + + Delegate for filtering values during a tree traversal + + The current value + Mask for which bits in the value are valid + True if values matching the given mask should be enumerated + + + + Height of the tree + + + + + Array of bitmasks for each node in the tree + + + + + Array of bitmasks for each node in the tree + + + + + Array of child offsets for each node. Excludes the last layer of the tree. + + + + + Empty index definition + + + + + Constructor + + Node data + + + + Tests whether the given value is in the trie + + The value to check for + True if the value is in the trie + + + + + + + + + + Enumerate all values matching a given filter + + Predicate for which values to include + Values satisfying the given predicate + + + + Enumerates all values in the trie between the given ranges + + Minimum value to enumerate + Maximum value to enumerate + Sequence of values + + + + Creates a lookup for child node offsets from raw node data + + Array of masks for each node + Array of offsets + + + + Count the number of set bits in the given value + + Value to test + Number of set bits + + + + Read a trie from the given buffer + + Reader to read from + New trie + + + + Write this trie to the given buffer + + Writer to output to + + + + Gets the serialized size of this trie + + + + + + Extension methods for serializing tries + + + + + Read a trie from the given buffer + + Reader to read from + New trie + + + + Write this trie to the given buffer + + Writer to output to + Trie to write + + + + Structure used for building compact instances + + + + + Node within the trie + + + + + The root node + + + + + Default constructor + + + + + Adds a value to the trie + + Value to add + + + + Searches for the given item in the trie + + Value to add + + + + Creates a from this data + + + + + + Stats for a search + + + + + Number of blocks that were scanned + + + + + Number of bytes that had to be scanned for results + + + + + Number of blocks that were skipped + + + + + Number of blocks that had to be decompressed + + + + + Number of blocks that were searched but did not contain the search term + + + + + Stores cached information about a utf8 search term + + + + + The search text + + + + + The utf-8 bytes to search for + + + + + Normalized (lowercase) utf-8 bytes to search for + + + + + Skip table for comparisons + + + + + Constructor + + The text to search for + + + + Find all ocurrences of the text in the given buffer + + The buffer to search + The text to search for + Sequence of offsets within the buffer + + + + Perform a case insensitive search for the next occurerence of the search term in a given buffer + + The buffer to search + Starting offset for the search + The text to search for + Offset of the next occurence, or -1 + + + + Compare the search term against the given buffer + + The buffer to search + Starting offset for the search + The text to search for + True if the text matches, false otherwise + + + + Stores cached information about a utf8 search term + + + + + Find all ocurrences of the text in the given buffer + + The buffer to search + The text to search for + Sequence of offsets within the buffer + + + + Perform a case sensitive search for the next occurerence of the search term in a given buffer + + The buffer to search + Starting offset for the search + The text to search for + Offset of the next occurence, or -1 + + + + Compare the search term against the given buffer + + The buffer to search + Starting offset for the search + The text to search for + True if the text matches, false otherwise + + + + Class to handle uploading log data to the server in the background + + + + + Constructor + + Horde instance to write to + The log id to write to + Minimum level for output + Logger for systemic messages + + + + + + + + + + + + + Stops the log writer's background task + + Async task + + + + Dispose of this object. Call StopAsync() to stop asynchronously. + + + + + Upload the log data to the server in the background + + Async task + + + + + + + + + + Utility class to split log events into separate lines and buffer them for writing to the server + + + + + Current packet length + + + + + Maximum length of an individual line + + + + + Maximum size of a packet + + + + + Constructor + + Maximum length for an individual line + Maximum length for a packet + + + + Creates a packet from the current data + + Packet data and number of lines written + + + + Writes an event + + Event to write + + + + Writes an event with a format string, splitting it into multiple lines if necessary + + + + + Unique id for a notification trigger id + + Identifier for the notification trigger + + + + Unique id for a notification trigger id + + Identifier for the notification trigger + + + Identifier for the notification trigger + + + + + + + + + + Converter class to and from ObjectId values + + + + + + + + + + + Constructor + + + + + + + + + + + Handle to a Horde project + + + + + Unique id of the project + + + + + Name of the project + + + + + Order to display this project on the dashboard + + + + + List of streams that are in this project + + + + + Describes a stream within a project + + + + + The stream id + + + + + The stream name + + + + + Collection of projects + + + + + Retrieve information about a specific project + + Id of the project to get information about + Cancellation token for the operation + Information about the requested project + + + + Query all the projects + + Cancellation token for the operation + Information about all the projects + + + + Identifier for a pool + + Id to construct from + + + + Identifier for a pool + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Response describing a project + + + + + Unique id of the project + + + + + Name of the project + + + + + Order to display this project on the dashboard + + + + + List of streams that are in this project + + + + + List of stream categories to display + + + + + Constructor + + Unique id of the project + Name of the project + Order to show this project on the dashboard + + + + Information about a stream within a project + + + + + The stream id + + + + + The stream name + + + + + Constructor + + + + + Information about a category to display for a stream + + + + + Heading for this column + + + + + Index of the row to display this category on + + + + + Whether to show this category on the nav menu + + + + + Patterns for stream names to include + + + + + Patterns for stream names to exclude + + + + + Streams to include in this category + + + + + Constructor + + + + + Unique identifier for a replicator across all streams + + + + + Unique identifier for a replicator across all streams + + + + + Parse a replicator id + + + + + Parse a replicator id + + + + + + + + + + + + + + + + + + + + + + + + + + Identifier for a replicator + + Id to construct from + + + + Identifier for a replicator + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Information about a replicator + + + + + Identifier for this replicator + + + + + Identifier for the stream + + + + + Identifier for this replicator within the stream + + + + + Status description + + + + + Whether to pause replication + + + + + Whether to perform a clean snapshot + + + + + Resets the replication + + + + + Pauses replication after the current change + + + + + The last change that was replicated + + + + + Time at which the last change was replicated + + + + + The current change being replicated + + + + + Time at which the current change was replicated + + + + + Size of data currently being replicated + + + + + Amount of data copied for the current change + + + + + Last error with replication, if there is one. + + + + + Information about a replicator + + + + + Whether to pause replication immediately + + + + + Whether to perform a clean snapshot for the next replicated change + + + + + Discards all replicated changes and starts replication from scratch + + + + + Pauses replication after one change has been replicated + + + + + Change that should be replicated. Setting this to a value ahead of the last replicated change will cause changes inbetween to be skipped. + + + + + Constructor + + + + + + + + Information about a secret + + + + + Identifier for the secret + + + + + The secret values + + + + + Collection of secrets + + + + + Resolve a secret to concrete values + + Identifier for the secret + Cancellation token for the operation + + + + Identifier for a secret + + Id to construct from + + + + Identifier for a secret + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Response listing all the secrets available to the current user + + + + + List of secret ids + + + + + Constructor + + + + + Gets data for a particular secret + + + + + Id of the secret + + + + + Key value pairs for the secret + + + + + Constructor + + + + + Parameters required to create a notice + + + + + Start time to display this message + + + + + Finish time to display this message + + + + + Message to display + + + + + Constructor + + + + + Parameters required to update a notice + + + + + The id of the notice to update + + + + + Start time to display this message + + + + + Finish time to display this message + + + + + Message to display + + + + + Constructor + + + + + Notice information + + + + + The id of the notice to update + + + + + Start time to display this message + + + + + Finish time to display this message + + + + + Whether this notice is for scheduled downtime + + + + + Whether the notice is currently active + + + + + Message to display + + + + + User id who created the notice, otherwise null if a system message + + + + + Server Info + + + + + Current API version number of the server + + + + + Server version info + + + + + The current agent version string + + + + + List of plugins + + + + + Gets connection information to the server + + + + + Public IP address of the remote machine + + + + + Public port of the connecting machine + + + + + Gets ports configured for this server + + + + + Port for HTTP communication + + + + + Port number for HTTPS communication + + + + + Port number for unencrpyted HTTPS communication + + + + + Authentication method used for logging users in + + + + + No authentication enabled. *Only* for demo and testing purposes. + + + + + OpenID Connect authentication, tailored for Okta + + + + + Generic OpenID Connect authentication, recommended for most + + + + + Authenticate using username and password credentials stored in Horde + OpenID Connect (OIDC) is first and foremost recommended. + But if you have a small installation (less than ~10 users) or lacking an OIDC provider, this is an option. + + + + + Describes the auth config for this server + + + + + Issuer for tokens from the auth provider + + + + + Optional profile name used by OidcToken + + + + + Issuer for tokens from the auth provider + + + + + Client id for the OIDC authority + + + + + Optional redirect url provided to OIDC login for external tools (typically to a local server) + + + + + Optional OIDC scopes for authorizing API requests from external tools + + + + + Request to validate server configuration with the given files replacing their checked-in counterparts. + + + + + Perforce cluster to retrieve from + + + + + Change to test + + + + + Response from validating config files + + + + + Whether the files were validated successfully + + + + + Output message from validation + + + + + Detailed response + + + + + Status for a subsystem within Horde + + + + + Name of the subsystem + + + + + List of updates + + + + + Type of status result for a single update + + + + + Indicates that the health check determined that the subsystem was unhealthy + + + + + Indicates that the health check determined that the component was in a subsystem state + + + + + Indicates that the health check determined that the subsystem was healthy + + + + + A single status update + + + + + Result of status update + + + + + Optional message describing the result + + + + + Time this update was created + + + + + Response from server status controller + + + + + List of subsystem statuses + + + + + Information about a server plugin + + Name of the plugin + Optional description of the plugin + Whether the plugin is loaded + The version of the plugin assembly + + + + Information about a server plugin + + Name of the plugin + Optional description of the plugin + Whether the plugin is loaded + The version of the plugin assembly + + + Name of the plugin + + + Optional description of the plugin + + + Whether the plugin is loaded + + + The version of the plugin assembly + + + + Identifier for a user account + + Id to construct from + + + + Identifier for a user account + + Id to construct from + + + Id to construct from + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Creates a new user account + + Name of the account + Description for the account + Claims for the user + Whether the account is enabled + + + + Creates a new user account + + Name of the account + Description for the account + Claims for the user + Whether the account is enabled + + + Name of the account + + + Description for the account + + + Claims for the user + + + Whether the account is enabled + + + + Response from the request to create a new user account + + The created account id + Secret used to auth with this account + + + + Response from the request to create a new user account + + The created account id + Secret used to auth with this account + + + The created account id + + + Secret used to auth with this account + + + + Update request for a user account + + Name of the account + Description for the account + Claims for the user + Request that the token get reset + Whether the account is enabled + + + + Update request for a user account + + Name of the account + Description for the account + Claims for the user + Request that the token get reset + Whether the account is enabled + + + Name of the account + + + Description for the account + + + Claims for the user + + + Request that the token get reset + + + Whether the account is enabled + + + + Response from updating a user account + + + + + Response from updating a user account + + + + + Creates a new user account + + Id of the account + Claims for the user + Description for the account + Whether the account is enabled + + + + Creates a new user account + + Id of the account + Claims for the user + Description for the account + Whether the account is enabled + + + Id of the account + + + Claims for the user + + + Description for the account + + + Whether the account is enabled + + + + Exception thrown when stream validation fails + + + + + + + + + + + + + + Information about a stream + + + + + Name of the stream. + + + + + Project that this stream belongs to + + + + + Name of the stream + + + + + Path to the config file for this stream + + + + + Current revision of the config file + + + + + Order for this stream on the dashboard + + + + + Notification channel for all jobs in this stream + + + + + Notification channel filter for this template. Can be Success, Failure, or Warnings. + + + + + Channel to post issue triage notifications + + + + + Tabs for this stream on the dashboard + + + + + Agent types configured for this stream + + + + + Workspace types configured for this stream + + + + + List of templates available for this stream + + + + + Workflows configured for this stream + + + + + Default settings for preflights against this stream + + + + + Stream is paused for builds until specified time + + + + + Comment/reason for why the stream was paused + + + + + Commits for this stream + + + + + Get the latest stream state + + Cancellation toke for this operation + Updated stream, or null if it no longer exists + + + + Updates user-facing properties for an existing stream + + The new datetime for pausing builds + The reason for pausing + Cancellation token for the operation + The updated stream if successful, null otherwise + + + + Attempts to update the last trigger time for a schedule + + The template ref id + New last trigger time for the schedule + New last trigger commit for the schedule + New list of active jobs + Cancellation token for the operation + The updated stream if successful, null otherwise + + + + Attempts to update a stream template ref + + The template ref to update + The stream states to update, pass an empty list to clear all step states, otherwise will be a partial update based on included step updates + Cancellation token for the operation + + + + + Style for rendering a tab + + + + + Regular job list + + + + + Omit job names, show condensed view + + + + + Information about a page to display in the dashboard for a stream + + + + + Title of this page + + + + + Type of this tab + + + + + Presentation style for this page + + + + + Whether to show job names on this page + + + + + Whether to show all user preflights + + + + + Names of jobs to include on this page. If there is only one name specified, the name column does not need to be displayed. + + + + + List of job template names to show on this page. + + + + + Columns to display for different types of aggregates + + + + + Type of a column in a jobs tab + + + + + Contains labels + + + + + Contains parameters + + + + + Describes a column to display on the jobs page + + + + + The type of column + + + + + Heading for this column + + + + + Category of aggregates to display in this column. If null, includes any aggregate not matched by another column. + + + + + Parameter to show in this column + + + + + Relative width of this column. + + + + + Mapping from a BuildGraph agent type to a set of machines on the farm + + + + + Pool of agents to use for this agent type + + + + + Name of the workspace to sync + + + + + Path to the temporary storage dir + + + + + Environment variables to be set when executing the job + + + + + Information about a workspace type + + + + + Name of the Perforce server cluster to use + + + + + The Perforce server and port (eg. perforce:1666) + + + + + User to log into Perforce with (defaults to buildmachine) + + + + + Password to use to log into the workspace + + + + + Identifier to distinguish this workspace from other workspaces. Defaults to the workspace type name. + + + + + Override for the stream to sync + + + + + Custom view for the workspace + + + + + Whether to use an incrementally synced workspace + + + + + Whether to use the AutoSDK + + + + + View for the AutoSDK paths to sync. If null, the whole thing will be synced. + + + + + Method to use when syncing/materializing data from Perforce + + + + + Minimum disk space that must be available *after* syncing this workspace (in megabytes) + If not available, the job will be aborted. + + + + + Threshold for when to trigger an automatic conform of agent. Measured in megabytes free on disk. + Set to null or 0 to disable. + + + + + Specifies defaults for running a preflight + + + + + The template id to query + + + + + Query for the change to use + + + + + Job template in a stream + + + + + The template id + + + + + Whether to show badges in UGS for these jobs + + + + + Whether to show alerts in UGS for these jobs + + + + + Notification channel for this template. Overrides the stream channel if set. + + + + + Notification channel filter for this template. Can be a combination of "Success", "Failure" and "Warnings" separated by pipe characters. + + + + + Triage channel for this template. Overrides the stream channel if set. + + + + + List of schedules for this template + + + + + List of chained job triggers + + + + + List of template step states + + + + + Default change to use for this job + + + + + Trigger for another template + + + + + Name of the target that needs to complete before starting the other template + + + + + Id of the template to trigger + + + + + Whether to use the default change for the template rather than the change for the parent job. + + + + + Information about a paused template step + + + + + Name of the step + + + + + User who paused the step + + + + + The UTC time when the step was paused + + + + + Extension methods for streams + + + + + Updates an existing stream + + The stream to update + The new datetime for pausing builds + The reason for pausing + Cancellation token for the operation + Async task object + + + + Attempts to update the last trigger time for a schedule + + The stream to update + The template ref id + + + Jobs to add + Jobs to remove + Cancellation token for the operation + True if the stream was updated + + + + Check if stream is paused for new builds + + The stream object + Current time (allow tests to pass in a fake clock) + If stream is paused + + + + Collection of stream documents + + + + + Gets a stream by ID + + The stream identifier + Cancellation token for the operation + The stream document + + + + Gets a stream by ID + + The stream identifiers + Cancellation token for the operation + The stream document + + + + Identifier for a stream + + Id to construct from + + + + Identifier for a stream + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Response describing a stream + + + + + Unique id of the stream + + + + + Unique id of the project containing this stream + + + + + Name of the stream + + + + + The config file path on the server + + + + + Revision of the config file + + + + + Order to display in the list + + + + + Notification channel for all jobs in this stream + + + + + Notification channel filter for this template. Can be a combination of "Success", "Failure" and "Warnings" separated by pipe characters. + + + + + Channel to post issue triage notifications + + + + + Default template for running preflights + + + + + Default template to use for preflights + + + + + List of tabs to display for this stream + + + + + Map of agent name to type + + + + + Map of workspace name to type + + + + + Templates for jobs in this stream + + + + + Stream paused for new builds until this date + + + + + Reason for stream being paused + + + + + Workflows for this stream + + + + + Constructor + + The stream to construct from + Templates for this stream + + + + Information about the default preflight to run + + + + + + + + + + + Constructor + + + + + Constructor + + + + + Information about a page to display in the dashboard for a stream + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + Constructor + + + + + Describes a column to display on the jobs page + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + Mapping from a BuildGraph agent type to a set of machines on the farm + + + + + Pool of agents to use for this agent type + + + + + Name of the workspace to sync + + + + + Path to the temporary storage dir + + + + + Environment variables to be set when executing the job + + + + + Constructor + + + + + Constructor + + + + + Information about a workspace type + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Default constructor + + + + + Constructor + + + + + State information for a step in the stream + + + + + Name of the step + + + + + User who paused the step + + + + + The UTC time when the step was paused + + + + + Default constructor for serialization + + + + + Constructor + + + + + Information about a template in this stream + + + + + Id of the template ref + + + + + Hash of the template definition + + + + + Whether to show badges in UGS for these jobs + + + + + Whether to show alerts in UGS for these jobs + + + + + Notification channel for this template. Overrides the stream channel if set. + + + + + Notification channel filter for this template. Can be a combination of "Success", "Failure" and "Warnings" separated by pipe characters. + + + + + Triage channel for this template. Overrides the stream channel if set. + + + + + The schedule for this ref + + + + + List of templates to trigger + + + + + List of step states + + + + + List of queries for the default changelist + + + + + Whether the user is allowed to create jobs from this template + + + + + Constructor + + The template ref id + The template ref + The actual template + The template step states + The scheduler time zone + Whether the user can run this template + + + + Trigger for another template + + + + + + + + + + + + + + Constructor + + + + + Constructor + + + + + Step state update request + + + + + Name of the step + + + + + User who paused the step + + + + + Updates an existing stream template ref + + + + + Step states to update + + + + + Normalized string identifier for a resource + + + + + Enum used to disable validation on string arguments + + + + + No validation required + + + + + Maximum length for a string id + + + + + The text representing this id + + + + + Accessor for the string bytes + + + + + Accessor for the string bytes + + + + + Constructor + + Unique id for the string + + + + Constructor + + Unique id for the string + + + + Constructor + + Unique id for the string + Argument used for overload resolution for pre-validated strings + + + + Checks whether this StringId is set + + + + + Generates a new string id from the given text + + Text to generate from + New string id + + + + Validates the given string as a StringId, normalizing it if necessary. + + Text to validate as a StringId + Parsed identifier + True if the identifier was parsed + + + + Validates the given string as a StringId, normalizing it if necessary. + + Text to validate as a StringId + Parsed identifier + Error message if the id cannot be parsed + True if the identifier was parsed + + + + Validates the given string as a StringId, normalizing it if necessary. + + Text to validate as a StringId + Parsed identifier + True if the identifier was parsed + + + + Validates the given string as a StringId, normalizing it if necessary. + + Text to validate as a StringId + Parsed identifier + Error message if the id cannot be parsed + True if the identifier was parsed + + + + Converts a utf8 string to lowercase + + + + + + + Checks whether the given character is valid within a string id + + The character to check + True if the character is valid + + + + Checks whether the given character is valid within a string id + + The character to check + True if the character is valid + + + + + + + + + + + + + + + + + + + + + + Compares two string ids for equality + + The first string id + Second string id + True if the two string ids are equal + + + + Compares two string ids for inequality + + The first string id + Second string id + True if the two string ids are not equal + + + + Class which serializes types + + + + + + + + + + + Class which serializes types + + + + + + + + + + + + + + + + + Base class for converting to and from types containing a . Useful pattern for reducing boilerplate with strongly typed records. + + + + + + Converts a type to a + + + + + Constructs a type from a + + + + + Attribute declaring a for a particular type + + + + + The converter type + + + + + Constructor + + + + + Converter to compact binary objects + + + + + + + + + + + + + + Class which serializes types with a to Json + + + + + + + + + + + + + + + + + Class which serializes types with a to Json + + + + + + + + + + + + + + + + + Creates constructors for types with a to Json + + + + + + + + + + + Identifier for a symbol store + + Id to construct from + + + + Identifier for a symbol store + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Provides functionality for hashing files to add to a Microsoft Symbol store. + + * For PE-format files (EXE, DLL), this consists of the + * For PDB files, this consists of the PDB GUID followed by its age (the number of times it has been written). + + + + + Gets the hash of a file. + + File to hash + Logger for diagnostic messages + Cancellation token for the operation + Hash of the file, or null if it cannot be parsed. + + + + Gets the hash for a Windows portable executable file, consisting of concatenated hex values for the timestamp and image size fields in the header. + Structures referenced below (IMAGE_DOS_HEADER, IMAGE_NT_HEADERS) are defined in Windows headers, but are parsed via offsets into the executable + to reduce messy marshalling in C#. + + + + + Parse the hash value from a PDB file, consisting of concatenated hex values for the PDB GUID and age (the number of times it has been written). + + While the fields to obtain are at fairly straightforward offsets in particular data structures, PDBs are internally structured as an MSF file + consisting of multiple data streams with non-contiguous pages. There are a few references for parsing this format: + + * LLVM documentation: https://llvm.org/docs/PDB/MsfFile.html + * Microsoft's PDB source code: https://github.com/microsoft/microsoft-pdb (particularly PDB/msf/msf.cpp) + + This function only handles the BigMSF format. + + + + + Identifier for a particular metric + + Id to construct from + + + + Identifier for a particular metric + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Generic message for a telemetry event + + + + + List of telemetry events + + + + + Indicates the type of telemetry data being uploaded + + + + + A batch of objects. + + + + + Metrics meta data for query + + + + + The corresponding metric id + + + + + Metric grouping information + + + + + Metrics groups matching the search terms + + + + + TopN aggregation + + + + + BottomN aggregation + + + + + Metrics matching a particular query + + + + + The corresponding metric id + + + + + Metric grouping information + + + + + Metrics matching the search terms + + + + + Information about a particular metric + + + + + Start time for the sample + + + + + Name of the group + + + + + Value for the metric + + + + + The units used to present the telemetry + + + + + Time duration + + + + + Ratio 0-100% + + + + + Artbitrary numeric value + + + + + The type of + + + + + A line graph + + + + + Key performance indicator (KPI) chart with thrasholds + + + + + Metric attached to a telemetry chart + + + + + Associated metric id + + + + + The threshold for KPI values + + + + + The metric alias for display purposes + + + + + Telemetry chart configuraton + + + + + The name of the chart, will be displayed on the dashboard + + + + + The unit to display + + + + + The graph type + + + + + List of configured metrics + + + + + The min unit value for clamping chart + + + + + The max unit value for clamping chart + + + + + A chart categody, will be displayed on the dashbord under an associated pivot + + + + + The name of the category + + + + + The charts contained within the category + + + + + A telemetry view variable used for filtering the charting data + + + + + The name of the variable for display purposes + + + + + The associated data group attached to the variable + + + + + The default values to select + + + + + A telemetry view of related metrics, divided into categofies + + + + + Identifier for the view + + + + + The name of the view + + + + + The telemetry store this view uses + + + + + The variables used to filter the view data + + + + + The categories contained within the view + + + + + Identifier for a particular metric view + + Id to construct from + + + + Identifier for a particular metric view + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Metric attached to a telemetry chart + + + + + Associated metric id + + + + + The threshold for KPI values + + + + + The metric alias for display purposes + + + + + Telemetry chart configuraton + + + + + The name of the chart, will be displayed on the dashboard + + + + + The unit to display + + + + + The graph type + + + + + List of configured metrics + + + + + The min unit value for clamping chart + + + + + The max unit value for clamping chart + + + + + A chart categody, will be displayed on the dashbord under an associated pivot + + + + + The name of the category + + + + + The charts contained within the category + + + + + A telemetry view variable used for filtering the charting data + + + + + The name of the variable for display purposes + + + + + The associated data group attached to the variable + + + + + The default values to select + + + + + A telemetry view of related metrics, divided into categofies + + + + + Identifier for the view + + + + + The name of the view + + + + + The telemetry store the view uses + + + + + The variables used to filter the view data + + + + + The categories contained within the view + + + + + Identifier for a telemetry store + + Id to construct from + + + + Identifier for a telemetry store + + Id to construct from + + + Id to construct from + + + + Default telemetry store for Horde internal metrics + + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Constructor + + + + + + + + + + + Describes a standalone, external tool hosted and deployed by Horde. Provides basic functionality for performing + gradual roll-out, versioning, etc... + + + + + Identifier for the tool + + + + + Name of the tool + + + + + Long-form description of the tool + + + + + Category for the tool on the dashboard + + + + + Grouping key for merging tool versions together on the dashboard + + + + + Supported platforms, as a NET runtime identifiers + + + + + Whether the tool is available to authenticated users + + + + + Whether the tool is bundled with the server + + + + + Whether to show the tool for download in UGS + + + + + Whether to show the tool for download in the dashboard + + + + + Whether to show the tool for download in the toolbox + + + + + User-defined metadata for this tool + + + + + Current deployments of this tool, sorted by time. + + + + + Authorize a user to perform a particular action + + Action the user is trying to perform + Identity of the user trying to perform the action + + + + Adds a new deployment to the given tool. The new deployment will replace the current active deployment. + + Options for the new deployment + Stream containing the tool data + Cancellation token for the operation + Updated tool document, or null if it does not exist + + + + Adds a new deployment to the given tool. The new deployment will replace the current active deployment. + + Options for the new deployment + Path to the root node containing the tool data + Cancellation token for the operation + Updated tool document, or null if it does not exist + + + + Gets the storage backend for this tool + + + + + Gets the storage namespace for this particular tool + + + + + Deployment of a tool + + + + + Identifier for this deployment. A new identifier will be assigned to each created instance, so an identifier corresponds to a unique deployment. + + + + + Descriptive version string for this tool revision + + + + + Current state of this deployment + + + + + Current progress of the deployment + + + + + Last time at which the progress started. Set to null if the deployment was paused. + + + + + Length of time over which to make the deployment + + + + + Namespace containing the tool + + + + + Reference to this tool in Horde Storage. + + + + + Handle to the tool data + + + + + Updates the state of the current deployment + + New state of the deployment + Cancellation token for the operation + + + + + Opens a stream to the data for a particular deployment + + Cancellation token for the operation + Stream for the data + + + + Options for a new deployment + + + + + + + + + + + Whether to create the deployment in a paused state + + + + + Extension methods for tools + + + + + Gets the current deployment + + Tool to query + Adoption phase for the caller. 0 which the + Current time + + + + + Get the progress fraction for a particular deployment and time + + + + + + + + Collection of tools + + + + + Gets a tool with the given identifier + + The tool identifier + Cancellation token for the operation + The requested tool, or null if it does not exist + + + + Gets all the available tools + + + List of the available tools + + + + Identifier for a tool deployment + + Identifier for the artifact + + + + Identifier for a tool deployment + + Identifier for the artifact + + + Identifier for the artifact + + + + + + + + + + Converter class to and from BinaryId values + + + + + + + + + + + Identifier for a tool + + Id to construct from + + + + Identifier for a tool + + Id to construct from + + + Id to construct from + + + + Constructor + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Describes a standalone, external tool hosted and deployed by Horde. Provides basic functionality for performing + gradual roll-out, versioning, etc... + + Unique identifier for the tool + Name of the tool + Description for the tool + Category to display the tool in on the dashboard + Grouping key to control how different tools should be merged on the dashboard + List of platforms that this tool supports, as NET runtime identifiers. + Current deployments of this tool, sorted by time. + Whether this tool should be exposed for download on a public endpoint without authentication + Whether this tool is bundled with the server + Whether to show this tool for download inside UGS + Whether to show this tool for download on the dashboard + Whether to show this tool for download in Unreal Toolbox + Metadata for the tool + + + + Describes a standalone, external tool hosted and deployed by Horde. Provides basic functionality for performing + gradual roll-out, versioning, etc... + + Unique identifier for the tool + Name of the tool + Description for the tool + Category to display the tool in on the dashboard + Grouping key to control how different tools should be merged on the dashboard + List of platforms that this tool supports, as NET runtime identifiers. + Current deployments of this tool, sorted by time. + Whether this tool should be exposed for download on a public endpoint without authentication + Whether this tool is bundled with the server + Whether to show this tool for download inside UGS + Whether to show this tool for download on the dashboard + Whether to show this tool for download in Unreal Toolbox + Metadata for the tool + + + Unique identifier for the tool + + + Name of the tool + + + Description for the tool + + + Category to display the tool in on the dashboard + + + Grouping key to control how different tools should be merged on the dashboard + + + List of platforms that this tool supports, as NET runtime identifiers. + + + Current deployments of this tool, sorted by time. + + + Whether this tool should be exposed for download on a public endpoint without authentication + + + Whether this tool is bundled with the server + + + Whether to show this tool for download inside UGS + + + Whether to show this tool for download on the dashboard + + + Whether to show this tool for download in Unreal Toolbox + + + Metadata for the tool + + + + Summary for a particular tool. + + Unique identifier for the tool + Name of the tool + Description for the tool + Category to display the tool in on the dashboard + Grouping key to control how different tools should be merged on the dashboard + List of platforms that this tool supports, as NET runtime identifiers. + Version number of the current deployment of this tool + Identifier for the current deployment + Current state of the deployment + Current progress of the deployment + Whether this tool is bundled with the server + Whether to show this tool for download inside UGS + Whether to show this tool for download on the dashboard + Whether to show this tool for download in the launcher + Metadata for the tool + + + + Summary for a particular tool. + + Unique identifier for the tool + Name of the tool + Description for the tool + Category to display the tool in on the dashboard + Grouping key to control how different tools should be merged on the dashboard + List of platforms that this tool supports, as NET runtime identifiers. + Version number of the current deployment of this tool + Identifier for the current deployment + Current state of the deployment + Current progress of the deployment + Whether this tool is bundled with the server + Whether to show this tool for download inside UGS + Whether to show this tool for download on the dashboard + Whether to show this tool for download in the launcher + Metadata for the tool + + + Unique identifier for the tool + + + Name of the tool + + + Description for the tool + + + Category to display the tool in on the dashboard + + + Grouping key to control how different tools should be merged on the dashboard + + + List of platforms that this tool supports, as NET runtime identifiers. + + + Version number of the current deployment of this tool + + + Identifier for the current deployment + + + Current state of the deployment + + + Current progress of the deployment + + + Whether this tool is bundled with the server + + + Whether to show this tool for download inside UGS + + + Whether to show this tool for download on the dashboard + + + Whether to show this tool for download in the launcher + + + Metadata for the tool + + + + Response when querying all tools + + List of tools currently available + + + + Response when querying all tools + + List of tools currently available + + + List of tools currently available + + + + Response object describing the deployment of a tool + + Identifier for this deployment. A new identifier will be assigned to each created instance, so an identifier corresponds to a unique deployment. + Descriptive version string for this tool revision + Current state of this deployment + Current progress of the deployment + Last time at which the progress started. Set to null if the deployment was paused. + Length of time over which to make the deployment + Reference to the deployment data + Reference to this tool in Horde Storage + + + + Response object describing the deployment of a tool + + Identifier for this deployment. A new identifier will be assigned to each created instance, so an identifier corresponds to a unique deployment. + Descriptive version string for this tool revision + Current state of this deployment + Current progress of the deployment + Last time at which the progress started. Set to null if the deployment was paused. + Length of time over which to make the deployment + Reference to the deployment data + Reference to this tool in Horde Storage + + + Identifier for this deployment. A new identifier will be assigned to each created instance, so an identifier corresponds to a unique deployment. + + + Descriptive version string for this tool revision + + + Current state of this deployment + + + Current progress of the deployment + + + Last time at which the progress started. Set to null if the deployment was paused. + + + Length of time over which to make the deployment + + + Reference to the deployment data + + + Reference to this tool in Horde Storage + + + + Request for creating a new deployment + + Nominal version string for this deployment + Number of minutes over which to do the deployment + Whether to create the deployment in a paused state + Handle to a directory node with the content for the deployment + + + + Request for creating a new deployment + + Nominal version string for this deployment + Number of minutes over which to do the deployment + Whether to create the deployment in a paused state + Handle to a directory node with the content for the deployment + + + Nominal version string for this deployment + + + Number of minutes over which to do the deployment + + + Whether to create the deployment in a paused state + + + Handle to a directory node with the content for the deployment + + + + Response from creating a deployment + + Identifier for the created deployment + + + + Response from creating a deployment + + Identifier for the created deployment + + + Identifier for the created deployment + + + + Current state of a tool's deployment + + + + + The deployment is ongoing + + + + + The deployment should be paused at its current state + + + + + Deployment of this version is complete + + + + + The deployment has been cancelled. + + + + + Update an existing deployment + + + + + New state for the deployment + + + + + Action for a deployment + + + + + Query for information about the deployment + + + + + Download the deployment data + + + + + Download the deployment data as a zip file + + + + + Review by a user of a particular change + + + + + No vote for the current change + + + + + Succesfully compiled the change + + + + + Failed to compile the change + + + + + Manually marked the change as good + + + + + Manually marked the change as bad + + + + + State of a badge + + + + + Starting work on this badge, outcome currently unknown + + + + + Badge failed + + + + + Badge produced a warning + + + + + Badge succeeded + + + + + Badge was skipped + + + + + Adds a new badge to the change + + + + + Name of the badge + + + + + Url for the badge + + + + + Current status of the badge + + + + + Request object for adding new metadata to the server + + + + + The stream name + + + + + The changelist number + + + + + The project name + + + + + Name of the current user + + + + + Whether this changelist has been synced by the user + + + + + State of the user + + + + + New starred state for the issue + + + + + Whether the user is investigating + + + + + Comment for this change + + + + + List of badges to add + + + + + Information about a user synced to a change + + + + + Name of the user + + + + + Time that the change was synced + + + + + State of the user + + + + + Comment by this user + + + + + Whether the user is investigating this change + + + + + Whether this changelist is starred + + + + + Information about a badge + + + + + Name of the badge + + + + + Url for the badge + + + + + Current status of the badge + + + + + Response object for querying metadata + + + + + Number of the changelist + + + + + The project name + + + + + Information about a user synced to this change + + + + + Badges for this change + + + + + Response object for querying metadata + + + + + Last time that the metadata was modified + + + + + List of changes matching the requested criteria + + + + + Outcome of a particular build + + + + + Unknown outcome + + + + + Build succeeded + + + + + Build failed + + + + + Build finished with warnings + + + + + Legacy response describing a build + + + + + Identifier for this build + + + + + Path to the stream containing this build + + + + + The changelist number for this build + + + + + Name of this job + + + + + Link to the job + + + + + Name of the job step + + + + + Link to the job step + + + + + Url for this particular error + + + + + Outcome of this build (see ) + + + + + + + + + + + + + Information about a diagnostic + + + + + The corresponding build id + + + + + Message for the diagnostic + + + + + Link to the error + + + + + Constructor + + The corresponding build id + Message for the diagnostic + Link to the diagnostic + + + + Stores information about a build health issue + + + + + Version number for this response + + + + + The unique object id + + + + + Time at which the issue was created + + + + + Time at which the issue was retrieved + + + + + The associated project for the issue + + + + + The summary text for this issue + + + + + Owner of the issue + + + + + User that nominated the current owner + + + + + Time that the issue was acknowledged + + + + + Changelist that fixed this issue + + + + + Time at which the issue was resolved + + + + + Whether to notify the user about this issue + + + + + Whether this issue just contains warnings + + + + + Link to the last build + + + + + List of streams affected by this issue + + + + + Request an issue to be updated + + + + + New owner of the issue + + + + + User than nominates the new owner + + + + + Whether the issue has been acknowledged + + + + + Name of the user that declines the issue + + + + + The change at which the issue is claimed fixed. 0 = not fixed, -1 = systemic issue. + + + + + Whether the issue should be marked as resolved + + + + + Name of the user that resolved the issue + + + + + Identifier for a user + + Id to construct from + + + + Identifier for a user + + Id to construct from + + + Id to construct from + + + + Constant value for empty user id + + + + + Special user id for an anonymous administrator + + + + + + + + + + + + + + Converter to and from instances. + + + + + + + + + + + Response describing the current user + + + + + Id of the user + + + + + Name of the user + + + + + Avatar image URL (24px) + + + + + Avatar image URL (32px) + + + + + Avatar image URL (48px) + + + + + Avatar image URL (72px) + + + + + Email of the user + + + + + Claims for the user + + + + + Whether to enable experimental features for this user + + + + + Whether to always tag preflight changelists + + + + + Settings for the dashboard + + + + + Settings for whether various dashboard features should be shown for the current user + + + + + User job template preferences + + + + + List of pinned job ids + + + + + List of pinned bisection task ids + + + + + Constructor + + + + + New claim document + + + + + Type of the claim + + + + + Value for the claim + + + + + Constructor + + + + + Resolved permissions for an action in a given ACL scope + + + + + Scope name + + + + + Action name + + + + + Whether action is authorized in given scope + + + + + Constructor + + + + + Resolved permissions for ACL scopes for a given user + + + + + List of ACL permissions + + + + + Constructor + + + + + Job template settings for the current user + + + + + The stream the job was run in + + + + + The template id of the job + + + + + The hash of the template definition + + + + + The arguments defined when creating the job + + + + + The last update time of the job template + + + + + Constructor + + + + + Settings for whether various features should be enabled on the dashboard + + + + + Navigate to the landing page by default + + + + + Custom landing page route to direct users to + + + + + Enable CI functionality + + + + + Whether to show functionality related to agents, pools, and utilization on the dashboard. + + + + + Whether to show the agent registration page. When using registration tokens from elsewhere this is not needed. + + + + + Show the Perforce server option on the server menu + + + + + Show the device manager on the server menu + + + + + Show automated tests on the server menu + + + + + Whether the remote desktop button should be shown on the agent modal + + + + + Whether the notice editor should be listed in the server menu + + + + + Whether controls for modifying pools should be shown + + + + + Whether the remote desktop button should be shown on the agent modal + + + + + Basic information about a user. May be embedded in other responses. + + + + + Id of the user + + + + + Name of the user + + + + + The user's email address + + + + + The user login [DEPRECATED] + + + + + Constructor + + + + + Request to update settings for a user + + + + + Whether to enable experimental features for this user + + + + + Whether to always tag preflight CL + + + + + New dashboard settings + + + + + Job ids to add to the pinned list + + + + + Jobs ids to remove from the pinned list + + + + + Bisection task ids to add to the pinned list + + + + + Bisection task ids to remove from the pinned list + + + + + Converts TimeSpan intervals from formats like "30m", "1h30m", etc... + + + + + + + + Parse a string as a time interval + + + + + + + + OpenTelemetry configuration for collection and sending of traces and metrics. + + + + + Whether OpenTelemetry exporting is enabled + + + + + Service name + + + + + Service namespace + + + + + Service version + + + + + Whether to enrich and format telemetry to fit presentation in Datadog + + + + + Extra attributes to set + + + + + Whether to enable the console exporter (for debugging purposes) + + + + + Protocol exporters (key is a unique and arbitrary name) + + + + + Configuration for an OpenTelemetry exporter + + + + + Endpoint URL. Usually differs depending on protocol used. + + + + + Protocol for the exporter ('grpc' or 'httpprotobuf') + + + + + Provides extension methods for serializing and deserializing OpenTelemetrySettings + + + + + Serializes OpenTelemetrySettings to a JSON string, with an option to encode as base64 + + OpenTelemetrySettings to serialize. + If true, the resulting JSON string is encoded as base64 + + + + Deserializes a JSON string of OpenTelemetrySettings + + The string to deserialize, which can be either a JSON string or a Base64 encoded JSON string. + If true, the input string is treated as base64 encoded + The deserialized OpenTelemetrySettings + Thrown when deserialization fails or results in a null object. + + + + Wraps a semaphore controlling the number of open files at any time. Used to prevent exceeding handle limit on MacOS. + + + + + Acquire the platform file lock + + Cancellation token for the operation + + + + + + + Parses a time of day into a number of minutes since midnight + + + + + + + + + + + Parse a string as a number of minutes since midnight + + + + + Searchable reference to a jobstep + + + + + Globally unique identifier for the jobstep being referenced + + + + + Name of the job + + + + + Name of the name + + + + + Unique id of the stream containing the job + + + + + Template for the job being executed + + + + + The change number being built + + + + + Log for this step + + + + + The agent type + + + + + The agent id + + + + + Outcome of the step, once complete. + + + + + Whether this step should update issues + + + + + Issues ids affecting this job step + + + + + The last change that succeeded. Note that this is only set when the ref is updated; it is not necessarily consistent with steps run later. + + + + + The last change that succeeded, or completed a warning. See . + + + + + Time taken for the batch containing this batch to start after it became ready + + + + + Time taken for this batch to initialize + + + + + Time at which the step started. + + + + + Time at which the step finished. + + + + + Attribute indicating that an object should generate a schema doc page + + + + + Page title + + + + + Rail to show with breadcrumbs at the top of the page + + + + + Output filename + + + + + Optional introductory text on the page + + + + + Constructor + + + + Holder for reflection information generated from horde/log_rpc.proto + + + File descriptor for horde/log_rpc.proto + + + Service descriptor + + + Base class for server-side implementations of LogRpc + + + + Update the current log state + + The request received from the client. + The context of the server-side call handler being invoked. + The response to send back to the client (wrapped by a task). + + + + Long poll for requests to return unflushed log tail data + + Used for reading requests from the client. + Used for sending responses back to the client. + The context of the server-side call handler being invoked. + A task indicating completion of the handler. + + + + Creates events for a log file, highlighting particular lines of interest + + The request received from the client. + The context of the server-side call handler being invoked. + The response to send back to the client (wrapped by a task). + + + Client for LogRpc + + + Creates a new client for LogRpc + The channel to use to make remote calls. + + + Creates a new client for LogRpc that uses a custom CallInvoker. + The callInvoker to use to make remote calls. + + + Protected parameterless constructor to allow creation of test doubles. + + + Protected constructor to allow creation of configured clients. + The client configuration. + + + + Update the current log state + + The request to send to the server. + The initial metadata to send with the call. This parameter is optional. + An optional deadline for the call. The call will be cancelled if deadline is hit. + An optional token for canceling the call. + The response received from the server. + + + + Update the current log state + + The request to send to the server. + The options for the call. + The response received from the server. + + + + Update the current log state + + The request to send to the server. + The initial metadata to send with the call. This parameter is optional. + An optional deadline for the call. The call will be cancelled if deadline is hit. + An optional token for canceling the call. + The call object. + + + + Update the current log state + + The request to send to the server. + The options for the call. + The call object. + + + + Long poll for requests to return unflushed log tail data + + The initial metadata to send with the call. This parameter is optional. + An optional deadline for the call. The call will be cancelled if deadline is hit. + An optional token for canceling the call. + The call object. + + + + Long poll for requests to return unflushed log tail data + + The options for the call. + The call object. + + + + Creates events for a log file, highlighting particular lines of interest + + The request to send to the server. + The initial metadata to send with the call. This parameter is optional. + An optional deadline for the call. The call will be cancelled if deadline is hit. + An optional token for canceling the call. + The response received from the server. + + + + Creates events for a log file, highlighting particular lines of interest + + The request to send to the server. + The options for the call. + The response received from the server. + + + + Creates events for a log file, highlighting particular lines of interest + + The request to send to the server. + The initial metadata to send with the call. This parameter is optional. + An optional deadline for the call. The call will be cancelled if deadline is hit. + An optional token for canceling the call. + The call object. + + + + Creates events for a log file, highlighting particular lines of interest + + The request to send to the server. + The options for the call. + The call object. + + + Creates a new instance of client from given ClientBaseConfiguration. + + + Creates service definition that can be registered with a server + An object implementing the server-side handling logic. + + + Register service method with a service binder with or without implementation. Useful when customizing the service binding logic. + Note: this method is part of an experimental API that can change or be removed without any prior notice. + Service methods will be bound by calling AddMethod on this object. + An object implementing the server-side handling logic. + + + Holder for reflection information generated from horde/log_rpc_messages.proto + + + File descriptor for horde/log_rpc_messages.proto + + + Field number for the "LogId" field. + + + + The unique log id + + + + Field number for the "TargetHash" field. + + + + Hash of the latest flushed node + + + + Field number for the "TargetLocator" field. + + + + Locator for the latest flushed node + + + + Field number for the "LineCount" field. + + + + Number of lines that have been flushed + + + + Field number for the "Complete" field. + + + + Whether the log is complete + + + + Field number for the "LogId" field. + + + + The unique log id + + + + Field number for the "TailNext" field. + + + + Starting line index of the new tail data + + + + Field number for the "TailData" field. + + + + New tail data to append (from LineCount backwards) + + + + Field number for the "TailNext" field. + + + + Index of the next requested tail line, or -1 if tailing is not desired. + + + + Field number for the "Events" field. + + + + List of events to send + + + + Field number for the "Severity" field. + + + + Severity of this event + + + + Field number for the "LogId" field. + + + + Unique id of the log containing this event + + + + Field number for the "LineIndex" field. + + + + Index of the first line relating to this event + + + + Field number for the "LineCount" field. + + + + Number of lines in this event + + + + diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.IoHash.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.IoHash.dll new file mode 100644 index 0000000000000000000000000000000000000000..e0658ef310a63cca66f8d8c8a15d5e16342e2b10 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.IoHash.dll differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.IoHash.pdb b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.IoHash.pdb new file mode 100644 index 0000000000000000000000000000000000000000..00af591afbbaf0c760bdf718c26daeef56d012d7 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.IoHash.pdb differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.MsBuild.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.MsBuild.dll new file mode 100644 index 0000000000000000000000000000000000000000..c9be5e091b9af5c35a74c330a0057abac586e7c9 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.MsBuild.dll differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.MsBuild.pdb b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.MsBuild.pdb new file mode 100644 index 0000000000000000000000000000000000000000..2c22f8960425a041d10ead5d4c5023df415b6bad Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.MsBuild.pdb differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.dll new file mode 100644 index 0000000000000000000000000000000000000000..60b98fb0229b4ef61bb10109a28b98541952ceb6 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.dll differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.pdb b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.pdb new file mode 100644 index 0000000000000000000000000000000000000000..007921cbbc5205d0cab036d011c9b9921ea46230 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.pdb differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.xml b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.xml new file mode 100644 index 0000000000000000000000000000000000000000..151c92fe9efcd1b84dbafc3be1b0c55ac1b3c822 --- /dev/null +++ b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.Oodle.xml @@ -0,0 +1,184 @@ + + + + EpicGames.Oodle + + + + + Compressor type to use + + + + + None = memcpy, pass through uncompressed bytes + + + + + Fast decompression and high compression ratios, amazing! + + + + + Leviathan = Kraken's big brother with higher compression, slightly slower decompression. + + + + + Mermaid is between Kraken and Selkie - crazy fast, still decent compression. + + + + + Selkie is a super-fast relative of Mermaid. For maximum decode speed. + + + + + Hydra, the many-headed beast = Leviathan, Kraken, Mermaid, or Selkie (see $OodleLZ_About_Hydra) + + + + + Compression level + + + + + Don't compress, just copy raw bytes + + + + + Super fast mode, lower compression ratio + + + + + Fastest LZ mode with still decent compression ratio + + + + + Fast - good for daily use + + + + + Standard medium speed LZ mode + + + + + Optimal parse level 1 (faster optimal encoder) + + + + + Optimal parse level 2 (recommended baseline optimal encoder) + + + + + Optimal parse level 3 (slower optimal encoder) + + + + + Optimal parse level 4 (very slow optimal encoder) + + + + + Optimal parse level 5 (don't care about encode speed, maximum compression) + + + + + Faster than SuperFast, less compression + + + + + Faster than HyperFast1, less compression + + + + + Faster than HyperFast2, less compression + + + + + Fastest, less compression + + + + + Alias hyperfast base level + + + + + Alias optimal standard level + + + + + Maximum compression level + + + + + fastest compression level + + + + + Base class for oodle exceptions + + + + + Base class for oodle exceptions + + + + + Wraps an instance of the Oodle compressor + + + + + Static constructor. Registers the import resolver for the native Oodle library. + + + + + Compress a block of data + + Compressor to use + Data to be compressed + Buffer for output data + Desired compression level + + + + + Determines the max size of the compressed buffer + + Compressor type to use + Length of the input data + Size of the buffer required for output data + + + + Decompresses a block of data + + The compressed buffer + Output buffer for decompressed data + + + + diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UBA.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UBA.dll new file mode 100644 index 0000000000000000000000000000000000000000..f736efcaa6c20d28fcbbbf9767f8df316f13d0aa Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UBA.dll differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UBA.xml b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UBA.xml new file mode 100644 index 0000000000000000000000000000000000000000..581ce1e3b52015ba3c0e2ff06657e7d457a6e555 --- /dev/null +++ b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UBA.xml @@ -0,0 +1,957 @@ + + + + EpicGames.UBA + + + + + Base interface for all classes that have unmanaged resources. + + + + + Returns the handle to an unmanaged object + + An unmanaged handle + + + + Struct containing results from artifact fetch + + Is set to true if succeeded in fetching artifacts + Contains log lines if any + + + + Struct containing results from artifact fetch + + Is set to true if succeeded in fetching artifacts + Contains log lines if any + + + Is set to true if succeeded in fetching artifacts + + + Contains log lines if any + + + + Base interface for a cache client + + + + + Connect to cache client + + Cache server address + Cache server port + True if successful + + + + Register path with string that will be hashed. All files under this path will be ignored and instead refer to this path hash + + Path that will represent all files under that path + String that is unique to the content of data under path + + + + Write to cache + + Bucket to store cache entry + Process + Input files + Input files size + Output files + Output files size + True if successful + + + + Fetch from cache + + handle for roots + Bucket to search for cache entry + Process start info + True if successful + + + + Request the connected server to shutdown + + Reason for shutdown + + + + Create a ICacheClient object + + The session + Output reason for cache miss to log. + Enable crypto by using a 32 character crypto string (representing a 16 byte value) + string that will show in cache server log + The ICacheClient + + + + Base interface for uba config file + + + + + Load a config file + + The name of the config file + The IConfig + + + + Load a config file + + The name of the table where the property is added + The name of the property + The value of the property + + + + The verbosity of a log entry + + + + + Error verbosity + + + + + Warning verbosity + + + + + Info verbosity + + + + + Info verbosity + + + + + Info verbosity + + + + + Base interface for logging functionality + + + + + Begin logging scope + + + + + End logging scope + + + + + Log message + + entry verbosity + the message to log + + + + Create a ILogger object + + The Microsoft.Extensions.Logging.ILogger to wrap + The ILogger + + + + + + + + + + + + + + + + + + + + + + Information needed to create a process + + + + + Common configs for processes to run + + + + + MSVC based compiler + + + + + Clang based compiler + + + + + The path to the application binary + + + + + The working directory + + + + + The command line arguments + + + + + A text description of the process + + + + + Which configuration to use + + + + + The process priority of the created process + + + + + If input should be tracked + + + + + A path to a log file, or null for not log file + + + + + Arbitary user data to pass along with the process + + + + + RootsHandle for process used to convert paths + + + + + Base interface for process start info + + + + + Create a IProcessStartInfo object + + The start info for the process + Set to true if exit callback is used + The IProcessStartInfo + + + + Event args for exited event + + The process to pull data from + + + + Event args for exited event + + The process to pull data from + + + + Process exit code + + + + + The remote host that ran the process, if run remotely + + + + + Captured output lines + + + + + Total time spent for the processor + + + + + Total wall time spent + + + + + Total wall time spent + + + + + Interface for a process instance + + + + + Delegate for Exited events + + The sender object + The event args + + + + Exited event handler + + + + + Process exit code + + + + + The remote host that ran the process, if run remotely + + + + + Captured output lines + + + + + Total time spent for the processor + + + + + Total wall time spent + + + + + Unique hash for this process (not stable between runs) + + + + + Arbitary user data + + + + + Cancel the running process + + If the process should be force terminated + + + + Create a IProcess object + + unmanaged pointer to the process + the processes start info + Optional callback when the process exits + Arbitary user data + The IProcess + + + + Base interface for a server instance + + + + + Start the server + + Ip address or host name + The port to use, -1 for default + Enable crypto by using a 32 character crypto string (representing a 16 byte value) + + + + + Stop the server + + + + + Add a named connection to the server + + The name of the connection + Success + + + + Adds a client that server will try to connect one or more tcp connections to + + The ip of the listening client + The port of the listening client + Enable crypto by using a 32 character crypto string (representing a 16 byte value) + Success + + + + Create a IServer object + + Maximum number of workers + Send size in bytes + The logger + Use Quic protocol instead of tcp for communication between host and helpers + The IServer + + + + Information needed to create a session server + + Root directory to store content addressable data + Path to a trace file that records the build + If the custom allocator should be disabled + If the visualizer should be launched + If the content addressable storage should be reset + If intermediate/output files should be written to disk + More detailed trace information + Wait for memory before starting new processes + Kill processes when close to run out of memory + Store .obj files compressed on disk + + + + Information needed to create a session server + + Root directory to store content addressable data + Path to a trace file that records the build + If the custom allocator should be disabled + If the visualizer should be launched + If the content addressable storage should be reset + If intermediate/output files should be written to disk + More detailed trace information + Wait for memory before starting new processes + Kill processes when close to run out of memory + Store .obj files compressed on disk + + + + Root directory to store content addressable data + + + + + Path to a trace file that records the build + + + + + If the custom allocator should be disabled + + + + + If the visualizer should be launched + + + + + If the content addressable storage should be reset + + + + + If intermediate/output files should be written to disk + + + + + More detailed trace information + + + + + Wait for memory before starting new processes + + + + + Kill processes when close to run out of memory + + + + + Store .obj files compressed on disk + + + + + Base interface for session server create info + + + + + Create a ISessionServerCreateInfo object + + The storage server + The client + The logger + The session create info + The ISessionServerCreateInfo + + + + Event args for remote process slot available event + + Is true if the available remote process slot is on a cross architecture machine + + + + Event args for remote process slot available event + + Is true if the available remote process slot is on a cross architecture machine + + + + Is true if the available remote process slot is on a cross architecture machine + + + + + Event args for remote process returned event + + The process being returned + + + + Event args for remote process returned event + + The process being returned + + + + The remote process that was returned + + + + + Base interface for a session server instance + + + + + Degeate for remote process slot available events + + The sender object + The event args + + + + Degeate for remote process returned events + + The sender object + The event args + + + + Remote process slot available event handler + + + + + Remote process returned event handler + + + + + Will tell all remote machines that they can disconnect once their active processes are done + Will also stop listening for new remote machines + + + + + Set max number of processes that can be executed remotely. + Setting this can let the backend disconnect remote workers earlier + + + + + Run a local process + + Process start info + If the process should be run async + Optional callback when the process exits + Should be true unless process does not work being detoured (And in that case we need to manually register file system changes) + The process being run + + + + Run a remote process + + Process start info + Optional callback when the process exits + Number of cores this process uses + Optionally contains input that we know process will need. Memory block containing zero-terminated strings with an extra termination in the end. + Number of strings in known inputs + True means that this process can run on a different architecture and expects a mapping to exist + The remote process being run + + + + Register roots data and get handle back + + Buffer containing roots used for cache and vfs. Format is multiples of byte/utf8string/utf8string. rootindex/vfspath/localpath + Size of buffer in bytes + The remote process being run + + + + Refresh cached information about directories + + The directories to refresh + + + + Registers external files write to session caches + + The files to register + + + + Registers virtual files that are part of other files (mapped into sections of existing file) + + Name of the virtual file + Name of the source file + Offset inside the source file + Size of the segment inside the source file + + + + Registers the start of an external process + + The description of the process + The process id that should be sent into EndExternalProcess + + + + Registers the end of an external process + + The id returned by BeginExternalProcess + The exit code of the external process + + + + Writes external status to the uba trace stream which can then be visualized by ubavisualizer + + Total processes in session + Processes done in session + Number of errors in session + + + + Writes external status to the uba trace stream which can then be visualized by ubavisualizer + + Row of status text. Reuse one index to show one line in visualizer + The identation of status name that will be shown in visualizer + The status text that will be shown in visualizer + The status type + Optional hyperlink that can be used to make text clickable in visualizer + + + + Set a custom cas key for a process's tracked inputs + + The file to track + The working directory + The process to get tracked inputs from + + + + Cancel all processes + + + + + Print summary information to the logger + + + + + Create a ISessionServer object + + The session server create info + The ISessionServer + + + + Information needed to create a storage server + + The root directory for the storage + The capacity of the storage in bytes + If the storage should be stored as compressed + The geographical zone this machine belongs to. Can be empty + + + + Information needed to create a storage server + + The root directory for the storage + The capacity of the storage in bytes + If the storage should be stored as compressed + The geographical zone this machine belongs to. Can be empty + + + + The root directory for the storage + + + + + The capacity of the storage in bytes + + + + + If the storage should be stored as compressed + + + + + The geographical zone this machine belongs to. Can be empty + + + + + Base interface for a storage server instance + + + + + Save tge content addressable storage table + + + + + Register disallowed paths for clients to download + + + + + Create a IStorageServer object + + The server + The logger + The storage create info + The IStorageServer + + + + Threaded logging for use by UBAExecutor + + + + + Constructor + + The logger + + + + Destructor + + + + + + + + Protected dispose + + + + + + + + + + + + + + Finish logging async + + + + + Utils + + + Utils + + + + + Is UBA available? + + + + + Paths that are not allowed to be transferred over the network for UBA remote agents. + + enumerable of disallowed paths + + + + Mapping of binary paths for cross architecture host binaries, to allow for using helpers of a different architecture. + + dictionary of binary mappings, where the key is the binary for the current host architecture + + + + Mapping of a folder path to a single hash, to allow for hashing an entire folder so each individual file does not need to be processed. + + + + + Registers a path that is not allowed to be transferred over the network for UBA remote agents. + + The paths to add to the disallowed list + + + + Registers a path mapping for cross architecture binaries + + host architecture path + cross architecture path + + + + Registers a hash for a path + + The path string + The hash string + + + + Delegate for registering a remote disallowed path + + collection that is being changed + event args containing which paths were added + + + + Delegate for registering a cross architecture path + + collection that is being changed + event args containing which path was added + + + + Delegate for registering a path hash + + collection that is being changed + event args containing which path was added + + + + Remote disallowed path registered event handler + + + + + Cross architecture path registered event handler + + + + + Remote disallowed path registered event handler + + + + + Get the path to the p/invoke library that would be loaded + + The path to the library + If the operating system is not supported + + + + Event args for registering a remote disallowed path + + + + + Event args for registering a remote disallowed path + + + + + The paths being registered + + + + + Event args for registering a cross architecture path + + + + + Event args for registering a cross architecture path + + + + + The host architecture path being registered + + + + + The cross architecture path being registered + + + + + Event args for registering a path hash + + + + + Event args for registering a path hash + + + + + The path being registered + + + + + The hash for the path being registered + + + + diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UHT.xml b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UHT.xml new file mode 100644 index 0000000000000000000000000000000000000000..b1c055a0009be733a11343be8f16610e3e92c468 --- /dev/null +++ b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/EpicGames.UHT.xml @@ -0,0 +1,15939 @@ + + + + EpicGames.UHT + + + + + Return the singleton name for an object + + The object in question. + If true, return the registered singleton name. Otherwise return the unregistered. + Singleton name or "nullptr" if Object is null + + + + Return the external declaration for an object + + The object in question. + If true, return the registered external declaration. Otherwise return the unregistered. + External declaration + + + + Return the external declaration for an object + + The object in question. + If true, return the registered external declaration. Otherwise return the unregistered. + External declaration + + + + Given a structure (class or script struct), initialize the header info based on the existence of verse elements + + Header information to be initialized + Structure in question + + + + Return a module's sorted header file list of all header files that or referenced or have declarations. + + The module in question + Sorted list of the header files + + + + Determines whether the glue version of the specified native function should be exported. + + The function to check + True if the glue version of the function should be exported. + + + + Type of constructor on the class regardless of explicit or generated. + + + + + Return the type of constructor the class will have regardless of if one has been explicitly + declared or will be generated. + + Class in question + Constructor type + + + + A list of sparse data structs that should export accessors for this class. + This list excludes anything that has already been exported by the super class. + + Class in question + Enumeration of structs + + + + Append just the overall return type of the verse callable function + + Destination builder + Function in question + If true, this is for the verse VM where the outer TOptional is stripped + Builder + + + + Append just the overall return type of the native callable verse function + + Destination builder + Function in question + Builder + + + + Append the complete signature of the native callable verse function + + Destination builder + If supplied, used to append the ClassSourceName:: part of the declaration + Function in question + Appended to the end of the class name. Used to generate the Proxy implementations + Builder + + + + Collection of all registrations for a specific package + + + + + Construct an instance of this generator object + + The base code generator + Header file being generated + + + + For a given UE header file, generated the generated H file + + Requesting factory + + + + Collection of string builder extensions used to generate the cpp files for individual headers. + + + + + Append the parameter names for a function + + Destination builder + Function in question + Destination builder + + + + Append the name of the function params type + + String builder + Function in question + + + + + Append the name of the function constructor + + String builder + Function in question + + + + + Append the name of the class params + + Destination builder + Class in question + + + + + Append the name of the struct params + + Destination builder + Struct in question + + + + + Append the name of the enum params + + Destination builder + enum in question + + + + + Construct an instance of this generator object + + The base code generator + Header file being generated + + + + For a given UE header file, generated the generated H file + + Requesting factory + + + + Generates standard constructor declarations + + Output builder + Class being exported + API text to be used + Output builder + + + + Generates enhanced constructor declaration. + + Output builder + Class being exported + API text to be used + Output builder + + + + Generates vtable helper caller and eventual constructor body. + + Output builder + Class being exported + API text to be used + Output builder + + + + Generates private copy-constructor declaration. + + Output builder + Class being exported + Output builder + + + + Generates a destructor + + Output builder + Class being exported + API text to be used + Output builder + + + + Generates private copy-constructor declaration. + + Output builder + Class being exported + API text to be used + Output builder + + + + Generates constructor call definition + + Output builder + Class being exported + Output builder + + + + Generates generated body code for classes + + Output builder + Class being exported + API text to be used + Output builder + + + + Generates standard generated body code for interfaces and non-interfaces + + Output builder + Class being exported + API text to be used + Output builder + + + + Appends the class flags in the form of CLASS_Something|CLASS_Something which represents all class flags that are set + for the specified class which need to be exported as part of the DECLARE_CLASS macro + + Output builder + Class in question + Output builder + + + + Appends preprocessor string to emit GENERATED_U*_BODY() macro is deprecated. + + Output builder + Name of the macro to deprecate + Output builder + + + + Return the singleton name for an object + + The object in question. + If true, return the registered singleton name. Otherwise return the unregistered. + Singleton name of "nullptr" if Object is null + + + + Return the external declaration for an object + + The object in question. + If true, return the registered external declaration. Otherwise return the unregistered. + External declaration + + + + Return the external declaration for an object + + The object in question. + If true, return the registered external declaration. Otherwise return the unregistered. + External declaration + + + + Test to see if the given field is a delegate function + + Field to be tested + True if the field is a delegate function + + + + Combines two hash values to get a third. + Note - this function is not commutative. + + This function cannot change for backward compatibility reasons. + You may want to choose HashCombineFast for a better in-memory hash combining function. + + NOTE: This is a copy of the method in TypeHash.h + + Hash to merge + Previously combined hash + Resulting hash value + + + + Helper formatting methods + + + + + Append the meta data declaration + + Destination builder + Source type containing the meta data + Context for formatting properties + Optional collection of properties to output + Name + Number of tabs to indent + Destination builder + + + + Construct an instance of this generator object + + The base code generator + Module being generated + + + + For a given UE header file, generated the generated cpp file + + Requesting factory + Sorted list of headers by name of all headers in the package + + + + Construct an instance of this generator object + + The base code generator + Module being generated + + + + For a given UE header file, generated the generated H file + + Requesting factory + Sorted list of headers by name of all headers in the module + + + + Helper class for collection where types exist in different define scope blocks + + + + + + Collection of instances + + + + + If true, there are no instances + + + + + If true, at least one instance had no scope + + + + + If all types share the same scope, then the sole scope is that scope. The value will be Invalid if the + instances have different scopes. + + + + + Collection of all scopes found in the types. If + + + + + If any instance has no scope, then None is returned. Otherwise AllScopes is returned. + + + + + Constructor with no initial instances + + + + + Constructor with initial range of types + + Instances to initially add + + + + Add an instance to the collection + + Instance to be added + + + + Add a range of instances to the collection + + Collection of instances + + + + Check to see if the given scope has instances + + Scope to test + True if the scope has elements + + + + Update the list to by ordered by the define scope + + + + + Enumerate all of the used defined scopes + + Enumeration + + + + Enumerate all of the used defined scopes + + Enumeration + + + + Helper extensions when working with defined scope collections. + + This class helps with producing consistent and correct code that works with the DefineScope element in UhtType. + + In generated header files, it supports two flavors of macro definitions used to generate the body macro. + + The multi macro style will generate one macro for each unique combination of DefineScope found. Only the instances + that match the DefineScope will be placed in that macro. The macros will be generated in such a way that they + will always be present and each much be included in the generated body macro. This style is used to generate + declarations as needed. + + The single macro style will generate a single macro, but that macro will appear multiple times depending on + each combination of the DefineScope combinations required. Each macro will have a complete set of instances + filtered by the DefineScope. This style is used to populate such things as enum definitions needed by the engine. + + In generated cpp files, there is support for enumerating through all the instances and emitting the appropriate + #if block to include instances based on their DefineScope. + + + + + Append a macro scoped macro + + Destination builder + Which set of scope names will be used + Specified scope + Action to invoke to append an instance + String builder + + + + Append multiple for the given collection of scopes + + Destination builder + Defined scope instances + Which set of scope names will be used + Action to invoke to append an instance + String builder + + + + Append a macro scoped macro + + Destination builder + Which set of scope names will be used + Specified scope + Header code generator + Output type owning the instances + Macro being created + If true, include such things as _EOD onto the macro name + Action to invoke to append an instance + String builder + + + + Append multi macros for the given collection of scopes + + Destination builder + Defined scope instances + Which set of scope names will be used + Header code generator + Output type owning the instances + Macro being created + Action to invoke to append an instance + String builder + + + + Append the macro definitions requested + + Destination builder + Defined scope instances + Header code generator + Output type owning the instances + Macro being created + String builder + + + + Append a single macro, where the macro -same- definition can exist inside of define scopes where + the instances contained are all instances that would be satisfied by a scope. + + Destination builder + Defined scope instances + Which set of scope names will be used + Header code generator + Output type owning the instances + Macro being created + Action to invoke to append an instance + String builder + + + + Invoke the append action if any types are present. If all types are from the same define scope, then + it will be wrapped with and #if block. + + Destination builder + Defined scope instances + Names to use when outputting the scope + Action to invoke + String builder + + + + Append each instance to the builder + + Destination builder + Defined scope instances + Names to use when outputting the scope + Action to invoke + String builder + + + + Append each instance to the builder + + Destination builder + Defined scope instances + Names to use when outputting the scope + Action to invoke prior to first instance + Action to invoke + Action to invoke following all instances + String builder + + + + Append the given array list and count as arguments to a structure constructor + + Destination builder + Collected instances + Names to use when outputting the scope + Name of the statics section + The name of the arrray + Number of tabs to start the line + Text to end the line + Destination builder + + + + Append the given array list as arguments to a structure constructor + + Destination builder + Collected instances + Names to use when outputting the scope + Name of the statics section + The name of the arrray + Number of tabs to start the line + Text to end the line + Destination builder + + + + Append the given array count as arguments to a structure constructor + + Destination builder + Collected instances + Names to use when outputting the scope + Name of the statics section + The name of the arrray + Number of tabs to start the line + Text to end the line + Destination builder + + + + Start an #if block with the given scope + + String builder + Scope + Which set of scope names will be used + String builder + + + + Start an #else block with the given scope + + String builder + Scope + Which set of scope names will be used + String builder + + + + Start an #elif block with the given scope + + String builder + Scope + Which set of scope names will be used + String builder + + + + Start an #endif block with the given scope + + String builder + Scope + Which set of scope names will be used + String builder + + + + Append scope expression (i.e. WITH_X && WITH_Y && ...) + + String builder + Scope + Which set of scope names will be used + String builder + + + + UCLASS parser + + + + + UENUM parser + + + + AdvancedDisplay can be used in two ways: + 1. 'AdvancedDisplay = "3"' - the number tells how many parameters (from beginning) should NOT BE marked + 2. 'AdvancedDisplay = "AttachPointName, Location, LocationType"' - list the parameters, that should BE marked + + + return if given parameter should be marked as Advance View, + the function should be called only once for any parameter + + + return if more parameters can be marked + + + + UFUNCTION parser + + + + + Keyword parse results + + + + + Keyword was handled + + + + + Keyword wasn't handled (more attempts will be made to match) + + + + + Keyword is invalid + + + + + Compiler directives + + + + + No compile directives + + + + + This indicates we are in a "#if CPP" block + + + + + This indicates we are in a "#if !CPP" block + + + + + This indicates we are in a "#if 0" block + + + + + This indicates we are in a "#if 1" block + + + + + This indicates we are in a "#if WITH_EDITOR" block + + + + + This indicates we are in a "#if WITH_EDITORONLY_DATA" block + + + + + This indicates we are in a "#if WITH_HOT_RELOAD" block + + + + + This indicates we are in a "#if WITH_ENGINE" block + + + + + This indicates we are in a "#if WITH_COREUOBJECT" block + + + + + This indicates we are in a "#if WITH_VERSE_VM" block + + + + + This directive is unrecognized and does not change the code generation at all + + + + + This indicates we are in a "#if WITH_TESTS" block + + + + + The following flags are always ignored when keywords test for allowed conditional blocks + + + + + Default compiler directives to be allowed + + + + + All flags are allowed + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Return the text associated with the given compiler directive + + Directive in question + String representation + + + + Return a string list of the given compiler directives + + + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Specifiers for public, private, and protected + + + + + Header file parser + + + + + Header file being parsed + + + + + Module containing the header file + + + + + Token reader for the header + + + + + If true, the inclusion of the generated header file was seen + + + + + If set, the preprocessor is run in a C++ UHT compatibility mode where only a subset + of #if class of preprocessor statements are allowed. + + + + + Stack of current #if states + + + + + Stack of current #if states saved as part of the preprocessor state + + + + + Current top of the parsing scopes. Classes, structures and functions all allocate scopes. + + + + + Parse the given header file + + Header file to parse + Parser + + + + Push a new scope + + Scope to push + Throw if the new scope isn't parented by the current scope + + + + Pop the given scope + + Scope to be popped + Thrown if the given scope isn't the top scope + + + + Return the current compiler directive + + Enumeration flags for all active compiler directives + + + + Get the current compiler directive without any parent scopes merged in + + Current compiler directive + + + + + + + + + + + + + Parse all statements in the header file + + + + + Parse the statements between the given symbols + + Starting symbol + Ending symbol + If true, log any unhandled keywords + + + + Parse a statement + + Current top scope + Token starting the statement + If true, log unhandled keywords + Always returns true ATM + + + + Tests if an identifier looks like a macro which doesn't have a following open parenthesis. + + Token reader + The current token that initiated the process + Result if matching the token + + + + Parse a preprocessor directive. + + If true, then this directive is in an active block + True if we should check to see if tokenizer should clear comments + + + + Add a new compiler directive to the stack + + Directive to be added + + + + Remove the top level compiler directive from the stack + + + + + The old UHT would preprocess the file and eliminate any #if blocks that were not required for + any contextual information. This results in comments before the #if block being considered + for the next definition. This routine classifies each #if block type into if comments should + be purged after the directive. + + + + + + + Interface class parser + + + + + Parser object for native interfaces + + + + + Collection of parsed inheritance data + + + + + Super class identifier + + + + + Collection of other base identifiers + + + + + Collection of verse interface identifiers + + + + + Line number that the VIDENTIFIER macro appeared + + + + + Constructor + + + + + Collection of helper methods + + + + + Parse the inheritance + + Header file being parsed + Configuration + Collection of inheritance information + + + + Parse compiler version declaration + + Token reader + Configuration + Struct being parsed + + + + Nested structure of scopes being parsed + + + + + Header file parser + + + + + Header file being parsed + + + + + Module owning the header file + + + + + Token reader + + + + + Parent scope + + + + + Type being parsed. + + + + + Keyword table for the scope + + + + + Current access specifier + + + + + Current session + + + + + Return the current class scope being compiled + + + + + Construct a root/global scope + + Header parser + Keyword table + + + + Construct a scope for a type + + Parent scope + Type being parsed + Keyword table + Current access specifier + + + + Dispose the scope + + + + + Virtual method for disposing the object + + If true, we are disposing + + + + Add the module's relative path to the type's meta data + + + + + Add the module's relative path to the meta data + + The meta data to add the information to + The header file currently being parsed + + + + Format the current token reader comments and add it as meta data + + Index for the meta data key. This is used for enum values + + + + Format the current token reader comments and add it as meta data + + The type to add the meta data to + Index for the meta data key. This is used for enum values + + + + Given a list of comments, check to see if any have alpha, numeric, or unicode code points with a value larger than 0xFF. + + Comments to search + True is a character in question was found + + + + Convert the given list of comments to a tooltip. Each string view is a comment where the // style comments also includes the trailing \r\n. + + The following style comments are supported: + + /* */ - C Style + /** */ - C Style JavaDocs + /*~ */ - C Style but ignore + //\r\n - C++ Style + ///\r\n - C++ Style JavaDocs + //~\r\n - C++ Style bug ignore + + As per TokenReader, there will only be one C style comment ever present, and it will be the first one. When a C style comment is parsed, any prior comments + are cleared. However, if a C++ style comment follows a C style comment (regardless of any intermediate blank lines), then both blocks of comments will be present. + If any blank lines are encountered between blocks of C++ style comments, then any prior comments are cleared. + + Comments to be parsed + The generated tooltip + + + + Remove any comments marked to be ignored + + Buffer containing comments to be processed. Comments are removed inline + Length of the comments + New length of the comments + + + + Remove any block comment markers + + Buffer containing comments to be processed. Comments are removed inline + Length of the comments + If true, we are parsing both java and c style. This is a strange hack for //***__ comments which end up as __ + New length of the comments + + + + Remove any line comment markers + + Buffer containing comments to be processed. Comments are removed inline + Length of the comments + New length of the comments + + + + Token recorder + + + + + Construct a new recorder + + Scope being parsed + Initial toke nto add to the recorder + + + + Create a new recorder + + Scope being parsed + Function associated with the recorder + + + + Stop the recording + + + + + Stop the recording + + True if the recorded content was added to a class + + + + Options that customize the parsing of properties. + + + + + No options + + + + + Don't automatically mark properties as CPF_Const + + + + + Parse for the layout macro + + + + + If set, then the name of the property will be parsed with the type + + + + + If set, then the name of the property will be parsed with the type + + + + + When parsing delegates, the name is separated by commas + + + + + Multiple properties can be defined separated by commas + + + + + Don't add a return type to the property list (return values go at the end) + + + + + If set, add the module relative path to the parameter's meta data + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Layout macro type + + + + + None found + + + + + Array + + + + + Editor only array + + + + + Bit field + + + + + Editor only bit field + + + + + Field + + + + + Editor only field + + + + + Field with initializer + + + + + Extensions for working with the layout macro type + + + + + Return true if the type is editor only + + Layout macro type + True if editor only + + + + Return true if the type is a bit field + + Layout macro type + True if bit field + + + + Return true if the type is an array + + Layout macro type + True if array + + + + Return true if the type has an initializer + + Layout macro type + True if it has an initializer + + + + Return the layout macro name + + Type in question + Macro name + Thrown if the macro type is none or invalid + + + + Return the macro name and value + + Macro name + Name and type + + + + Delegate invoked to handle a parsed property + + Scope being parsed + Property just parsed + Name of the property + Layout macro type + + + + Context for property specifier parsing + + + + + The property settings being parsed + + + + + If true, editor specifier seen + + + + + If true, blueprint write specifier seen + + + + + If true, blueprint readonly specifier seen + + + + + If true, blueprint getter specifier seen + + + + + Helper class thread specified object cache + + + + + The borrowed instance + + + + + Request a context + + + + + Return the borrowed buffer to the cache + + + + + A parsed property is a property that was parsed but couldn't yet be resolved. It retains the list of tokens needed + to resolve the type of the property. It will be replaced with the resolved property type during property resolution. + + + + + + + + + + + + + + Property settings being parsed + + + + + Construct a new property to be resolved + + Property settings + + + + + + + + + + + + + + + + + + + + + + + + + + + + Property parser + + + + + Parse the property + + Current parsing scope + Flags to be disallowed + Parsing options + Property category + Delegate to be invoked after property has been parsed + The property parser + + + + Resolve the given property. This method will resolve any immediate property during the parsing phase or + resolve any previously parsed property to the final version. + + Used to detect if the property is being parsed or resolved + The property settings. + + + + + Given a type with children, resolve any children that couldn't be resolved during the parsing phase. + + The type with children + Parsing options + + + + Resolve the given property and finish parsing any postfix settings + + Arguments for the resolution process + Property type used to resolve the property + Created property or null if it could not be resolved + + + + + Parse the type elements excluding the type itself. + + Context of what is being parsed + If true, this is part of a template argument + + + + + + Finish creating the property + + Top most scope being parsed + Parsing options + Context of the property being parsed + The name of the property + Series of tokens that represent the type + Optional layout macro type being parsed + Delegate to invoke when processing has been completed + The newly created property. During the parsing phase, this will often be a temporary property if the type references engine types. + + + + USTRUCT parser object + + + + + Class responsible for parsing specifiers and the field meta data. To reduce allocations, one specifier parser is shared between all objects in + a given header file. This makes the Action pattern being used a bit more obtuse, but it does help performance by reducing the allocations fairly + significantly. + + + + + For a given header file, we share a common specifier parser to reduce the number of allocations. + Before the parser can be reused, the ParseDeferred method must be called to dispatch that list. + + + + + Get the cached specifier parser + + Specifier context + User facing context + Specifier table + Specifier parser + + + + Construct a new specifier parser + + Specifier context + User facing context added to messages + Specifier table + + + + Reset an existing parser to parse a new specifier block + + Specifier context + User facing context added to messages + Specifier table + + + + Perform the specify parsing + + The parser + + + + Parse field meta data + + Specifier parser + + + + Parse any deferred specifiers + + + + + + + + Parse the sequence of meta data + + Input token reader + Output string builder + If true, do not convert \" to " in string constants. This is required for UMETA data + True if data was read + + + + Collection of UCLASS specifiers + + + + + Collection of default specifiers that apply to everything + + + + + Collection of UENUM specifiers + + + + + Collection of UENUM specifiers + + + + + Collection of UFUNCTION/UDELEGATE specifiers + + + + + Collection of property argument specifiers + + + + + Collection of property member specifiers + + + + + Collection of USCRIPT specifiers + + + + + Location where code will be injected + + + + + Injection location will be in the generated.h after built-in code generation for the respective type + + + + + Injection location within the macros for the type. + + + + + Method attribute which defines a code generation injection behaviour. + + + + + The UhtType that the injector will be applied to. + + + + + Specifies the injection location for the injector to run in. + + + + + Entrypoint for code generation injector + + + + + Holds a set of injectors discovered via reflection + + + + + Constructs UhtCodeGeneratorInjectorTable + + + + + This attribute is placed on classes that represent Unreal Engine classes. + + + + + The name of the engine class excluding any prefix + + + + + If true, this class is a property + + + + + Represents an engine class in the engine class table + + + + + The name of the engine class excluding any prefix + + + + + If true, this class is a property + + + + + Table of all known engine class names. + + + + + Internal mapping from engine class name to information + + + + + Test to see if the given class name is a property + + Name of the class without the prefix + True if the class name is a property. False if the class name isn't a property or isn't an engine class. + + + + Add an entry to the table + + The located attribute + + + + Delegate to invoke to run exporter + + Factory used to generate export tasks and outputs + + + + Export options + + + + + No options + + + + + The exporter should be run by default + + + + + Generated CPP files that match any filter in the CppFilters property of this UhtExporter will be included in the compilation process. + For this option, all custom generated files should be placed into the same folder as the default unreal generated files. + Make sure the CppFilters property is set up properly and does not conflict with other exporters (including the default). + Header files should be included as normal in code. + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Defines an exporter + + + + + Name of the exporter + + + + + Description of the export. Used to display help + + + + + Exporters in plugins need to specify a module name + + + + + Exporter options + + + + + Collection of filters used to delete old cpp files + + + + + Collection of filters used to delete old h files + + + + + Collection of filters for other file types + + + + + Defines an exporter in the table + + + + + Name of the exporter + + + + + Description of the export. Used to display help + + + + + Exporters in plugins need to specify a module name + + + + + Exporter options + + + + + Delegate to invoke to start export + + + + + Collection of filters used to delete old cpp files + + + + + Collection of filters used to delete old h files + + + + + Collection of filters for other file types + + + + + Construct an exporter table instance + + Source attribute + Delegate to invoke + + + + Exporter table + + + + + Return the exporter associated with the given name + + + Exporter associated with the name + + + + + Handle an exporter attribute + + Containing type + Method info + Defining attribute + Thrown if the attribute doesn't properly define an exporter. + + + + Return an enumerator for all the defined exporters + + Enumerator + + + + Return an enumerator for all the defined exporters + + Enumerator + + + + Invoke the given method when the keyword is parsed. + + + + + Keyword table/scope being extended + + + + + Name of the keyword + + + + + Text to be displayed to the user when referencing this keyword + + + + + If true, this applies to all scopes + + + + + If true, do not include in usage errors + + + + + List of the allowed compiler directives. + + + + + Invoked as a last chance processor for a keyword + + + + + Table/scope to be extended + + + + + Delegate to notify a keyword was parsed + + Current scope being parsed + The scope who's table was matched + Matching token + Results of the parsing + + + + Delegate to invoke as a last chance processor for a keyword + + Current scope being parsed + Matching token + Results of the parsing + + + + Defines a keyword + + + + + Name of the keyword + + + + + Delegate to invoke + + + + + Text to be displayed to the user when referencing this keyword + + + + + If true, this applies to all scopes + + + + + If true, do not include in usage errors + + + + + List of the allowed compiler directives. + + + + + Construct a new keyword + + Name of the keyword + Delegate to invoke + Defining attribute + + + + Keyword table for a specific scope + + + + + List of catch-alls associated with this table + + + + + Construct a new keyword table + + + + + Add the given value to the lookup table. It will throw an exception if it is a duplicate. + + Value to be added + + + + Add the given catch-all to the table. + + The catch-all to be added + + + + Merge the given keyword table. Duplicates in the BaseTypeTable will be ignored. + + Base table being merged + + + + Table of all keyword tables + + + + + Construct the keyword tables + + + + + Handle a keyword attribute + + Containing type + Method information + Defining attribute + Thrown if the attribute isn't well defined + + + + Handle a keyword attribute + + Containing type + Method information + Defining attribute + Thrown if the attribute isn't well defined + + + + Log an unhandled error + + Destination message site + Keyword + + + + Delegate to invoke to sanitize a loctext default value + + Property in question + The default value + Token for the loctext type being parsed + Output sanitized value. + True if sanitized, false if not. + + + + Attribute defining the loctext sanitizer + + + + + Name of the sanitizer (i.e. LOCTEXT, NSLOCTEXT, ...) + + + + + Loctext sanitizer + + + + + Delegate to invoke + + + + + Table of loctext sanitizers + + + + + Return the loc text default value associated with the given name + + + Loc text default value handler + + + + + Handle a loctext default value attribute + + Method info + Defining attribute + Thrown if the attribute isn't properly defined + + + + Property type options + + + + + No options + + + + + Simple property type with just the property type. (i.e. "int32 MyValue") + Simple types are not required to parse the supplied token list. + + + + + Use case insensitive string compares + + + + + This property type is to be invoked when there are no keyword matches found + + + + + This property type doesn't reference any engine types an can be resolved immediately + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Delegate invoked to resolve a tokenized type into a UHTProperty type + + Collection of arguments for property resolution + Created property or null if the resolution must be delayed until after symbol table has been constructed + + + + Property type attribute + + + + + The expected keyword. Must be set unless this is the default processor + + + + + Options + + + + + Represents a property type as specified by the PropertyTypeAttribute + + + + + Delegate to invoke + + + + + Options + + + + + Property type table + + + + + Return the default processor + + + + + Return the property type associated with the given name + + + Property type if matched + + + + + Handle a property type attribute + + Method info + Attribute + Thrown if the property type isn't properly defined. + + + + Defines the different types specifiers relating to their allowed values + + + + + Internal value used to detect if the attribute has a valid value + + + + + No values of any type are allowed + + + + + A string value but can not be in the form of a list (i.e. =(bob)) + + + + + An optional string value but can not be in the form of a list + + + + + A string value or a single element string list + + + + + A list of values in key=value pairs + + + + + A list of values in key=value pairs but the equals is optional + + + + + A list of values. + + + + + A list of values and must contain at least one entry + + + + + Accepts a string list but the value is ignored by the specifier and is automatically deferred. This is for legacy UHT support. + + + + + Results from dispatching a specifier + + + + + Specifier was known and parsed + + + + + Specified was unknown + + + + + The specifier context provides the default and simplest information about the specifiers being processed + + + + + Get the type containing the specifiers. For properties, this is the outer object and + not the property itself. + + + + + Return the currently active token reader + + + + + Current access specifier + + + + + Message site for messages + + + + + Meta data currently being parsed. + + + + + Make data key index utilized by enumeration values + + + + + Construct a new specifier context + + + + + + + + + Construct an empty context. Scope, MessageSite, and MetaData must be set at a later point + + + + + Specifiers are either processed immediately when the declaration is parse or deferred until later in the parsing of the object + + + + + Specifier is parsed when the meta data section is parsed. + + + + + Specifier is executed after more of the object is parsed (but usually before members are parsed) + + + + + The specifier table contains an instance of UhtSpecifier which is used to dispatch the parsing of + a specifier to the implementation + + + + + Name of the specifier + + + + + Expected value type + + + + + When is the specifier executed + + + + + Dispatch an instance of the specifier + + Current context + Specifier value + Results of the dispatch + + + + Delegate for a specifier with no value + + + + + + Specifier with no value + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + Delegate to invoke + + + + + + + Specifier delegate with a string value + + Specifier context + Specifier value + + + + Specifier with a string value + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + Delegate to invoke + + + + + + + Specifier delegate with an optional string value + + Specifier context + Specifier value + + + + Specifier with an optional string value + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + Delegate to invoke + + + + + + + Specifier delegate with a string value + + Specifier context + Specifier value + + + + Specifier with a string value + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + Delegate to invoke + + + + + + + Specifier delegate with list of string keys and values + + Specifier context + Specifier value + + + + Specifier with list of string keys and values + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + If true this has an optional KVP list + Delegate to invoke + + + + + + + Specifier delegate with no value + + Specifier context + + + + Specifier delegate for legacy UHT specifiers with no value. Will generate a information/deprecation message + is a value is supplied + + + + + Construct the specifier + + Name of the specifier + Delegate to invoke + + + + + + + Specifier delegate with an optional string list + + Specifier context + Specifier value + + + + Specifier with an optional string list + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + Delegate to invoke + + + + + + + Specifier delegate with a list of string views + + Specifier context + Specifier value + + + + Specifier with a list of string views + + + + + Construct the specifier + + Name of the specifier + When the specifier is executed + Delegate to invoke + + + + + + + Defines a specifier method + + + + + Name of the specifier. If not supplied, the method name must end in "Specifier" and the name will be the method name with "Specifier" stripped. + + + + + Name of the table/scope this specifier applies + + + + + Value type of the specifier + + + + + When the specifier is dispatched + + + + + Collection of specifiers for a given scope + + + + + Construct a new specifier table + + + + + Add the given value to the lookup table. It will throw an exception if it is a duplicate. + + The specifier to add + + + + Collection of all specifier tables + + + + + Construct the specifier table + + + + + Invoke for a method that has the specifier attribute + + Type containing the method + Method info + Specified attributes + Throw if the attribute isn't properly defined. + + + + Delegate used to validate a specifier + + Containing type + Containing meta data + Key of the meta data entry + Value of the meta data entry + + + + Defines a specifier validated created from the attribute + + + + + Name of the validator + + + + + Delegate for the validator + + + + + Construct a new instance + + Name of the validator + Delegate of the validator + + + + Attribute used to create a specifier validator + + + + + Name of the validator. If not supplied "SpecifierValidator" will be removed from the end of the method name + + + + + Name of the table/scope for the validator + + + + + A table for validators for a given scope + + + + + Construct a new specifier table + + + + + Add the given value to the lookup table. It will throw an exception if it is a duplicate. + + Validator to add + + + + Collection of specifier validators + + + + + Construct the validator tables + + + + + Handle the attribute appearing on a method + + Type containing the method + The method + Attribute + Thrown if the validator isn't properly defined + + + + Delegate for invoking structure default value sanitizer + + + + + + + + + Options for structure default value sanitizer + + + + + No options + + + + + This method is to be invoked when there are no keyword matches found + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Structure default value sanitizer attribute + + + + + Name of the structure. Not required for default processor. + + + + + Options + + + + + Structure default value sanitizer + + + + + The delegate to invoke + + + + + Table of all structure default value specifiers + + + + + Fetch the default sanitizer + + + + + Return the structure default value associated with the given name + + + Structure default value handler + + + + + Handle a structure default value sanitizer attribute + + Method information + Found attribute + Thrown if the attribute isn't property defined + + + + Type of the token + + + + + End of file token. + + + + + End of default value. + + + + + End of type + + + + + End of declaration + + + + + Line of text (when calling GetLine only) + + + + + Alphanumeric identifier. + + + + + Symbol. + + + + + Floating point constant + + + + + Decimal Integer constant + + + + + Hex integer constant + + + + + Single character constant + + + + + String constant + + + + + Series of extension methods for the token type + + + + + Return true if the token type is an end type + + Token type in question + True if the token type is an end type + + + + Token declaration + + + + + Names/Identifiers can not be longer that the following + + + + + Strings can not be longer than the following. + + + + + Type of the token + + + + + Position to restore the reader + + + + + Line to restore the reader + + + + + Starting position of the token value + + + + + End position of the token value + + + + + Line containing the token + + + + + Token value + + + + + Construct a new token + + Type of the token + + + + Construct a new token + + Type of token + Unget position + Unget line + Start position of value + Line of value + Token value + + + + True if the token isn't an end token + + Token in question + + + + Return true if the token is an end token + + True if the token is an end token + + + + Test to see if the value matches the given character + + Value to test + True if the token value matches the given value + + + + Test to see if the value matches the given string + + Value to test + If true, ignore case + True if the value matches + + + + Test to see if the value matches the given string + + Value to test + If true, ignore case + True if the value matches + + + + Test to see if the value starts with the given string + + Value to test + If true, ignore case + True is the value starts with the given string + + + + Return true if the token is an identifier + + True if the token is an identifier + + + + Return true if the identifier matches + + Identifier to test + If true, ignore case + True if the identifier matches + + + + Return true if the identifier matches + + Identifier to test + If true, ignore case + True if the identifier matches + + + + Return true if the token is a symbol + + True if the token is a symbol + + + + Return true if the symbol matches + + Symbol to test + True if the symbol matches + + + + Return true if the symbol matches + + Symbol to test + True if the symbol matches + + + + Return true if the symbol matches + + Symbol to test + True if the symbol matches + + + + Return true if the token is a constant integer + + True if constant integer + + + + Return true if the token is a constant floag + + True if constant float + + + + Get the integer value of the token. Only supported for decimal, hexadecimal, and floating point values + + Resulting value + True if the value was set + + + + Get the integer value of the token. Only supported for decimal, hexadecimal, and floating point values + + Resulting value + True if the value was set + + + + Get the float value of the token. Only supported for decimal, hexadecimal, and floating point values + + Resulting value + True if the value was set + + + + Get the double value of the token. Only supported for decimal, hexadecimal, and floating point values + + Resulting value + True if the value was set + + + + Return true if the token is a constant string (or a char constant) + + True if the token is a string or character constant + + + + Return an un-escaped string. The surrounding quotes will be removed and escaped characters will be converted to the actual values. + + + Resulting string + Thrown if the token type is not a string or character constant + + + + Return a string representation of the token value. This will convert numeric values and format them. + + If true, embedded quotes will be respected + Resulting string + + + + Return an un-escaped string. The surrounding quotes will be removed and escaped characters will be converted to the actual values. + + If true, respect embedded quotes + Resulting string + + + + Join the given tokens into a string + + Tokens to join + Joined strings + + + + Join the given tokens into a string + + Separator between tokens + Tokens to join + Joined strings + + + + Join the given tokens into a string + + Separator between tokens + Tokens to join + Joined strings + + + + Convert the token to a string. This will be the value. + + Value of the token + + + + Token reader for source buffers + + + + + Construct a new token reader + + Message site for messages + Input source + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Get the next token + + Return the next token from the stream. If the end of stream is reached, a token type of None will be returned. + + + + Skip all leading whitespace and collect any comments + + + + + Fetch the next character in the input stream or zero if we have reached the end. + The current offset in the buffer is not advanced. The method does not support UTF-8 + + The span containing the data + Next character in the stream or zero + + + + Fetch the next character in the input stream or zero if we have reached the end. + The current offset in the buffer is advanced. The method does not support UTF-8. + + The span containing the data + Next character in the stream or zero + + + + If we have a current token, then reset the pending comments and input position back to before the token. + + + + + Options for GetRawString method + + + + + No options + + + + + Don't consider the terminator while in a quoted string + + + + + Don't consume the terminator. It will be parsed later. + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Interface invoked when the parser reaches a '#' preprocessor block + + + + + Parse a preprocessor directive + + Token starting the directive. Will be only the '#' + If true, the directive the source is being included. Otherwise it is being skipped as part of an #if block + If true, comments should be cleared + If true, excluded contents should be checked for unparsed UE macros (i.e. UCLASS) + True if the source should continue to be included + + + + Save the current preprocessor state + + + + + Restore the current preprocessor state + + + + + Common token reader interfaces for all token reader. When creating extension methods, use the interface. + + + + + True if the reader is at the end of the stream + + + + + Current input position in the stream by characters + + + + + Current input line in the stream + + + + + Preprocessor attached to the token reader + + + + + If the reader doesn't have a current token, then read the next token and return a reference to it. + Otherwise return a reference to the current token. + + The current token. Will be invalidated by other calls to ITokenReader + + + + Mark the current token as being consumed. Any call to PeekToken or GetToken will read another token. + + + + + Get the next token in the data. If there is a current token, then that token is returned and marked as consumed. + + + + + + Method only implemented by the replay reader that returns the current token index + + Current token index + + + + Tests to see if the given token is the first token of a line + + The token to test + True if the token is the first token on the line + + + + Skip any whitespace and comments at the current buffer position + + + + + Read the entire next line in the buffer + + + + + + Get a view of the buffer being read + + Starting character offset in the buffer. + Length of the span + The string view into the buffer + + + + Return a string terminated by the given character. + + The character to stop at. + Options + The parsed string + + + + The current collection of parsed comments. This does not include any comments parsed as part of a + call to PeekToken unless ConsumeToken has been invoked after a call to PeekToken. + + + + + Clear the current collection of comments. Any comments parsed by PeekToken prior to calling ConsomeToken will + not be cleared. + + + + + Disable the processing of comments. This is often done when skipping a bulk of the buffer. + + + + + + Enable comment collection. + + + + + If there are any pending comments (due to a PeekToken), commit then so they will be return as current comments + + + + + Save the current parsing state. There is a limited number of states that can be saved. + Invoke either RestoreState or AbandonState after calling SaveState. + + + + + Restore a previously saved state. + + + + + Abandon a previously saved state + + + + + Enable the recording of tokens + + + + + Disable the recording of tokens. Any currently recorded tokens will be removed + + + + + Record the given token to the list of recorded tokens + + Token to record + + + + Get the current collection of recorded tokens + + + + + Represents a list of tokens. Follow the Next chain for each element in the list. + + + + + The token + + + + + The next token in the list + + + + + Join the tokens in the list + + Destination builder + Separator between the tokens + + + + + Join the tokens in the list + + Separator between the tokens + + + + + Return the token list as an array + + + + + + Token list cache. Token lists must be returned to the cache. + + + + + Borrow a token list + + Starting token + Token list + + + + Return a token list to the cache + + + + + + Delegate for when a token is parsed + + The token in question + + + + Delegate for when a token is parsed in an until block + + The token in question + True if parsing should continue + + + + Delegate for an enumeration of tokens + + Parsed tokens + + + + Delegate for cached token list + + Token list that can be cached + + + + Delegate for a constant float + + Value in question + + + + Delegate for a constant double + + Value in question + + + + Helper struct to disable comment parsing. Should be used in a using block + + + + + Construct instance + + Token reader to disable + + + + Enable comments + + + + + Helper struct to save token reader state + + + + + Construct instance + + Token reader + + + + Restore the token reader state + + + + + Restore the token reader state + + Thrown if state has already been restored or aborted + + + + Abandon the saved state + + Thrown if state has already been restored or aborted + + + + Collection of token reader extensions for float values + + + + + Get the next token as a float. If the next token is not a float, no token is consumed. + + Token reader + The float value of the token + True if the next token was an float, false if not. + + + + Get the next token as a float. If the next token is not a float, no token is consumed. + + + The token reader + + + + Get the next token as a float. If the next token is not a float, no token is consumed. + + Token reader + Delegate to invoke with the float value + The token reader + + + + Get the next token as a float. If the next token is not a float, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + True if the next token was an float, false if not. + + + + Get the next token as a float. If the next token is not a float, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The floating point value of the token + + + + Get the next float. It also handles [+/-] token followed by an float. + + Source tokens + The float value of the token + True if the next token was an float, false if not. + + + + Get the next float. It also handles [+/-] token followed by an float. + + Source tokens + The float value of the token + True if the next token was an float, false if not. + + + + Get the next float. It also handles [+/-] token followed by an float. + + Source tokens + The double value + + + + Get the next double. It also handles [+/-] token followed by an double. + + Source tokens + The double value of the token + True if the next token was an double, false if not. + + + + Get the next double. It also handles [+/-] token followed by an double. + + Source tokens + Delegate to invoke if the double is parsed + The supplied token reader + + + + Get the next double. It also handles [+/-] token followed by an double. + + Source tokens + The double value + + + + Collection of token reader extensions to help with flow control + + + + + Parse an optional list + + Token reader + Initiating symbol + Terminating symbol + Separator symbol + If true, allow trailing separators + Action to be invoked for each list element. + True if a list was read + + + + Parse a required list + + Token reader + Initiating symbol + Terminating symbol + Separator symbol + If true, allow trailing separators + Action to be invoked for each list element. + Token reader + + + + Parse a required list + + Token reader + Initiating symbol + Terminating symbol + Separator symbol + If true, allow trailing separators + Extra context for error messages + Action to be invoked for each list element. + Token reader + + + + Parse a required list. Initiating token must have already been parsed + + Token reader + Terminating symbol + Separator symbol + If true, allow trailing separators + Action to be invoked for each list element. + Token reader + + + + Parse a required list. Initiating token must have already been parsed + + Token reader + Terminating symbol + Separator symbol + If true, allow trailing separators + Extra context for error messages + Action to be invoked for each list element. + Token reader + + + + Parse an optional list + + Token reader + Initiating symbol + Terminating symbol + Separator symbol + If true, allow trailing separators + Delegate to invoke with the parsed token list + True if a list was read + + + + Parse a required list + + Token reader + Initiating symbol + Terminating symbol + Separator symbol + If true, allow trailing separators + Delegate to invoke with the parsed token list + Token reader + + + + Parse a required list + + Token reader + Initiating symbol + Terminating symbol + Separator symbol + If true, allow trailing separators + Extra context for error messages + Delegate to invoke with the parsed token list + Token reader + + + + Parse a required list. Initiating token must have already been parsed + + Token reader + Terminating symbol + Separator symbol + If true, allow trailing separators + Delegate to invoke with the parsed token list + Token reader + + + + Parse a required list. Initiating token must have already been parsed + + Token reader + Terminating symbol + Separator symbol + If true, allow trailing separators + Extra context for error messages + Delegate to invoke with the parsed token list + Token reader + + + + Consume a block of tokens bounded by the two given symbols. + + Token reader + The next token must be the given symbol. + The tokens are read until the given symbol is found. The terminating symbol will be consumed. + Extra context for any error messages + The input token reader + + + + Invoke action while the next token is the given string + + Token reader + Text to match to continue invoking Action + Action to invoke if and only if the prior text was parsed. + Token reader + + + + Invoke action while the next token is the given string + + Token reader + Text to match to continue invoking Action + Action to invoke if and only if the prior text was parsed. + Token reader + + + + Consume tokens until one of the strings are found. Terminating token will not be consumed. + + Token reader + Strings that will terminate processing. + Number of tokens consumed + + + + Consume until the given terminator is found. Terminating token will be consumed + + Token reader + Terminating symbol + Token reader + + + + Throw an exception if the given symbol is found in the token stream + + Token reader + Symbol or identifier to match + Message thrown if found + Token reader + + + + + Collection of general token reader extensions + + + + + Try to parse the given text + + Token reader + Text to match + True if the text matched + + + + Try to parse the given text + + Token reader + Text to match + True if the text matched + + + + Try to parse the given text. However, the matching token will not be consumed. + + Token reader + Text to match + True if the text matched + + + + Try to parse the given text + + Token reader + Text to match + True if the text matched + + + + Try to parse the given text + + Token reader + Text to match + Open that was matched + True if the text matched + + + + Try to parse the given text. However, the matching token will not be consumed. + + Token reader + Text to match + True if the text matched + + + + Parse optional text + + Token reader + Text to match + Token reader + + + + Parse optional text + + Token reader + Text to match + Action to invoke if the text was found + Token reader + + + + Parse optional text + + Token reader + Text to match + Token reader + + + + Parse optional text + + Token reader + Text to match + Action to invoke if the text was found + Token reader + + + + Parse optional token that starts with the given text + + Token reader + Text to match + Token reader + + + + Parse optional token that starts with the given text + + Token reader + Text to match + Delegate to invoke on a match + Token reader + + + + Parse optional text that ends with with the given text + + Token reader + Text to match + Action to invoke if the text was found + Token reader + + + + Parse attributes and optionally alignment specifier + + Token reader + If true, also parse alignment specifiers + If specified, action to be invoked for every attribute found + Token reader + + + + Require the given text + + Token reader + Required text + Extra exception context + Token reader + Thrown if text is not found + + + + Require the given text + + Token reader + Required text + Delegate to invoke on a match + Token reader + Thrown if text is not found + + + + Require the given text + + Token reader + Required text + Extra exception context + Delegate to invoke on a match + Token reader + Thrown if text is not found + + + + Require the given text + + Token reader + Required text + Extra exception context + Token reader + Thrown if text is not found + + + + Require the given text + + Token reader + Required text + Delegate to invoke on a match + Token reader + Thrown if text is not found + + + + Require the given text + + Token reader + Required text + Extra exception context + Delegate to invoke on a match + Token reader + Thrown if text is not found + + + + Options when parsing identifier + + + + + No options + + + + + Include template arguments when parsing identifier + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Collection of token reader extensions for working with identifiers + + + + + Get the next token and verify that it is an identifier + + True if it is an identifier, false if not. + + + + Get the next token and verify that it is an identifier + + Token reader + The fetched value of the identifier + True if it is an identifier, false if not. + + + + Parse an optional identifier + + Token reader + Invoked of an identifier is parsed + Token reader + + + + Parse an optional namespace + + Token reader + The text of the namespace + Token reader + + + + Parse a required identifier + + Token reader + Extra exception context + Token reader + Thrown if an identifier isn't found + + + + Parse a required identifier + + Token reader + Invoked if an identifier is parsed + Token reader + + + + Parse a required identifier + + Token reader + Extra exception context + Invoked if an identifier is parsed + Token reader + Thrown if an identifier isn't found + + + + Get a required identifier + + Token reader + Extra exception context + Identifier token + Thrown if an identifier isn't found + + + + Parse a required cpp identifier + + Token reader + Parsing options + Invoked when identifier is parsed + Token reader + + + + Parse a required cpp identifier + + Token reader + Initial token of the identifier + Parsing options + Invoked when identifier is parsed + Token reader + + + + Get a required cpp identifier + + Token reader + Parsing options + Token list + + + + Get a required cpp identifier + + Token reader + Initial token of the identifier + Parsing options + Token list + + + + Notification of signed token being parsed + + Token in question + True if the token value is acceptable + + + + Collection of helper methods to parse integers + + + + + Get the next token as an integer. If the next token is not an integer, no token is consumed. + + Token reader + The integer value of the token + True if the next token was an integer, false if not. + + + + Get the next token as an integer. If the next token is not an integer, an exception is thrown + + Token reader + The value of the constant + + + + Get the next token as an integer. If the next token is not an integer, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the constant + + + + Get the next token as an integer. If the next token is not an integer, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the constant + + + + Get the next token as an integer. If the next token is not an integer, no token is consumed. + + Token reader + The integer value of the token + True if the next token was an integer, false if not. + + + + Get the next token as an integer. If the next token is not an integer, an exception is thrown + + Token reader + The value of the constant + + + + Get the next token as an integer. If the next token is not an integer, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the constant + + + + Get the next token as an integer. If the next token is not an integer, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the constant + + + + Helper method to combine any leading sign with the next numeric token + + Source tokens + Delegate to invoke with the merged value + True if the next token was an parsed, false if not. + + + + Get the next integer. It also handled [+/-] token followed by an integer. + + Source tokens + The integer value of the token + True if the next token was an integer, false if not. + + + + Get the next integer. It also handled [+/-] token followed by an integer. + + Source tokens + The integer value + + + + Get the next integer. It also handled [+/-] token followed by an integer. + + Source tokens + The integer value of the token + True if the next token was an integer, false if not. + + + + Get the next long. It also handled [+/-] token followed by an long. + + Source tokens + The long value + + + + Series of extensions to token reading that are far too specialized to be included in the reader. + + + + + Skip a token regardless of the type. + + Token reader + Token reader + + + + Skip any block of tokens wrapped by the given token symbols + + Token reader + Initiating token (i.e. "(") + Terminating token (i.e. ")") + If true, start with an initial nesting count of one (assume we already parsed an initiator) + Extra context for any errors + Token reader + Throw if end of file is reached + + + + Skip any block of tokens wrapped by the given token symbols + + Token reader + Initiating token (i.e. "(") + Terminating token (i.e. ")") + If true, start with an initial nesting count of one (assume we already parsed an initiator) + Invoked for each matching token + Extra context for any errors + Token reader + Throw if end of file is reached + + + + Skip tokens until the given terminator is found. The terminator will not be consumed. + + Token reader + Terminator to skip until + Extra context for any exceptions + Token reader + + + + Collection of token reader exceptions for handling strings + + + + + Get the next token as a string. If the next token is not a string, no token is consumed. + + Token reader + The string value of the token + True if the next token was an string, false if not. + + + + Get the next token as a string. If the next token is not a string, no token is consumed. + + Token reader + True if the next token was an string, false if not. + + + + Verify that the next token is a string. + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + True if the next token was a string, false if not. + + + + Get the next token as a string. If the next token is not a string, an exception is thrown + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the string. + + + + Get the next token as a quoted string. If the next token is not a string, an exception is thrown. + Character constants are not considered strings by this routine. + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the string. + + + + Get a const string that can optionally be wrapped with a TEXT() macro + + Token reader + If not null, an exception will be thrown with the given text as part of the message. + The value of the string + + + + Collection of assorted utility token reader extensions + + + + + Try to parse an optional _API macro + + Token reader + _API macro parsed + True if an _API macro was parsed + + + + Given a declaration/statement that starts with the given token, skip the declaration in the header. + + Token reader + Token that started the process + true if there could be more header to process, false if the end was reached. + + + + Token reader to replay previously recorded token stream + + + + + Construct new token reader + + Message site for generating errors + Complete data for the token (i.e. original source) + Tokens to replay + Token type to return when end of tokens reached + + + + Construct token replay reader intended for caching. Use Reset method to prepare it for use + + + + + Reset a cached replay reader for replaying a new stream of tokens + + Message site for generating errors + Complete data for the token (i.e. original source) + Tokens to replay + Token type to return when end of tokens reached + The replay reader + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Borrow a thread specific token replay reader + + + + + The borrowed reader + + + + + Borrow a thread specific replay reader + + Location for messages + Source being parsed + Tokens to be replayed + Token type when end of tokens reached + + + + + + + + FAnsiStrProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + + + + Represents the FArrayProperty engine type + + + + + + + + + + + + + + + + + Construct a new array property + + Property settings + Inner property value + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Type of boolean + + + + + Native bool + + + + + Used for all bitmask uint booleans + + + + + Currently unused + + + + + Currently unused + + + + + Currently unused + + + + + Represents the FBoolProperty engine type + + + + + + + + + + + + + + If true, the boolean is a native bool and not a UBOOL + + + + + Type of the boolean + + + + + Return the engine name without and 'b' prefixes + + + + + Construct a new boolean property + + Property settings + Type of the boolean + + + + + + + + + + + + + + + + + + + + + + + + + The form that the byte was defined + + + + + uint8 + + + + + UTF8CHAR + + + + + FByteProperty + + + + + Referenced enumeration (TEnumAsByte) + + + + + + + + + + + + + + + + + Form in which the uint8 was specified + + + + + Construct a new property + + Property settings + Optional referenced enum + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FClassProperty + + + + + + + + Construct a new property + + Property settings + Source code form of the property + Referenced class + Extra flags to apply to the property. + + + + + + + + + + + + + + + + + + + Common base class for containers with a value + + + + + + + + Construct a new property + + Property settings + Value property + + + + + + + + + + Propagate flags and meta data to/from child properties + + Container property + Meta data + Inner property + + + + Resolve the child and return any new flags + + Child to resolve + Resolve phase + And new flags + + + + + + + + + + FDelegatePropertyDelegateProperty + + + + + + + + + + + + + + + + + Referenced function + + + + + Construct new property + + Property settings + Referenced function + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FDoubleProperty + + + + + + + + + + + Create new property + + Property settings + + + + + + + + + + + + + + + + + + + FEnumProperty + + + + + + + + + + + + + + + + + Referenced enum + + + + + Underlying property set when the enum has an underlying interger type + + + + + Underlying type which defaults to Int32 if the referenced enum doesn't have an underlying type + + + + + Construct property + + Property settings + Referenced enum + + + + + + + + + + + + + Append enum text + + Destination builder + Property in question + Referenced enum + Type of text to append + If true, this property is a template argument + + + + + Append the text for a function thunk call argument + + Output builder + Property in question + Referenced enum + Output builder + + + + Sanitize the default value for an enumeration + + Property in question + Referenced enumeration + Default value + Destination builder + True if the default value was parsed. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FFieldPathProperty + + + + + + + + + + + + + + + + + Class name without the prefix + + + + + Construct new property + + Property settings + Field class name + + + + + + + + + + + + + + + + + + + + + + + + + FFloatProperty + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + FInt16Property + + + + + + + + + + + Construct new property + + Property settings + + + + + + + + + + + + + + + + FInt64Property + + + + + + + + + + + Construct new property + + Property settings + + + + + + + + + + + + + + + + + + + FInt8Property + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + FInterfaceProperty + + + + + + + + + + + + + + + + + Referenced interface class + + + + + Create a new property + + Property settings + Referenced interface + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FIntProperty + + + + + + + + + + + Construct new property + + Property settings + + + + + + + + + + + + + + + + FLargeWorldCoordinatesRealProperty + + + + + + + + + + + Construct new property + + Property settings + + + + + + + + + + + + + + + + FLazyObjectProperty + + + + + + + + + + + + + + + + + + + + Construct new property + + Property settings + Referenced class + + + + + + + + + + + + + + + + + + + + + + FMapProperty + + + + + + + + + + + + + + + + + Key property + + + + + Construct new property + + Property settings + Key property + Value property + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FMulticastDelegateProperty + + + + + + + + + + + + + + + + + Referenced function + + + + + Construct property + + Property settings + Referenced function + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FMulticastInlineDelegateProperty + + + + + + + + Construct new property + + Property settings + Referenced function + + + + + + + + + + + + + FMulticastSparseDelegateProperty + + + + + + + + Construct a new property + + Property settings + Referenced function + + + + + + + + + + + + + FNameProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + Base class for all numeric properties + + + + + + + + + + + Construct new property + + Property settings + + + + + + + FObjectProperty + + + + + + + + Construct a new property + + Property settings + Source code form of the property + Referenced class + Extra flags to add to the property + + + + Construct a new property + + Property settings + Source code form of the property + Referenced class + Extra flags to add to the property + Extra argument that the UhtClassProperty uses to invoke the right constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + How the object property appeared in the code + + + + + Existing native object raw pointer + + + + + Existing native class raw pointer + + + + + TObjectPtr for an object + + + + + TObjectPtr for a class + + + + + TSoftObjectPtr + + + + + TSoftClassPtr + + + + + TNonNullPtr + + + + + TSubclassOf + + + + + verse::type + + + + + verse::castable_type + + + + + verse::subtype + + + + + verse:castable_subtype + + + + + TInterfaceInstance + + + + + Collection of extension methods for UhtObjectCppForm + + + + + Check to see if the given CPP form is valid for a object property + + The form in question + Is valid if true + + + + + Check to see if the given CPP form is valid for a class property + + The form in question + Is valid if true + + + + + Return a CppForm used when doing IsSameType checks + + The form in question + CppForm to be used in same type checks + + + + Returns true if this CppForm needs a verse where clause + + The form in question + True if the verse name needs a where clause + + + + Return the P_GET macro text based on the cpp form + + The form in question + P_GET macro text + + + + + Returns the PGET argument type for the given CppForm + + The form in question + + + + + + Return true if this form needs the NO_PTR option + + The form in question + + + + + + Based on the cpp form, update the property settings + + The form in question + Property to be updated + + + + FObjectPropertyBase + + + + + + + + + + + + + + + + + + + + Originally referenced class when property is created. + + + + + Referenced UCLASS that might later be changed depending on the type (i.e. Verse's TInterfaceInstance) + + + + + Referenced UCLASS for class properties + + + + + The form that the object property appeared in the code + + + + + Construct a property + + Property settings + Source code form of the property + Referenced UCLASS + Extra flags to apply to the property. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Append the mangled name for all object types + + Destination builder + Underlying type + Builder + + + + Append the template declaration for the given type + + Destination builder + + + + + + Represents the FOptionalProperty engine type + + + + + + + + + + + + + + + + + Construct a new Optional property + + Property settings + Inner property value + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FSetProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + Property key + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FSoftClassProperty + + + + + + + + + + + Construct a new class property + + Property setting + Referenced class + + + + + + + + + + + + + + + + + + + FSoftObjectProperty + + + + + + + + + + + Construct a new property + + Property settings + UCLASS being referenced + + + + Construct a new property + + Property settings + Form of the object property + UCLASS being referenced + + + + + + + + + + + + + + + + + + + FStrProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + + + + FStructProperty + + + + + + + + + + + + + + + + + USTRUCT referenced by the property + + + + + Construct property + + Property settings + USTRUCT being referenced + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Perform default, default value parsing + + Default value reader + Sanitized default value + + + + + FStructProperty + + + + + When using the template wrapper pattern that provides a template wrapper to an existing structure that + can reference types, this is the name of the template. For example, FInstancedStruct has TInstancedStruct + as a wrapper template. + + + + + The structure being wrapped by the template wrapper + + + + + Construct property + + Property settings + USTRUCT being referenced + The name of wrapping template type + The path name of the type being managed by the template + + + + + + + + + + + + + FTextProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + FUInt16Property + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + FUInt32Property + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + FUInt64Property + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + FUtf8StrProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + + + + FVValueProperty + + + + + + + + + + + + + + + + + Referenced VCell type + + + + + Construct a new property + + Property settings + Referenced VCell type + + + + + + + + + + + + + + + + + + + + + + FVerseStringProperty + + + + + Defines the type of embedded character type. Currently only u8 is used. + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + FVValueProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + + + + + + + + + + + + + + + + + + + Internal only void property for void return types + + + + + + + + + + + + + + Construct a new void property + + Property settings + + + + + + + + + + + + + + + + + + + + + + Represents a FWeakObjectProperty + + + + + + + + + + + + + + + + + Construct a new property + + Property settings + Class being referenced + Extra property flags to add to the definition + + + + + + + + + + + + + + + + + + + Series of flags not part of the engine's class flags that affect code generation or verification + + + + + No export flags + + + + + If set, the class itself has replicated properties. + + + + + If set, some super class has replicated properties. + + + + + If set, either the class itself or a super class has replicated properties + + + + + Custom constructor specifier present + + + + + A default constructor was found in the class + + + + + An object initializer constructor was found in the class + + + + + A custom vtable helper constructor was found + + + + + A constructor was found + + + + + GetLifetimeReplicatedProps was found in the class + + + + + Class should not be exported + + + + + Class has a custom field notify + + + + + Class has a field notify + + + + + Class has destructor + + + + + The GENERATED_UCLASS_BODY, GENERATED_UINTERFACE_BODY, and GENERATED_IINTERFACE_BODY macros use the + legacy generated body. If this flag is set, generate the legacy instead of the GENERATED_BODY macros. + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Type of the class + + + + + Class is a UCLASS + + + + + Class is a UINTERFACE + + + + + Class is the native interface for a UINTERFACE + + + + + Type of archive serializer found + + + + + No serializer found + + + + + Archive serializer found + + + + + Structured archive serializer found + + + + + Mask of all serializer types + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + A skipped declaration + + + + + Compiler directives when declaration was parsed + + + + + Collection of tokens parsed in the declaration + + + + + If this declaration is part of a UFUNCTION, this will be set + + + + + Represents a declaration found by name + + + + + Compiler directives when declaration was parsed + + + + + Collection of tokens parsed in the declaration + + + + + Token index for the matching name + + + + + True if "virtual" was found prior to the matching name + + + + + Instance of a UCLASS, UINTERFACE, or a native interface + + + + + Configuration section + + + + + If needed, the #if block define for the serializer + + + + + The class within + + + + + Class flags + + + + + Class cast flags + + + + + Export flags not present in the engine + + + + + Type of the class + + + + + Type of archivers present + + + + + Line number of the prolog + + + + + Collection of functions and other declarations found in the class + + + + + If this, this class is a UINTERFACE and NativeInterface is the associated native interface + + + + + Line number o the generated body statement + + + + + Access of the generated body + + + + + True if GENERATED_BODY was used. If false, GENERATED_UCLASS_BODY was used. + + + + + Engine class flags removed + + + + + Class within identifier + + + + + Collection of show categories + + + + + Collection of hide categories + + + + + Collection of auto expand categories + + + + + Collection of auto collapse categories + + + + + Collection of prioritize categories + + + + + Collection of show functions + + + + + Collection of hide functions + + + + + Sparse class data types + + + + + Class group names + + + + + Add the given class flags + + Flags to add + + + + Remove the given class flags + + Flags to remove + + + + + + + + + + + + + + + + The super class + + + + + Construct a new instance of the class + + Header being parsed + The outer type + Line number where class begins + + + + True if this class inherits from AActor + + + + + + + + Line number containing the VINTERFACES macro + + + + + Verse interfaces directly specified on the interface definition + + + + + Flattened collection of all verse interfaces. + + + + + List of all verse interfaces implemented by this interface + + + + + Add the given list of tokens as a possible declaration + + Currently active compiler directives + List of declaration tokens + If parsed as part of a UFUNCTION, this will reference it + + + + Search the declarations for a possible declaration match with the given name + + Name to be located + Information about the matched declaration + True if a declaration was found with the name. + + + + Checks to see if the class or any super class has the given flags. + + + True if the flags are found + + + + + + + + + + Return the native interface name from an interface + + Native interface name + + + + + Return the interface name from a native interface + + Interface name + + + + + + + + + + + + + + Given a token stream, verify that it matches the expected signature for a getter/setter + + Property requesting the setter/getter + If true, a setter is expected + The declaration being tested + The index of the token with the expected getter/setter name + True if the declaration matches + + + + Add a requested getter/setter function name + + Dictionary containing the lookup by function name. Will be created if null. + Name of the getter/setter + Property requesting the getter/setter + True if this is a setter + Resulting dictionary + + + + + + + Interface with blueprint data should declare explicitly Blueprintable or NotBlueprintable to be clear + In the backward compatible case where they declare neither, both of these bools are false + + True if the interface is marked as Blueprintable + + + + Interface with blueprint data should declare explicitly Blueprintable or NotBlueprintable to be clear + In the backward compatible case where they declare neither, both of these bools are false + + True if the interface is marked as NotBlueprintable + + + + Interface with blueprint data should declare explicitly Blueprintable or NotBlueprintable to be clear + In the backward compatible case where they declare neither, both of these bools are false + + If true, class has already been marked as Blueprintable + True if the interface is marked as NotBlueprintable + + + + + + + How the enumeration was declared + + + + + enum Name {...} + + + + + namespace Name { enum Type { ... } } + + + + + enum class Name {...} + + + + + Underlying type of the enumeration + + + + + Not specified + + + + + Uint8 + + + + + Uint16 + + + + + Uint32 + + + + + Uint64 + + + + + Int8 + + + + + Int16 + + + + + Int32 + + + + + Int64 + + + + + Int + + + + + Represents an enumeration value + + + + + Name of the enumeration value + + + + + Value of the enumeration or -1 if not parsed. + + + + + Series of flags not part of the engine's enum flags that affect code generation or verification + + + + + No export flags + + + + + Indicates that the StaticEnum function should be exported to other modules + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Represents a UEnum + + + + + Engine enumeration flags + + + + + UHT only script struct flags + + + + + C++ form of the enumeration + + + + + Underlying integer enumeration type + + + + + Full enumeration type. For namespace enumerations, this includes the namespace name and the enum type name + + + + + Collection of enumeration values + + + + + + + + + + + + + + Construct a new enumeration + + Header being parsed + Outer type + Line number of declaration + + + + Test to see if the value is a known enum value + + Value in question + True if the value is known + + + + Return the index of the given enumeration value name + + Value name in question + Index of the value or -1 if not found. + + + + Converts meta data name and index to a full meta data key name + + Meta data key name + Meta data key index + Meta data name with the enum value name + + + + Given an enumeration value name, return the full enumeration name + + Enum value name + If required, enum type name combined with value name. Otherwise just the value name. + Unexpected enum form + + + + Add a new enum value. + + Name of the enum value. + Enumeration value or -1 if the value can't be determined. + + + + + Reconstruct the full enum name. Any existing enumeration name will be stripped and replaced + with this enumeration name. + + Name to reconstruct. + Reconstructed enum name + + + + + + + + + + Series of flags not part of the engine's field flags that affect code generation or verification + + + + + No export flags + + + + + Do not generate an alias in the verse namespace + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Controls how the verse name is appended to the builder + + + + + Default mode + + + + + Fully qualified mode + + + + + Represents a UField + + + + + + + + UHT only field flags + + + + + Name of the module containing the type + + + + + Cased name of the verse field + + + + + Returns true if field is a verse element + + + + + Return the complete verse name + + + + + Return the function name encoded for BPVM + + + + + Construct a new field + + Header file being parsed + Outer object + Line number of declaration + + + + Return the full name of the verse type + + Controls how the name is generated + + + + + Append the verse path to the given builder + + Destination builder + Controls how the name is generated + + + + Append the verse path to the given builder + + Destination builder + Controls how the name is generated + If true, this is the type that initiated the verse path + + + + + Append the verse path part to the given builder + + Destination builder + Controls how the name is generated + + + + Helper method that appends only this path contribution to the verse path. + + + Controls how the name is generated + If true, this is the type that initiated the verse path + + + + Helper method that appends only this instance contribution to the verse path. + + + Controls how the name is generated + + + + Helper extension methods for fields + + + + + Append the Verse UE VNI package name + + Destination builder + Field to serialize + Builder + + + + Append the Verse UE package name (without a leading forward slash) + + Destination builder + Field to serialize + Builder + + + + Append the full verse name of the field + + Destination builder + Field to serialize + Controls the type of string generated + Builder + + + + Given a verse name, encode it so it can be represented as an FName + + Destination builder + Name to encode + Builder + + + + Series of flags not part of the engine's function flags that affect code generation or verification + + + + + No export flags + + + + + Function declaration included "final" keyword. Used to differentiate between functions that have FUNC_Final only because they're private + + + + + Function should be exported as a public API function + + + + + Export as an inline static C++ function + + + + + Export as a real C++ static function, causing thunks to call via ClassName::FuncName instead of this->FuncName + + + + + Export no thunk function; the user will manually define a custom one + + + + + Function is marked as virtual + + + + + The unreliable specified was present + + + + + The function is a sealed event + + + + + Blueprint pure is being forced to false + + + + + If set, the BlueprintPure was automatically set + + + + + If set, a method matching the CppImplName was found. The search is only performed if it + differs from the function name. + + + + + If the ImplFound flag is set, then if this flag is set, the method is virtual + + + + + If set, a method matching the CppValidationImplName was found. The search is only performed if + CppImplName differs from the function name + + + + + If the ValidationImplFound flag is set, then if this flag is set, the method id virtual. + + + + + Set true if the function itself is declared const. The is required for the automatic setting of BlueprintPure. + + + + + Final flag was set automatically and should not be considered for validation + + + + + Generate the entry for the FieldNotificationClassDescriptor + + + + + True if the function specifier has a getter/setter specified + + + + + True if the function is verse function callable from native code + + + + + True if the function is a decides function + + + + + True if the return value is wrapped with TVerseTask + + + + + Function can be called from verse + + + + + True if the function is a no_rollback function + + + + + True if the function is marked as rtfm_always_open + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Type of function + + + + + UFUNCTION + + + + + UDELEGATE/DECLARE_DYNAMIC_... + + + + + UDELEGATE/DECLARE_DYNAMIC_...SPARSE_... + + + + + Extension + + + + + Test to see if the function type is a delegate type + + Function type being tested + True if the type is a delegate + + + + Represents a UFUNCTION/delegate + + + + + Suffix added to delegate engine names + + + + + Engine function flags + + + + + UHT specific function flags + + + + + The type of function + + + + + The line number for the macro. + + + + + Owning class name for sparse functions + + + + + Sparse delegate name + + + + + The super function. Currently unused + + + + + + + + + + + Stripped function name without the generated delegate suffix + + + + + + + + + + + Identifier for an RPC call to a platform service + + + + + Identifier for an RPC call expecting a response + + + + + Name of the actual implementation + + + + + Name of the actual validation implementation + + + + + Name of the wrapper function that marshals the arguments and does the indirect call + + + + + Name for callback-style names + + + + + Endpoint name + + + + + True if the function has a return value. + + + + + The return value property or null if the function doesn't have a return value + + + + + True if the function has parameters. + + + + + Return read only memory of all the function parameters + + + + + True if the function has any outputs including a return value + + + + + Construct a new instance of a function + + Header being parsed + The parent object + The line number where the function is defined + + + + + + + + + + + + + + + + + + + + + + Add a parameter tooltip to the collection + + Name of the parameter + Text of the parameter tooltip + Parameter map to add the tooltip + + + + Add a parameter tooltip to the collection where the name of the parameter is the first word of the line + + Text of the parameter tooltip + Parameter map to add the tooltip + + + + Parse the function comment looking for parameter documentation. + + The function input comment + Dictionary of parameter names and the documentation. The return value will have a name of "ReturnValue" + + + + + + + Return the property parse options for the given function + + If true, return property parse options for the return value + Property parse options + + + + + Represents the different directories where headers can appear + + + + + Classes folder + + + + + Public folder + + + + + Internal folder + + + + + Private folder + + + + + Series of flags not part of the engine's class flags that affect code generation or verification + + + + + No export flags + + + + + This header is being included by another header + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Type of reference being added + + + + + The header being referenced in a direct include + + + + + The header being referenced is a passive reference (i.e. NoExportTypes.h or a header referenced by a header being included) + + + + + Represents a header file. + + + + + Contents of the header + + + + + Path of the header + + + + + Currently running session + + + + + Module associated with the header + + + + + File name without the extension + + + + + Required name for the generated.h file name. Used to validate parsed code + + + + + True if this header is NoExportTypes.h + + + + + The file path of the header relative to the module location + + + + + Include file path added as meta data to the types + + + + + Location where the header file was found + + + + + Unique index of the header file + + + + + UHT flags for the header + + + + + Children types of this type + + + + + + + + If true, the header file should be exported + + + + + Resource collector for the header file + + + + + Collection of headers directly included by this header + + + + + + + + + + + + + + Construct a new header file + + Owning module + Path to the header file + + + + Read the contents of the header + + + + + Add a reference to the given header + + Path of the header + How is the include in question referenced + + + + Add a reference to the header that defines the given type + + Type in question + + + + Add a reference to the given header file + + Header file in question + How is the include in question referenced + + + + Return an enumerator without locking. This method can only be utilized AFTER all header parsing is complete. + + + + + Return an enumerator of all current referenced headers under a lock. This should be used during parsing. + + + + + Add a type as a child + + The child to be added. + + + + Resolve all types owned by the header + + Phase of the resolution process + + + + Bind all the super structs and base classes + + + + + Validate the state of the header file + + Validation options + + + + + Collect all things referenced by the given header + + + + + Represents the UHT manifest file + + + + + Loaded manifest from the json manifest file + + + + + + + + + + + + + + Construct a new manifest file + + Current session + Path of the file + + + + Read the contents of the file + + + + + UhtEnum types need to convert a meta data name index to the enum name + + + + + Convert a name and index into a full meta data name + + Base name of the meta data + Index of the meta data. -1 for the root object. + Complete meta data key name + + + + Uniquely identifies a meta data element + + + + + The name of the meta data + + + + + The index of the meta data name (i.e. enum value index) or -1 for the owning object meta data + + + + + Construct a new meta data key + + Meta data name + Meta data index + + + + Convert the key to a string + + String representation + + + + Comparer for meta data keys + + + + + Compare two keys + + First key + Second key + -1, 0, or 1 depending on the relationship + + + + Test to see if two meta data keys are equal + + First key + Second key + True if the keys match + + + + Get the hash code of the meta data key + + Key + Hash code + + + + Represents a collection of key/value pairs. Each type has this collection and enumerations also + have key/value pairs for each enumeration value index. + + + + + Helper comparer for meta data keys + + + + + Empty collection of meta data + + + + + The meta data of the outer object for the type that owns this meta data + + + + + Message site associated with the meta data. That in combination with the line number is used to generate errors + + + + + Configuration object used to redirect meta data + + + + + Source code line number where the meta data is declared + + + + + Contains the meta data entries. Due to the small size of these dictionaries, a SortedList performs + better than a Dictionary. + + + + + Enumerations implement this interface so that the index part of the key can be converted to a string + + + + + Index for a meta data key associated with the owning object + + + + + Construct new meta data + + Message site for generating errors + Configuration for redirects + + + + Test to see if the meta data object contains no entries + + True if the meta data object contains no entries + + + + Remove all meta data entries + + + + + Copy the elements of the meta data + + A deep copy of the meta data + + + + Test to see if the meta data contains the given key + + Name of the meta data + Enumeration value index or -1 for the type's meta data + True if the key is found + + + + Test to see if the meta data or parent meta data contains the given key + + Name of the meta data + Enumeration value index or -1 for the type's meta data + True if the key is found + + + + Attempt to get the value associated with the key + + Name of the meta data + Found value + True if the key is found + + + + Attempt to get the value associated with the key including parent meta data + + Name of the meta data + Found value + True if the key is found + + + + Attempt to get the value associated with the key + + Name of the meta data + Enumeration value index or -1 for the type's meta data + Found value + True if the key is found + + + + Attempt to get the value associated with the key including parent meta data + + Name of the meta data + Enumeration value index or -1 for the type's meta data + Found value + True if the key is found + + + + Get the string value of the given meta data key or the default value. + + Name of the meta data key + Index of the meta data key + Meta data value or empty string if not found. + + + + Get the string value of the given meta data searching the whole meta data chain. + + Name of the meta data key + Index of the meta data key + Meta data value or empty string if not found. + + + + Get the boolean value of the given meta data. + + Name of the meta data key + Index of the meta data key + Boolean value or false if not found + + + + Get the boolean value of the given meta data searching the whole meta data chain. + + Name of the meta data key + Index of the meta data key + Boolean value or false if not found + + + + Get the double value of the given meta data. + + Name of the meta data key + Index of the meta data key + Double value or zero if not found + + + + Get the string array value of the given meta data. + + Name of the meta data key + Index of the meta data key + String array or null if not found + + + + Get the string array value of the given meta data searching the whole meta data chain. + + Name of the meta data key + Index of the meta data key + String array or null if not found + + + + Add new meta data + + Name of the meta data key + Value of the meta data + + + + Add new meta data + + Name of the meta data key + Index of the meta data key + Value of the meta data + + + + Add new meta data + + Name of the meta data key + Index of the meta data key + Value of the meta data + + + + Add new meta data + + Name of the meta data key + Value of the meta data + Index of the meta data key + + + + Add new meta data + + Name of the meta data key + Value of the meta data + Separator to use to join the strings + + + + Add new meta data if there are strings in the value. + + Name of the meta data key + Value of the meta data + Separator to use to join the strings + + + + Add the meta data from another meta data block + + + + + + Add the given meta data but test for redirection of meta data name + + Name of the meta data + Index of the meta data + Value of the meta data + If true, verifies that the meta data value is not changing + + + + Add the value to the meta data + + Destination dictionary + Key of the meta data + Value of the meta data + If true, verifies that the meta data value is not changing + + + + Remove the given meta data + + Name of the meta data key + Index of the meta data key + + + + Given a key, return the full meta data name + + Meta data key + Full meta data name + + + + Given a key, return the full meta data name + + Name of the meta data key + Index of the meta data key + Full meta data name + Thrown if an index is supplied (not -1) and no key conversion interface is set + + + + Given a type, return an array of all the meta data formatted and sorted by name + + List of meta data key and value pairs + + + + Represents a UHT module + + + + + The running session + + + + + UHT module from UBT (1 to 1 relationship) + + + + + Primary /Script/ package + + + + + Name of the module based on the script package name with out the "/Script/" prefix + + + + + C++ API name for the module with a trailing space + + + + + Enumeration of all the packages in the module. + + + + + Collection of headers owned by the module + + + + + True if the package is part of the engine + + + + + True if the package is a plugin + + + + + Create a new module from the given manifest module + + Running session + Source module from UBT + + + + Prepare to parse all the headers in the module. This creates all the UhtHeaderFiles and validates there + are no conflicts. + + Action to invoke to register the headers with the session + + + + Create a new package with the given name. Will return an existing instance if it already exists + + Name of the package + Flags to set if the package is created + Package + + + + Given a collection of headers, create the UhtHeaders + + Collection of header names + Type of the headers + Action to take to notify the caller of the header being created + + + + Return the normalized path converted to a full path if possible. + Code should NOT depend on a full path being returned. + + In general, it is assumed that during normal UHT, all paths are already full paths. + Only the test harness deals in relative paths. + + Path to normalize + Normalized path possibly converted to a full path. + + + + Represents a UObject in the engine + + + + + Internal object flags. + + + + + Unique index of the object + + + + + The alternate object is used by the interface system where the native interface will + update this setting to point to the UInterface derived companion object. + + + + + + + + Construct a new instance of the object + + Owning module + + + + Construct a new instance of the object + + Header file being compiled + Outer object + Line number where object is defined + + + + Represents a UPackage in the engine + + + + + Unique index of the package + + + + + Engine package flags + + + + + + + + + + + + + + Construct a new instance of a package + + Source module of the package + Name of the package + Assorted package flags + + + + + + + Collection of UHT only flags associated with properties + + + + + Property should be exported as public + + + + + Property should be exported as private + + + + + Property should be exported as protected + + + + + The BlueprintPure flag was set in software and should not be considered an error + + + + + If true, the property has a getter function + + + + + If true, the property has a setter function + + + + + If true, the getter has been disabled in the specifiers + + + + + If true, the setter has been disabled in the specifiers + + + + + If true, the getter function was found + + + + + If true, the property has a setter function + + + + + Property is marked as a field notify + + + + + If true, the property should have a generated getter function + + + + + If true, the property should have a generated setter function + + + + + If true, the type is a TVal + + + + + If true, the type is a TPtr + + + + + If true, the type is a TVerseTask + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + The context of the property. + + + + + Function parameter for a function that isn't marked as NET + + + + + Function parameter for a function that is marked as NET + + + + + Function return value + + + + + Class or a script structure member property + + + + + Helper methods for the property category + + + + + Return the hint text for the property category + + Property category + The user facing hint text + Unexpected category + + + + Allocator used for container + + + + + Default allocator + + + + + Memory image allocator + + + + + Type of pointer + + + + + No pointer specified + + + + + Native pointer specified + + + + + Type of reference + + + + + Property is not a reference + + + + + Property is a const reference + + + + + Property is a non-const reference + + + + + Options that customize the properties. + + + + + No property options + + + + + Don't automatically mark properties as CPF_Const + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Property capabilities. Use the caps system instead of patterns such as "Property is UhtObjectProperty" + + + + + No property caps + + + + + If true, the property will be passed by reference when generating the full type string + + + + + If true, the an argument will need to be added to the constructor + + + + + If true, the property type can be TArray or TMap value + + + + + If true, the property type can be a TSet or TMap key + + + + + True if the property can be instanced + + + + + True if the property can be exposed on spawn + + + + + True if the property can have a config setting + + + + + True if the property allows the BlueprintAssignable flag. + + + + + True if the property allows the BlueprintCallable flag. + + + + + True if the property allows the BlueprintAuthorityOnly flag. + + + + + True to see if the function parameter property is supported by blueprint + + + + + True to see if the member property is supported by blueprint + + + + + True if the property supports RigVM + + + + + True if the property should codegen as an enumeration + + + + + True if the property should codegen as an array + + + + + True if the property should codegen as a byte enumeration + + + + + If true, the property type can be TOptional value + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Text can be formatted in different context with slightly different results + + + + + Generic type + + + + + Generic function argument or return value + + + + + Generic function argument or return value implementation (specific to booleans and will always return "bool") + + + + + Class function argument or return value + + + + + Event function argument or return value + + + + + Interface function argument or return value + + + + + Sparse property declaration + + + + + Sparse property short name + + + + + Class or structure member + + + + + Members of the event parameters structure used by code generation to invoke events + + + + + Members of the event parameters structure used by code generation to invoke functions + + + + + Instance of the property is being constructed + + + + + Used to get the type argument for a function thunk. This is used for P_GET_ARRAY_* + + + + + If the P_GET macro requires an argument, this is used to fetch that argument + + + + + Used to get the return type for function thunks + + + + + Basic RigVM type + + + + + Type expected in a getter/setter argument list + + + + + Type expected from a getter + + + + + Type expected as a setter argument + + + + + Used when mangling a function + + + + + Extension methods for the property text type + + + + + Test to see if the text type is for a function + + Type of text + True if the text type is a function + + + + Test to see if the text type is for a getter retVal or setter argType + + Type of text + True if the text type is a retVal or argType + + + + Specifies how the PGet argument type is to be formatted + + + + + + + + + + + + + + + + + Property member context provides extra context when formatting the member declaration and definitions. + + + + + The outer/owning structure + + + + + The outer/owning structure source name. In some cases, this can differ from the OuterStruct.SourceName + + + + + Name of the statics block for static definitions for the outer object + + + + + Prefix to apply to declaration names + + + + + Suffix to add to the declaration name + + + + + Return the hash code for a given object + + Object in question + Hash code + + + + Return the singleton name for the given object + + Object in question + If true, the singleton that returns the registered object is returned. + Singleton function name + + + + Property settings is a transient object used during the parsing of properties + + + + + For nested properties, this points to the parent + + + + + The root settings for a nested property + + + + + Source name of the property + + + + + Engine name of the property + + + + + Verse name of the property + + + + + Property's meta data + + + + + Property outer object + + + + + Line number of the property declaration + + + + + Property category + + + + + Engine property flags + + + + + Property flags not allowed by the context of the property parsing + + + + + UHT specified property flags + + + + + #define scope of where the property exists + + + + + Allocator used for containers + + + + + Options for property parsing + + + + + Property pointer type + + + + + Replication notify name + + + + + If set, the array size of the property + + + + + Getter method + + + + + Setter method + + + + + Default value of the property + + + + + Collection of the tokens used to declare the property type. The type tokens are only valid for + the outermost property. + + + + + If true, the property is a bit field + + + + + Construct a new, uninitialized version of the property settings + + + + + Construct property settings based on the property settings for a parent container + + Parent container property + Name of the property + Message site used to construct meta data object + + + + Copy property settings + + Setting to copy + + + + Reset the property settings. Used on a cached property settings object + + Outer/owning type + Line number of property + Category of property + Property flags that are not allowed + + + + Reset property settings based on the given property. Used to prepare a cached property settings for parsing. + + Source property + Property options + Thrown if the input property doesn't have an outer + + + + Represents FProperty fields + + + + + Collection of recognized casts when parsing array dimensions + + + + + Collection of invalid names for parameters + + + + + Standard object flags for properties + + + + + Prefix used when declaring P_GET_ parameters + + + + + Simple native CPP type text. Will not include any template arguments + + + + + P_GET_ macro name + + + + + If true, then references must be passed without a pointer + + + + + Type of the PGet argument if one is required + + + + + Verse name of the property + + + + + Property category + + + + + Engine property flags + + + + + Capabilities of the property. Use caps system instead of testing for specific property types. + + + + + Engine flags that are disallowed on this property + + + + + UHT specified property flags + + + + + Reference type of the property + + + + + Pointer type of the property + + + + + Allocator to be used with containers + + + + + Collection of tokens that declare the type of the property. + + + + + Replication notify name + + + + + Fixed array size + + + + + Property setter + + + + + Property getter + + + + + Default value of property + + + + + If true, this property is a bit field + + + + + + + + + + + Return the engine name without and 'b' prefixes + + + + + + + + If true, the property is a fixed/static array + + + + + If true, the property is editor only + + + + + Return the root property for the given property. If the property is outside of a container, + return the property itself. Otherwise, return the property associated with the container. + + + + + Construct a new property + + Outer type of the property + Line number where property was declared + + + + Construct a new property + + Property settings from parsing + + + + Internal version of AppendText. Don't append any text to the builder to get the default behavior + + Destination builder + Text type of where the property is being referenced + If true, this property is a template arguments + Destination builder + + + + Append the full declaration including such things as property name and const requirements + + Destination builder + Text type of where the property is being referenced + If true, do not include the property name + Destination builder + + + + Append the required code to declare the properties meta data + + Output builder + Current context + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Number of tabs prefix the line with + Output builder + + + + Append the required code to declare the property as a member + + Output builder + Current context + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Number of tabs prefix the line with + Output builder + + + + Append the required code to declare the property as a member + + Output builder + Current context + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Number of tabs prefix the line with + Structure name + Output builder + + + + Append the required code to define the property as a member + + Output builder + Context of the call + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Offset of the property + Number of tabs prefix the line with + Output builder + + + + Append the required start of code to define the property as a member + + Output builder + Context of the call + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Offset of the property + Number of tabs prefix the line with + Structure name + Structure flags + If true, add the offset parameter + Output builder + + + + Append the required end of code to define the property as a member + + Output builder + Context of the call + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Output builder + + + + Append the a type reference to the member definition + + Output builder + Context of the call + Referenced object + True if the registered singleton name is to be used + True if a "nullptr" is to be appended if the object is null + Output builder + + + + Append the required code to add the properties to a pointer array + + Output builder + Context of the call + Name of the property. This is needed in some cases where the name in the declarations doesn't match the property name. + Suffix to the property name + Number of tabs prefix the line with + Output builder + + + + Append a P_GET macro + + Destination builder + Destination builder + + + + Append the text for a function thunk call argument + + Output builder + Output builder + + + + Apppend the name of a function thunk paramter + + Output builder + Output builder + + + + Append the appropriate values to initialize the property to a "NULL" value; + + + + + + + + Return the basic declaration type text for user facing messages + + + + + + Return the RigVM type + + + + + + Appends any applicable objects and child properties + + Output builder + Initial length of the builder prior to appending the hashes + Context used to lookup the hashes + + + + Fetch the mangled name for a property + + True if the name needed to be mangled, false if not. + + + + Parse a default value for the property and return a sanitized string representation. + + All tokens in the token reader must be consumed. Otherwise the default value will be considered to be invalid. + + Reader containing the default value + Sanitized representation of default value + True if a default value was parsed. + + + + + + + Check properties to see if any instances are referenced. + This method does NOT cache the result. + + If true, the ScanForInstancedReferenced method on the properties will also be called. + + + + + + + + Validate the property settings + + The outer structure for the property. For properties inside containers, this will be the owning struct of the container + Outer most property being validated. For properties in containers, + this will be the container property. For properties outside of containers or the container itself, this will be the property. + + + + + Validate that we don't reference any deprecated classes + + + + + Verify function argument + + + + + Validate member settings + + Containing struct. This is either a UhtScriptStruct or UhtClass + Validation options + + + + Generate an error if the class has been deprecated + + Class to check + + + + Check to see if the property is valid as a member of a networked structure + + The property referencing the structure property. All error should be logged on the referencing property. + True if the property is valid, false if not. If the property is not valid, an error should also be generated. + + + + Test to see if this property references something that requires the argument to be marked as const + + If const is required, returns the type that is forcing the const + True if the argument must be marked as const + + + + Test to see if the property contains any editor only properties. This does not + test to see if the property itself is editor only. This is implemented for struct properties. + + + + + + + + + Collect the references for the property. This method is used by container properties to + collect the contained property's references. + + Reference collector + If true, this is a property in a container + + + + Return a string of all the forward declarations. + This method should be removed once C++ UHT is removed. + This information can be collected via CollectReferences. + + + + + + Enumerate all reference types. This method is used exclusively by FindNoExportStructsRecursive + + Type enumerator + + + + Determines whether or not GC barriers need to run after passing this to a function + + True if GC barriers need to run + + + + Customization point for subclasses for NeedsGCBarrierWhenPassedToFunction + + True if GC barriers need to run + + + + Generate a new name suffix based on the current suffix and the new suffix + + Current suffix + Suffix to be added + Combination of the two suffixes + + + + Test to see if the two properties are the same type + + Other property to test + True if the properies are the same type + + + + Test to see if the two properties are the same type and ConstParm/OutParm flags somewhat match + + The other property to test + + + + + Assorted StringBuilder extensions for properties + + + + + Add the given property text + + Destination builder + Property in question + Type of text to append + If true, this is a template argument property + Destination builder + + + + Append the member declaration + + Destination builder + Property in question + Context of the property + Property name + Name suffix + Number of tabs in the formatting + Destination builder + + + + Append the member definition + + Destination builder + Property in question + Context of the property + Property name + Name suffix + Offset of the property in the parent + Number of tabs in the formatting + Destination builder + + + + Append the member pointer + + Destination builder + Property in question + Context of the property + Property name + Name suffix + Number of tabs in the formatting + Destination builder + + + + Append the full declaration including such things as const, *, and & + + Destination builder + Property in question + Type of text to append + If true, don't append the parameter name + Destination builder + + + + Append the function thunk parameter get + + Destination builder + Property in question + Destination builder + + + + Append the function thunk parameter array type + + Destination builder + Property in question + If true, this is a template argument instead of the top level property + Destination builder + + + + Append the function thunk parameter argument + + Destination builder + Property in question + Destination builder + + + + Append the function thunk return + + Destination builder + Property in question + Destination builder + + + + Append the function thunk parameter name + + Destination builder + Property in question + Destination builder + + + + Append the sparse type + + Destination builder + Property in question + Destination builder + + + + Append the property's null constructor arg + + Destination builder + Property in question + If true this is in an initializer context. + Destination builder + + + + Append the replication notify function or a 'nullptr' + + Destination builder + Property in question + Destination builder + + + + Append the parameter flags + + Destination builder + Property flags + Destination builder + + + + Append the property array dimensions as a CPP_ARRAY_DIM macro or '1' if not a fixed array. + + Destination builder + Property in question + Context of the property + Destination builder + + + + Given an object, append the hash (if applicable) to the builder + + Output builder + Type asking for an object hash + Initial length of the builder prior to appending the hashes + Context used to lookup the hashes + Object being appended + Destination builder + + + + Given an object, append the hash (if applicable) to the builder + + Output builder + Type asking for an object hash + Context used to lookup the hashes + Object being appended + Destination builder + + + + Append the object hashes for all referenced objects + + Destination builder + Property in question + Context of the property + Destination builder + + + + Append the singleton name for the given type + + Destination builder + Context of the property + Type to append + If true, append the registered type singleton. + Destination builder + + + + Append the getter wrapper name + + Destination builder + Property in question + Destination builder + + + + Append the setter wrapper name + + Destination builder + Property in question + Destination builder + + + + Append the mangled type for function name mangling + + Destination builder + Property in question + Destination builder + + + + Flags to represent information about a RigVM parameter + + + + + No RigVM flags + + + + + "Constant" metadata specified + + + + + "Input" metadata specified + + + + + "Output" metadata specified + + + + + "Singleton" metadata specified + + + + + Set if the property is editor only + + + + + Set if the property is an enum + + + + + Set if the property is an array + + + + + Set if the property is an enum as byte + + + + + Computes the value lazily + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + The FRigVMParameter represents a single parameter of a method + marked up with RIGVM_METHOD. + Each parameter can be marked with Constant, Input or Output + metadata - this struct simplifies access to that information. + + + + + Property associated with the RigVM parameter + + + + + Name of the property + + + + + Type of the property + + + + + Cast name + + + + + Cast type + + + + + Flags associated with the parameter + + + + + True if the parameter is marked as "Constant" + + + + + True if the parameter is marked as "Input" + + + + + True if the parameter is marked as "Output" + + + + + True if the parameter is marked as "Singleton" + + + + + True if the parameter is editor only + + + + + True if the parameter is an enum + + + + + True if the parameter is an enum as byte + + + + + True if the parameter should be computed lazily + + + + + True if the parameter is an array + + + + + Create a new RigVM parameter from a property + + Source property + Parameter index. Used to create a unique cast name. + + + + Create a new parameter + + Name of the parameter + Type of the parameter + + + + Get the name of the parameter + + If true, return the cast name + Parameter name + + + + Get the type of the parameter + + If true, return the cast type + If true, return the wrapped lazy type as needed + Parameter type + + + + Get the full declaration (type and name) + + If true, return the cast type + If true, return the cast name + Parameter declaration + + + + Return the base type without any template arguments + + If true, return the cast type + Base parameter type + + + + Template arguments of the type or type if not a template type. + + If true, return the cast type + Template arguments of the type + + + + Return the type with a const reference + + If true, return the cast type + Type with a const reference + + + + Return the type with a reference + + If true, return the cast type + Type with a reference + + + + Return the type without reference + + If true, return the cast type + Type without the reference + + + + Return the type as a reference + + If true, return the cast type + Type as a reference + + + + Return the type wrapped with a lazy struct as needed + + The type to wrap with a lazy struct + If true the type will be wrapped as needed + Type wrapped as needed + + + + Return a variable declaration for the parameter + + If true, return the cast type + If true, return the cast name + Parameter as a variable declaration + + + + True if the parameter is constant + + True if the parameter is constant + + + + Return true if the parameter requires a cast + + True if the parameter requires a cast + + + + Return true if the parameter is an execute context + + True if the parameter is an execute context + + + + Return true if the parameter is an empty execute context + + True if the parameter is an empty execute context + + + + A single info dataset for a function marked with RIGVM_METHOD. + This struct provides access to its name, the return type and all parameters. + + + + + Return type of the method + + + + + Name of the method + + + + + Method parameters + + + + + If the method has a return value, return "return". Otherwise return nothing. + + Prefix required for the return value + + + + Whether or not this method is a predicate. + + True if this method is a predicate + + + + Is true if method has dll storage such as UE_API + + True if this method is a predicate + + + + An info dataset providing access to all functions marked with RIGVM_METHOD + for each struct. + + + + + True if the GetUpgradeInfoMethod was found. + + + + + True if the GetNextAggregateNameMethod was found. + + + + + Engine name of the owning script struct + + + + + The name of the execute context to use for this struct's RigVM methods + + + + + The name of a member on the struct providing an execute context + + + + + true if any of this structs members is an execute context (also an empty one) + + + + + List of the members + + + + + List of the methods + + + + + Series of flags not part of the engine's script struct flags that affect code generation or verification + + + + + No export flags + + + + + "HasDefaults" specifier present + + + + + "HasNoOpConstructor" specifier present + + + + + "IsAlwaysAccessible" specifier present + + + + + "IsCoreType" specifier present + + + + + "Parametric" specifier present + + + + + Indicates that the autogenerated functions of this struct will be DLL exported/imported + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Represents the USTRUCT object + + + + + Script struct engine flags + + + + + UHT only script struct flags + + + + + Line number where GENERATED_BODY/GENERATED_USTRUCT_BODY macro was found + + + + + RigVM structure info + + + + + + + + True if the struct has the "HasDefaults" specifier + + + + + True if the struct has the "IsAlwaysAccessible" specifier + + + + + True if the struct has the "IsCoreType" specifier + + + + + True if the struct has the "HasNoOpConstructor" specifier + + + + + + + + + + + + + + Super struct + + + + + Construct a new script struct + + Header being parsed + Outer type + Line number of the definition + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Represents a source file in UHT + + + + + The session associated with the source + + + + + The full file path + + + + + The file name + + + + + The contents of the source file + + + + + If this source is from a fragment, the original source file + + + + + If this source is from a fragment, the starting line of the fragment + + + + + Full file path of the source file + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Construct a new instance of a source file + + The owning session + The full file path + + + + Read the contents of the source file + + + + + Base class for all types that contain properties and functions. + Also support the ability to specifier super class and base classes + + + + + Generated code version of the type. Set via specifiers + + + + + Return a collection of children that are properties + + NOTE: This method allocates memory to construct the enumerator. In code + invoked a large number of times, the loop should be written directly into + the code and not use this method. Also, the Linq version performs even + worse. + + + + + Return a collection of children that are functions + + NOTE: This method allocates memory to construct the enumerator. In code + invoked a large number of times, the loop should be written directly into + the code and not use this method. Also, the Linq version performs even + worse. + + + + + + + + + + + Super type + + + + + Base types + + + + + Super identifier + + + + + Base identifiers + + + + + Super struct type + + + + + Stack used to test to see if we are recursing in a ScanForInstanceReferenced call + + + + + Construct a new instance + + Header file being parsed + Outer type + Line number where definition begins + + + + Test to see if the given struct is derived from the base structure + + Base structure. + True if the given structure is the specified base or derives from the base. If the base is null, the false is returned. + + + + + + + Check properties to see if any instances are referenced. + This method does NOT cache the result. + + If true, the ScanForInstancedReferenced method on the properties will also be called. + + + + + Check properties to see if any instances are referenced. + This method does NOT cache the result. + + If true, the ScanForInstancedReferenced method on the properties will also be called. + + + + + Resolve super identifier + + Token that represent the super + Find options to restrict types + Thrown if super can not be found + + + + Resolve bases. Unlike super, this routine will not generate an error if the type can not be found. + Having unrecognized types is expected. + + Collection of bases + Options to restrict types being searched + + + + + + + + + + Enumeration for all the different engine types + + + + + Type is a package (UhtPackage) + + + + + Type is a class (UhtClass) + + + + + Type is an interface (UhtClass) + + + + + Type is a native interface (UhtClass) + + + + + Type is a script struct (UhtScriptStruct) + + + + + Type is an enumeration (UhtEnum) + + + + + Type is a function (UhtFunction) + + + + + Type is a delegate (UhtFunction) + + + + + Type is a property (UhtProperty) + + + + + Collection of extension methods used to query information about the type + + + + + Get the name of the type where shared distinctions aren't made between different class and function types. + + The engine type in question + Lowercase name + If the requested type isn't supported + + + + Get the name of the type where shared distinctions aren't made between different class and function types. + + The engine type in question + Capitalized name + If the requested type isn't supported + + + + Get the name of the type + + The engine type in question + Lowercase name + If the requested type isn't supported + + + + Get the name of the type + + The engine type in question + Capitalized name + If the requested type isn't supported + + + + Return true if the type must be unique in the symbol table + + Type in question + True if it must be unique + + + + Find options to be used when attempting to find a duplicate name + + Type in question + Find options to be used for search + + + + Return true if the type must not be a reserved name. + + Type in question + True if the type must not have a reserved name. + + + + Return true if the type should be added to the engine symbol table + + Type in question + True if the type should be added to the symbol table + + + + Return true if the children of the type should be added to the symbol table + + Type in question + True if children should be added + + + + Convert the engine type to find options + + Engine type + Find options + Engine type is invalid + + + + Options to customize how symbols are found + + + + + No find options + + + + + Search using the engine name. This is the default if neither engine/source is specified. + + + + + Search using the source name. This can not be set if EngineName is also set. + + + + + Search for UhtEnum types + + + + + Search for UhtScriptStruct types + + + + + Search for UhtClass types + + + + + Search for UhtFunction types that are delegate functions + + + + + Search for UhtFunction types that are not delegate functions + + + + + Search for UhtProperty types + + + + + Search for any properties or functions + + + + + Do not search the super chain + + + + + Do not search the outer chain + + + + + Do not search include files + + + + + Do not do a last resort global namespace search + + + + + Do not search the children of the starting point + + + + + Only search the parent chain + + + + + Search only the children of the starting type + + + + + Case compare (usually for SourceName searches) + + + + + Caseless compare (usually for EngineName searches) + + + + + Mask of name flags + + + + + Mask of type flags + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Options during validation checks + + + + + No validation options + + + + + Test to see if any referenced types have been deprecated. This should not + be set when the parent object or property has already been marked as deprecated. + + + + + Test to see if the name of the property conflicts with another property in the super chain + + + + + The property is part of a key in a TMap + + + + + The property is part of a value in a TArray, TSet, or TMap + + + + + The property is either a key or a value part of a TArray, TSet, or TMap + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Defines which set of names will be used for each scope + + + + + Names match the define + + + + + Use WITH_EDITOR in place of WITH_EDITORONLY_DATA + + + + + #define scope where the type was defined. This only includes macros such as WITH_EDITOR, WITH_EDITORONLY_DATA, and WITH_VERSE_VM. + Not all types support the given options. + + + + + The scope is invalid. Used during code generation. + + + + + Exists outside of a define scope + + + + + Exists inside of a WITH_EDITORONLY_DATA block + + + + + Exists inside of a WITH_VERSE_VM block + + + + + Exists inside of a WITH_TESTS block + + + + + Number of unique scope combinations + + + + + Helper methods for testing flags. These methods perform better than the generic HasFlag which hits + the GC and stalls. + + + + + Test to see if any of the specified flags are set + + Current flags + Flags to test for + True if any of the flags are set + + + + Test to see if all of the specified flags are set + + Current flags + Flags to test for + True if all the flags are set + + + + Test to see if a specific set of flags have a specific value. + + Current flags + Flags to test for + Expected value of the tested flags + True if the given flags have a specific value. + + + + Return the compiler directive the matches the given scope + + Scope to return compiler directive + Used to optionally select WITH_EDITOR instead of WITH_EDITORONLYDATA + + + + + Access specifier for type + + + + + No access specifier seen + + + + + Public type + + + + + Private type + + + + + Protected type + + + + + Requested resolve phase + + + + + Initial resolve phase + + + + + Check for any type that is invalid. Invalid items will be removed from the children. + Used to detect things that looked like native interfaces but no interface was found + + + + + Resolve any super references + + + + + Resolve property types that reference other types + + + + + Final resolve phase for anything that needs fully resolved properties. + + + + + Extension methods of UhtResolvePhase + + + + + Returns true if the phase should execute multi-threaded. + + Phase to be tested + True if the phase should execute multi-threaded + + + + Flags for required documentation + + + + + A tool tip must be defined + + + + + Functions must have a tool tip + + + + + Property members must have a tool tip + + + + + Function parameters must have a tool tip + + + + + Float properties must have a range specified + + + + + Base type for all UHT types. + These mostly map to UnrealEngine types. + + + + + Empty list of type used when children are requested but no children have been added. + + + + + All UHT runs are associated with a given session. The session holds all the global information for a run. + + + + + UHT module of the package (1 to 1 relationship) + + + + + The header file containing the type + + + + + Every type in a session is assigned a unique, non-zero id. + + + + + The outer object containing this type. For example, the header file would be the outer for a class defined in the global scope. + + + + + The owning package of the type + + + + + The name of the type as it appears in the source file + + + + + The name of the type as used by the engines type system. If not set, will default to the source name + + + + + Simple enumeration that can be used to detect the different types of objects + + + + + The name of the engine's class for this type + + + + + Return true if the type has been deprecated + + + + + The line number of where the definition began + + + + + #define scope where the type was defined + + + + + If true, the type has not been marked as invalid. + + + + + Return a combination of the engine type name followed by the path name of the type + + + + + Return the path name of the type which includes all parent outer objects excluding the header file + + + + + Return the name of the documentation policy to be used + + + + + Return the specifier validation table to be used to validate the meta data on this type + + + + + Meta data associated with the type + + + + + Children types of this type + + + + + Helper to string method + + + + + + + + + + + + + + + Construct the base type information. This constructor is used exclusively by UhtPackage which is at + the root of all type hierarchies. + + + + + + Construct instance of the type given a parent type. + + Header file being parsed + The outer type of the type being constructed. For example, a class defined in a given header will have the header as the outer. + The line number in the source file where the type was defined. + Optional meta data to be associated with the type. + + + + Add a type as a child + + The child to be added. + + + + Non-virtual method that always adds the child directly to the child list + + Child to be added + + + + Move all children from the given source type to this type + + Source of the children + + + + Resolve the type. To customize behavior, override ResolveSuper, ResolveSelf, or ResolveChildren. + + Resolution phase + False if the type fails any invalid checks during InvalidPhase check. + + + + Resolve any super types + + Resolution phase + + + + Resolve self + + Resolution phase + False if the type fails any invalid checks during InvalidPhase check. + + + + Resolve children + + Resolution phase + + + + Helper method to resolve a list of types + + Children to resolve + Phase of the resolve + + + + Remove any invalid children that were previously marked bad. This is only + executed on a UhtPackage + + + + + Resolve all the super and base structures and classes + + + + + Find the given type in the type hierarchy + + Options controlling what is searched + Name of the type. + If supplied, then a error message will be generated if the type can not be found + Source code line number requesting the lookup. + The located type of null if not found + + + + Find the given type in the type hierarchy + + Options controlling what is searched + Name of the type. + If supplied, then a error message will be generated if the type can not be found + The located type of null if not found + + + + Find the given type in the type hierarchy + + Options controlling what is searched + Enumeration of identifiers. + If supplied, then a error message will be generated if the type can not be found + Source code line number requesting the lookup. + The located type of null if not found + + + + Find the given type in the type hierarchy + + Options controlling what is searched + Enumeration of identifiers. + If supplied, then a error message will be generated if the type can not be found + Source code line number requesting the lookup. + The located type of null if not found + + + + Validate the type settings + + Validation options + Updated validation options. This will be used to validate the children. + + + + Validate the documentation policy + + The expected documentation policy + + + + Validate the given type. Validates itself and the children + + Type to validate + Validation options + + + + Return the path name of the type which includes the outers + + Destination builder + Type to stop at when generating the path + + + + Get the full type name which is the engine class name followed by the path name + + Destination builder + + + + Finds the localized display name or native display name as a fallback. + + The display name for this object. + + + + Finds the localized tooltip or native tooltip as a fallback. + + Look for a shorter version of the tooltip (falls back to the long tooltip if none was specified) + The tooltip for this object. + + + + Collect all the references for the type + + Object collecting the references + + + + String builder extensions for UhtTypes + + + + + Append all of the outer names associated with the type + + Output string builder + Outer to be appended + Output string builder + + + + Rent and return pooled buffers + + + + + Rent a new buffer + + Minimum size of the buffer + + + + + Return a buffer + + Buffer being returned + + + + Pooled buffers + + + + + + THe backing array + + + + + Memory region sized to the requested size + + + + + Return true if we have a pool block + + + + + Create a pool buffer + + Array block + Size of the requested block + + + + The backing array. The size of the array will normally be larger than the requested size. + + + + + Reset the memory region to the given size + + + + + + Helper class for using pattern to borrow and return a buffer. + + + + + The borrowed buffer + + + + + Borrow a buffer with the given size + + The size to borrow + + + + Return the borrowed buffer to the cache + + + + + Collection of helper methods to convert string builder to borrow buffers + + + + + Return a buffer initialized with the string builder. + + Source builder content + Buffer that should be returned with a call to Return + + + + Return a buffer initialized with the string builder sub string. + + Source builder content + Starting index in the builder + Length of the content + Buffer that should be returned with a call to Return + + + + Cached character buffer system. + + Invoke UhtBuffer.Borrow method to get a buffer of the given size. + Invoke UhtBuffer.Return to return the buffer to the cache. + + + + + Any requests of the given size or smaller will be placed in bucket zero with the given size. + + + + + Adjustment to the bucket index to account for the minimum bucket size + + + + + Total number of supported buckets + + + + + Bucket lookaside list + + + + + The bucket index associated with the buffer + + + + + Single list link to the next cached buffer + + + + + The backing character block. The size of the array will normally be larger than the + requested size. + + + + + Memory region sized to the requested size + + + + + Construct a new buffer + + The initial size of the buffer + The bucket associated with the buffer + The size all blocks in this bucket + + + + Reset the memory region to the given size + + + + + + Borrow a new buffer of the given size + + Size of the buffer + Buffer that should be returned with a call to Return + + + + Return a buffer initialized with the string builder. + + Source builder content + Buffer that should be returned with a call to Return + + + + Return a buffer initialized with the string builder sub string. + + Source builder content + Starting index in the builder + Length of the content + Buffer that should be returned with a call to Return + + + + Return the buffer to the cache. The buffer should no longer be accessed. + + The buffer to be returned. + + + + Internal helper to allocate a buffer + + The initial size of the buffer + The bucket associated with the buffer + The size all blocks in this bucket + The allocated buffer + + + + Helper class for using pattern to borrow and return a buffer. + + + + + The borrowed buffer + + + + + Borrow a buffer with the given size + + The size to borrow + + + + Borrow a buffer populated with the builder contents + + Initial contents of the buffer + + + + Borrow a buffer populated with the builder contents + + Initial contents of the buffer + Starting index into the builder + Length of the data in the builder + + + + Return the borrowed buffer to the cache + + + + + Cached character buffer system. + + Invoke UhtBuffer.Borrow method to get a buffer of the given size. + Invoke UhtBuffer.Return to return the buffer to the cache. + + + + + Any requests of the given size or smaller will be placed in bucket zero with the given size. + + + + + Adjustment to the bucket index to account for the minimum bucket size + + + + + Total number of supported buckets + + + + + Bucket lookaside list + + + + + The bucket index associated with the buffer + + + + + Single list link to the next cached buffer + + + + + The backing character block. The size of the array will normally be larger than the + requested size. + + + + + Memory region sized to the requested size + + + + + Construct a new buffer + + The initial size of the buffer + The bucket associated with the buffer + The size all blocks in this bucket + + + + Reset the memory region to the given size + + + + + + Borrow a new buffer of the given size + + Size of the buffer + Buffer that should be returned with a call to Return + + + + Return the buffer to the cache. The buffer should no longer be accessed. + + The buffer to be returned. + + + + Internal helper to allocate a buffer + + The initial size of the buffer + The bucket associated with the buffer + The size all blocks in this bucket + The allocated buffer + + + + Helper class for using pattern to borrow and return a buffer. + + + + + The borrowed buffer + + + + + Borrow a buffer with the given size + + The size to borrow + + + + Return the borrowed buffer to the cache + + + + + Describes whether issues will generate warnings or errors + + + + + An error will be generated. + + + + + Ignore the issue. + + + + + Log a warning. + + + + + Interface for accessing configuration data. Since UnrealBuildTool depends on EpicGames.UHT and all + of the configuration support exists in UBT, configuration data must be accessed through an interface. + + + + + Default version of generated code. Defaults to oldest possible, unless specified otherwise in config. + + + + + Pointer warning for native pointers in the engine + + + + + Pointer warning for object pointers in the engine + + + + + Pointer warning for native pointers in engine plugins + + + + + Pointer warning for object pointers in engine plugins + + + + + Pointer warning for native pointers outside the engine + + + + + Pointer warning for object pointers outside the engine + + + + + If true, deprecation warnings should be shown + + + + + If true, UObject properties are enabled in RigVM + + + + + If true, UInterface properties are enabled in RigVM + + + + + Behavior for when generated headers aren't properly included in engine code. + + + + + Behavior for when generated headers aren't properly included in non-engine code. + + + + + Behavior for when enum underlying types aren't set for engine code. + + + + + Behavior for when enum underlying types aren't set for non engine code. + + + + + Collection of all known documentation policies + + + + + Settings to use for the development status + + + + + Settings to use for the development status + + + + + Settings to use for the deprecation status + + + + + Settings to use for the deprecation status + + + + + Default documentation policy to be used if none is specified + + + + + If the token references a remapped identifier, update the value in the token + + Token to be remapped + + + + Return the remapped key or the existing key + + Key to be remapped. + Resulting key name + True if the key has been remapped and has changed. + + + + Test to see if the given units are valid. + + Units to test + True if the units are valid, false if not + + + + Test to see if the structure name should be using a "T" prefix. + + Name of the structure to test without any prefix. + True if the structure should have a "T" prefix. + + + + Test to see if the given macro has a parameter count as part of the name. + + Macro to test + -1 if the macro does not contain a parameter count. The number of parameters minus one. + + + + Get the parameter count string associated with the given index + + Index from a prior call to FindDelegateParameterCount or -1. + Parameter count string or an empty string if Index is -1. + + + + Test to see if the exporter is enabled + + Name of the exporter + True if the exporter is enabled, false if not + + + + Compiler exception that immediately stops the processing of the current header file. + + + + + The generated message + + + + + Internal do nothing constructor + + + + + Exception with a simple message. Context will be the current header file. + + Text of the error + + + + Exception with a simple message. Context from the given message site. + + Site generating the exception + Text of the error + Addition context to be appended to the error message + + + + Make an exception to be thrown + + Message site to be associated with the exception + Line number of the error + Text of the error + Addition context to be appended to the error message + + + + + + + Exception where the current token isn't what was expected + + + + + Make a parsing error for when there is a mismatch between the expected token and what was parsed. + + Message site to be associated with the exception + The parsed token. Support for EOF also provided. + What was expected. + Extra context to be appended to the error message + The exception object to throw + + + + Format any extra context supplied by the caller or the message site + + Additional caller supplied context + + + + + Internal compiler error exception + + + + + Exception with a simple message. Context will be the current header file. + + Text of the error + + + + Delegate invoked by a factory + + Invoking factory + + + + Factory object used to generate export tasks + + + + + Session being run + + + + + If this exporter is from a plugin, this points to the module of the plugin + + + + + Create a task + + Tasks that must be completed prior to this task running + Action to be invoked to generate the output(s) + Task object or null if the task was immediately executed. + + + + Create a task + + Action to be invoked to generate the output(s) + Task object or null if the task was immediately executed. + + + + Commit the contents of the string builder as the output. + If you have a string builder, use this method so that a + temporary buffer can be used. + + Destination file path + Source for the content + + + + Commit the value of the string as the output + + Destination file path + Output to commit + + + + Make a path for an output based on the header file name. + + Header file being exported. + Suffix to be added to the file name. + Output file path + + + + Make a path for an output based on the module name. + + Module being exported + Suffix to be added to the file name. + Output file path + + + + Make a path for the given file name and extension. This is only valid for plugins. + + Name of the file + Extension to add to the file + Output file path + + + + Add an external dependency to the given file path + + External dependency to add + + + + Return the shortest relative include path + + Module in question + File path + Shortest include path relative to the given file path + + + + Return the shortest relative include path + + File path + Shortest include path relative to the given file path + + + + Collection of helper methods to emulate UHT string functions + + + + + Delimiter between the subobjects + + + + + Test to see if the string is a boolean + + Boolean to test + True if the value is true + + + + Test to see if the string is a boolean + + Boolean to test + True if the value is true + + + + Test to see if the character is a digit + + Character to test + True if it is + + + + Test to see if the character is an alphabet character + + Character to test + True if it is + + + + Test to see if the character is a digit or alphabet character + + Character to test + True if it is + + + + Test to see if the character is a hex digit (A-F) + + Character to test + True if it is + + + + Test to see if the character is a hex digit (0-9a-f) + + Character to test + True if it is + + + + Test to see if the character is whitespace + + Character to test + True if it is + + + + Test to see if the character is a sign + + Character to test + True if it is + + + + Test to see if the character is a hex marker (xX) + + Character to test + True if it is + + + + Test to see if the character is a float marker (fF) + + Character to test + True if it is + + + + Test to see if the character is an exponent marker (eE) + + Character to test + True if it is + + + + Test to see if the character is an unsigned marker (uU) + + Character to test + True if it is + + + + Test to see if the character is a long marker (lL) + + Character to test + True if it is + + + + Test to see if the span is a numeric value + + Span to test + True if it is + + + + Test to see if the character is a linebreak character + + Character to test + True if it is + + + + Return an unescaped string + + Text to unescape + Resulting string + + + + Replace tabs to spaces in a string containing only a single line. + + Input string + Number of spaces to exchange for tabs + Due to a bug in UE ConvertTabsToSpacesInline, any \n is considered part of the line length. + Resulting string or the original string if the string didn't contain any spaces. + + + + Replace tabs to spaces in a string containing zero or more lines. + + Input string to convert + Number of spaces to exchange for tabs + Due to a bug in UE ConvertTabsToSpacesInline, any \n is considered part of the line length. + Initial tab index + Destination string builder + + + + Interface used to read/write files + + + + + Return the full file path for a partial path + + The partial file path + The full file path + + + + Read the given source file + + File path + Read fragment information + True if the file was read + + + + Read the given source file + + File path + Buffer containing the read data or null if not found. The returned buffer must be returned to the cache via a call to UhtBuffer.Return + + + + Read the given source file + + File path + Read output + True if the file was read + + + + Write the given contents to the file + + Path to write to + Contents to write + True if the source was written + + + + Rename the given file + + Old file path name + New file path name + True if the file was renamed + + + + Implementation of a file manager that reads/writes from disk + + + + + Construct a new file manager + + + + + + + + + + + + + + + + + + + + + + + Read the given source file + + Full file path + Contents of the file + True if the file was read, false if not + + + + Support for generating hash values using the existing UHT algorithms + + + + + Start the hash computation + + + + + Add a span of text to the current hash value + + + + + + Return the final hash value + + Final hash value + + + + Generate the hash value for a block of text + + Text to hash + Hash value + + + + JSON converter to output the meta data + + + + + Read the JSON value + + Source reader + Type to convert + Serialization options + Read value + + + + + Write the JSON value + + Destination writer + Value being written + Serialization options + + + + JSON converter to output the source name of a type + + + + + + Read the JSON value + + Source reader + Type to convert + Serialization options + Read value + + + + + Write the JSON value + + Destination writer + Value being written + Serialization options + + + + Read/Write type source name for an optional type value + + + + + + Read the JSON value + + Source reader + Type to convert + Serialization options + Read value + + + + + Write the JSON value + + Destination writer + Value being written + Serialization options + + + + Read/Write type list source name for an optional type value + + + + + + Read the JSON value + + Source reader + Type to convert + Serialization options + Read value + + + + + Write the JSON value + + Destination writer + Value being written + Serialization options + + + + Serialize a list of types + + + + + + Read the JSON value + + Source reader + Type to convert + Serialization options + Read value + + + + + Write the JSON value + + Destination writer + Value being written + Serialization options + + + + Serialize a nullable list of types + + + + + + Read the JSON value + + Source reader + Type to convert + Serialization options + Read value + + + + + Write the JSON value + + Destination writer + Value being written + Serialization options + + + + Type of message + + + + + The message is an error and goes to the log and console + + + + + The message is a warning and goes to the log and console + + + + + The message is for information only and goes to the log and console + + + + + The message is for debugging and goes to the log only + + + + + The message is an informational message about deprecated patterns + + + + + The message is an internal error and goes to the log and console + + + + + A message session is the destination object for all generated messages + + + + + Add the given message + + The message to be added + + + + A message source represents the source file where the message occurred. + + + + + File path of the file being parsed + + + + + The full file path of being parsed + + + + + If true, the source is a source fragment from the testing harness + + + + + If this is a fragment, this is the container file path of the fragment + + + + + If this is a fragment, this is the container full file path of the fragment + + + + + If this is a fragment, this is the line number in the container file where the fragment is defined. + + + + + A message site can automatically provide a line number where the site was defined + in the source. If no line number is provided when the message is created or if the + site doesn't support this interface, the line number of '1' will be used. + + + + + Line number where the type was defined. + + + + + This interface provides a mechanism for things to provide more context for an error + + + + + Enumeration of objects to add as extra context. + + + + + A message site is any object that can generate a message. In general, all + types are also message sites. This provides a convenient method to log messages + where the type was defined. + + + + + Destination message session for the messages + + + + + Source file generating messages + + + + + Optional line number where type was defined + + + + + Represents a UHT message + + + + + The type of message + + + + + Optional message source for the message. Either the MessageSource or FilePath must be set. + + + + + Optional file path for the message. Either the MessageSource or FilePath must be set. + + + + + Line number where error occurred. + + + + + Text of the message + + + + + Make a new message with the given settings + + Type of message + Source of the message + File path of the message + Line number where message occurred + Text of the message + Created message + + + + Format an object to be included in a message + + Contextual object + Formatted context + + + + Append message context + + Destination builder + Extra context to append + If true, always include the separator + + + + A placeholder message site + + + + + + + + + + + + + + Creates a message site from a message session interface and a message source interface + + + + + + + + + + + + + + Create a simple message site for the given session and source + + Associated message session + Source for the messages + + + + Simple message site for the given file. + + + + + + + + + + + + + + + + + + + + + + + Create a simple file site + + Associated message session + File associated with the site + + + + Series of extensions for message sites. + + + + + Get the line number generating the error + + The message site generating the error. + An override line number + Either the overriding line number or the line number from the message site. + + + + Log an error + + Message site associated with the message + Line number of the error + Text of the error + Addition context to be appended to the error message + + + + Log an error + + Message site associated with the message + Text of the error + Addition context to be appended to the error message + + + + Log a warning + + Message site associated with the message + Line number of the warning + Text of the warning + Addition context to be appended to the error message + + + + Log a warning + + Message site associated with the message + Text of the warning + Addition context to be appended to the error message + + + + Log a message directly to the log + + Message site associated with the message + Line number of the information + Text of the information + Addition context to be appended to the error message + + + + Log a message directly to the log + + Message site associated with the message + Text of the information + Addition context to be appended to the error message + + + + Log information + + Message site associated with the message + Line number of the information + Text of the information + Addition context to be appended to the error message + + + + Log a information + + Message site associated with the message + Text of the information + Addition context to be appended to the error message + + + + Log deprecation + + Message site associated with the message + Line number of the information + Text of the information + Addition context to be appended to the error message + + + + Log a deprecation + + Message site associated with the message + Text of the information + Addition context to be appended to the error message + + + + Log a message + + Type of the message being generated + Message site associated with the message + Line number of the information + Text of the information + Addition context to be appended to the error message + + + + Thread based message context. Used to improve performance by avoiding allocations. + + + + + Add an extra context + + + + + + Pop the top most extra context + + + + + Get the extra context associated with this thread + + Extra context + + + + Get the extra context interface + + Extra context interface + + + + A "using" object to automate the push/pop of extra context to the thread's current extra context + + + + + Construct a new entry + + Extra context to be added + + + + Replace the extra context. This replaces the top level context and thus + can have unexpected results if done when a more deeper context has been added + + New extra context + + + + Dispose the object and auto-remove the added context + + + + + Collection of common name strings + + + + + The phase of UHT where the property is being resolved + + + + + Resolved during the source processing phase. Immediate property types only. + + + + + Resolved during the resolve phase. Non-immediate property types only. + + + + + Controls what is returned from the parsing of a template object + + + + + If the specified type. If the type is a native interface, return the UInterface + + + + + If a native interface is specified, return it + + + + + The specified type must be an interface proxy + + + + + Structure defining the arguments used in the delegate to resolve property types + + Specifies if this is being resolved during the parsing phase or the resolution phase. Type lookups can not happen during the parsing phase + The configuration of the property + The token reader containing the type + + + + Structure defining the arguments used in the delegate to resolve property types + + Specifies if this is being resolved during the parsing phase or the resolution phase. Type lookups can not happen during the parsing phase + The configuration of the property + The token reader containing the type + + + Specifies if this is being resolved during the parsing phase or the resolution phase. Type lookups can not happen during the parsing phase + + + The configuration of the property + + + The token reader containing the type + + + + Currently running UHT session + + + + + UHT configuration + + + + + + + + + + If true, a template argument is being resolved + + + + + When processing type, make sure that the next token is the expected token + + true if there could be more header to process, false if the end was reached. + + + + Resolve the given property. This method will resolve any immediate property during the parsing phase or + resolve any previously parsed property to the final version. + + + + + + Parse a template parameter + + Name of the template parameter + Parsed property + + + + For types such as TPtr or TVal, this method parses the template parameter and extracts the type + + + + + + Parse a template type + + Adjust what is returned and/or what is searched + Referenced class + + + + Parse the token stream for a class type and then invoke the factory to create the property + + Adjust what is returned and/or what is searched + Factory invoked to create the property + Created property or null on error + + + + Parse a template type + + Referenced class + + + + Parse a template type + + Referenced class + + + + Logs message for Object pointers to convert UObject* to TObjectPtr or the reverse + + Expected behavior for engine types + Expected behavior for engine plugin types + Expected behavior for non-engine types + Description of the pointer type + Starting character position of the type + Suggested alternate declaration + Thrown if the behavior type is unexpected + + + + Using the current type in the type tokens, try to locate a property type + + The referenced property type or null if we don't have a parser for the type in question. + + + + Given the current position of the token reader, return the segment being parsed + + Segment index being parsed + + + + + Interface used to collect all the objects referenced by a given type. + Not all types such as UhtPackage and UhtHeaderFile support collecting + references due to assorted reasons. + + + + + Add a cross module reference to a given object type. + + Object type being referenced + If true, the method being invoked must return the registered object. This only applies to classes. + + + + Add an object declaration + + Object in question + If true, the method being invoked must return the registered object. This only applies to classes. + + + + Add a field as a singleton for exporting + + Field to be added + + + + Add a field as a type being exported + + Field to be added + + + + Add a forward declaration. The string can contain multiple declarations but must only exist on one line. + + The declarations to add + + + + Delegate used to fetch the string associated with a reference + + Index of the referenced object + If true return the registered string, otherwise the unregistered string. Classes have an unregistered version. + The requested string + + + + Maintains a list of referenced object indices. + + + + + Collection use to quickly detect if a reference is already in the collection + + + + + List of all unique reference keys. Use UngetKey to get the object index and the flag. + + + + + Return an encoded key that represents the object and registered flag. + If the object has the alternate object set (i.e. native interfaces), then + that object's index is used to generate the key. + + Object being referenced + If true, then the API that ensures the object is registered is returned. + Integer key value. + + + + Given a key, return the object index and registered flag + + The key in question + Index of the referenced object + True if referencing the registered API. + + + + Add the given object to the references + + Object to be added + True if the registered API is being returned. + + + + Return the collection of references sorted by the API string returned by the delegate. + + Delegate to invoke to return the requested object API string + Read only memory region of all the string. + + + + Standard implementation of the reference collector interface + + + + + Collection of unique cross module references + + + + + Collection of unique declarations + + + + + Collection of singletons + + + + + Collection of types to export + + + + + Collection of forward declarations + + + + + Collection of referenced headers + + + + + Add a cross module reference + + Object being referenced + True if the object being referenced must be registered + + + + Add a declaration + + Object being declared + True if the object being declared must be registered + + + + Add a singleton. These are added as forward declared functions in the package file. + + Field being added + + + + Add a type to be exported. + + Type to be exported + + + + Add a symbol that must be forward declared + + Symbol to be forward declared. + + + + To support the testing framework, source files can be containing in other source files. + A source fragment represents this possibility. + + + + + When not null, this source comes from another source file + + + + + The file path of the source + + + + + The line number of the fragment in the containing source file. + + + + + Data of the source file + + + + + A structure that represents an engine version. + + + + + The major engine version. + + + + + The minor engine version. + + + + + The patch engine version. + + + + + Build a default engine version (0.0.0). + + + + + Build a new engine version with the given numbers. + + + + + Compares this engine version to another one. + + The other engine version + Returns -1 if this version is less than the other, 1 if it is greater than the other, and 0 if they're equal + + + + Generates a string representation of the engine version. + + + + + + Implementation of the export factory + + + + + UHT session + + + + + Module associated with the plugin + + + + + Limiter for the number of files being saved to the reference directory. + The OS can get swamped on high core systems + + + + + Requesting exporter + + + + + UHT Session + + + + + Plugin module + + + + + Collection of error from mismatches with the reference files + + + + + List of export outputs + + + + + Directory for the reference output + + + + + Directory for the verify output + + + + + Collection of external dependencies + + + + + Create a new instance of the export factory + + UHT session + Plugin module + Exporter being run + + + + Commit the contents of the string builder as the output. + If you have a string builder, use this method so that a + temporary buffer can be used. + + Destination file path + Source for the content + + + + Commit the value of the string as the output + + Destination file path + Output to commit + + + + Create a task to export two files + + Tasks that must be completed prior to this task running + Action to be invoked to generate the output + Task object or null if the task was immediately executed. + + + + Create a task to export two files + + Action to be invoked to generate the output + Task object or null if the task was immediately executed. + + + + Given a header file, generate the output file name. + + Header file + Suffix/extension to be added to the file name. + Resulting file name + + + + Given a package file, generate the output file name + + Module + Suffix/extension to be added to the file name. + Resulting file name + + + + Make a path for an output based on the package output directory. + + Name of the file + Extension to add to the file + Output file path + + + + Add an external dependency to the given file path + + External dependency to add + + + + + + + + + + Helper method to test to see if the output has changed. + + Name of the output file + Name of the temporary file + Exported contents of the file + + + + Run the output exporter + + + + + Given an output, rename the output file from the temporary file name to the final file name. + If there exists a current final file, it will be replaced. + + The output file to rename + + + + Given a directory and a list of known files, delete any unknown file that matches of the supplied filters + + Output directory to scan + Collection of known output files not to be deleted + + + + Test to see if the given filename (without directory), matches one of the given filters + + File name to test + List of wildcard filters + True if there is a match + + + + UHT supports the exporting of two reference output directories for testing. The reference version can be used to test + modification to UHT and verify there are no output changes or just expected changes. + + + + + Do not export any reference output files + + + + + Export the reference copy + + + + + Export the verify copy and compare to the reference copy + + + + + Session object that represents a UHT run + + + + + Helper class for returning a sequence of auto-incrementing indices + + + + + Current number of types + + + + + Get the next type index + + Index starting at zero + + + + The number of times GetNext was called. + + + + + Pair that represents a specific value for an enumeration + + + + + Collection of reserved names + + + + + Logger interface. + + + + + Interface used to read/write files + + + + + Location of the engine code + + + + + If set, the name of the project file. + + + + + Optional location of the project + + + + + Root directory for the engine. This is usually just EngineDirectory without the Engine directory. + + + + + Directory to store the reference output + + + + + Directory to store the verification output + + + + + Mode for generating and/or testing reference output + + + + + If true, warnings are considered to be errors + + + + + If true, include relative file paths in the log file + + + + + If true, use concurrent tasks to run UHT + + + + + If any output file mismatches existing outputs, an error will be generated + + + + + If true, no output files will be saved + + + + + If true, cull the output for any extra files + + + + + If true, include extra output in code generation + + + + + If true, disable all exporters which would normally be run by default + + + + + If true, cache any error messages until the end of processing. This is used by the testing + harness to generate more stable console output. + + + + + Collection of UHT tables + + + + + Configuration for the session + + + + + Manifest file + + + + + Manifest data from the manifest file + + + + + Collection of modules from the manifest + + + + + Collection of header files from the manifest. The header files will also appear as the children + of the packages + + + + + Collection of header files topologically sorted. This will not be populated until after header files + are parsed and resolved. + + + + + Dictionary of stripped file name to the header file + + + + + Gets the version of the engine this session belongs to. + + + + + After headers are parsed, returns the UObject class. + + + + + After headers are parsed, returns the UClass class. + + + + + After headers are parsed, returns the UInterface class. + + + + + After headers are parsed, returns the IInterface class. + + + + + After headers are parsed, returns the AActor class. Unlike such properties as "UObject", there + is no requirement for AActor to be defined. May be null. + + + + + After headers are parsed, return the INotifyFieldValueChanged interface. There is no requirement + that this interface be defined. + + + + + After headers are parsed, returns the FInstancedStruct script struct. Unlike such properties as + "UObject", there is no requirement for FInstancedStruct to be defined. May be null. + + + + + After headers are parsed, returns the FStateTreePropertyRef script struct. + There is no requirement for FStateTreePropertyRef to be defined. May be null. + + + + + After headers are parsed, returns the EVerseNativeCallResult enumeration. + There is no requirement for EVerseNativeCallResult to be defined. May be null. + + + + + The number of errors + + + + + The number of warnings + + + + + True if any errors have occurred or warnings if warnings are to be treated as errors + + + + + + + + + + + + + + Constructor + + Logger for the session + + + + Return the index for a newly defined type + + New index + + + + Return the number of types that have been defined. This includes all types. + + + + + Return the index for a newly defined packaging + + New index + + + + Return the number of headers that have been defined + + + + + Return the index for a newly defined package + + New index + + + + Return the number of UPackage types that have been defined + + + + + Return the index for a newly defined object + + New index + + + + Return the total number of UObject types that have been defined + + + + + Return the collection of exporters + + + + + Return the keyword table for the given table name + + Name of the table + The requested table + + + + Return the specifier table for the given table name + + Name of the table + The requested table + + + + Return the specifier validator table for the given table name + + Name of the table + The requested table + + + + Generate an error for the given unhandled keyword + + Token reader + Unhandled token + + + + Test to see if the given class name is a property + + Name of the class without the prefix + True if the class name is a property. False if the class name isn't a property or isn't an engine class. + + + + Return the loc text default value associated with the given name + + + Loc text default value handler + + + + + Return the default processor + + + + + Return the property type associated with the given name + + + Property type if matched + + + + + Fetch the default sanitizer + + + + + Return the structure default value associated with the given name + + + Structure default value handler + + + + + Run UHT on the given manifest. Use the bHasError property to see if process was successful. + + Path to the manifest file + Any command line arguments + + + + Try the given action. If an exception occurs that doesn't have the required + context, use the supplied context to generate the message. If a previous error + has occured, the action will not be executed + + Message context for when the exception doesn't contain a context. + The lambda to be invoked + + + + Try the given action. If an exception occurs that doesn't have the required + context, use the supplied context to generate the message. + + Message context for when the exception doesn't contain a context. + The lambda to be invoked + + + + Execute the given action on all the headers + + Action to be executed + If true, go wide if enabled. Otherwise single threaded + + + + Execute the given action on all the headers + + Action to be executed + If true, go wide if enabled. Otherwise single threaded + + + + Read the given source file + + Full or relative file path + Information about the read source + + + + Read the given source file + + Full or relative file path + Buffer containing the read data or null if not found. The returned buffer must be returned to the cache via a call to UhtBuffer.Return + + + + Read the given source file + + Full or relative file path + Read source file + True if the file was read + + + + Write the given contents to the file + + Path to write to + Contents to write + True if the source was written + + + + Rename the given file + + Old file path name + New file path name + + + + Given the name of a regular enum value, return the enum type + + Enum value + Associated regular enum type or null if not found or enum isn't a regular enum. + + + + Find the given type in the type hierarchy + + Starting point for searches + Options controlling what is searched + Name of the type. + If supplied, then a error message will be generated if the type can not be found + Source code line number requesting the lookup. + The located type of null if not found + + + + Find the given type in the type hierarchy + + Starting point for searches + Options controlling what is searched + Name of the type. + If supplied, then a error message will be generated if the type can not be found + The located type of null if not found + + + + Find the given type in the type hierarchy + + If specified, this represents the starting type to use when searching base/owner chain for a match + Options controlling what is searched + Enumeration of identifiers. + If supplied, then a error message will be generated if the type can not be found + Source code line number requesting the lookup. + The located type of null if not found + + + + Find the given type in the type hierarchy + + If specified, this represents the starting type to use when searching base/owner chain for a match + Options controlling what is searched + Enumeration of identifiers. + If supplied, then a error message will be generated if the type can not be found + Source code line number requesting the lookup. + The located type of null if not found + + + + Find the given type in the type hierarchy + + Starting point for searches + Options controlling what is searched + First name of the type. + Second name used by delegates in classes and namespace enumerations + The located type of null if not found + + + + Find the given type in the type hierarchy + + Starting point for searches + Options controlling what is searched + Name of the type. + The located type of null if not found + + + + Verify that the options are valid. Will also check to make sure the symbol table has been populated. + + Find options + + + + Generate an error message for when a given symbol wasn't found. The text will contain the list of types that the symbol must be + + Destination for the message + Line number generating the error + Collection of required types + The name of the symbol + + + + Search for the given header file by just the file name + + Name to be found + + + + + Add a message to the collection of output messages + + Message being added + + + + Register than an error has happened + + + + + Log all the collected messages to the log/console. If messages aren't being + cached, then this just waits until the flush task has completed. If messages + are being cached, they are sorted by file name and line number to ensure the + output is stable. + + + + + Flush all pending messages to the logger + + + + + Log the given message + + The message to be logged + + + + Return all of the messages into a list + + List of all the messages + + + + Given an existing and a new instance, replace the given type in the symbol table. + This is used by the property resolution system to replace properties created during + the parsing phase that couldn't be resoled until after all headers are parsed. + + + + + + + Hide the given type in the symbol table + + + + + + Return an ordered enumeration of all messages. + + Enumerator + + + + Extract the part of a message + + Message being consider + Full path of file where error happened + Line number where error happened + For multi-part files (test harness), the inner file + Severity of the error + Text of the message + + + + Handle the given exception with the provided message context + + Context for the exception. Required to handled all exceptions other than UHTException + Exception being handled + + + + Pattern:
+ ^\\#define\\s+ENGINE_(?<Name>[A-Z]+)_VERSION\\s+(?<Number>\\d+)\\s*$
+ Explanation:
+ + â—‹ Match if at the beginning of the string.
+ â—‹ Match the string "#define".
+ â—‹ Match a whitespace character atomically at least once.
+ â—‹ Match the string "ENGINE_".
+ â—‹ "Name" capture group.
+ â—‹ Match a character in the set [A-Z] atomically at least once.
+ â—‹ Match the string "_VERSION".
+ â—‹ Match a whitespace character atomically at least once.
+ â—‹ "Number" capture group.
+ â—‹ Match a Unicode digit atomically at least once.
+ â—‹ Match a whitespace character greedily any number of times.
+ â—‹ Match if at the end of the string or if before an ending newline.
+
+
+
+ + + Validate that the given referenced script structure is valid for network operations. If the structure + is valid, then the result will be cached. It not valid, errors will be generated each time the structure + is referenced. + + The property referencing a structure + The script structure being referenced + + + + + Enable/Disable an exporter. This overrides the default state of the exporter. + + Name of the exporter + If true, the exporter is to be enabled + + + + Test to see if the given exporter plugin is enabled. + + Name of the plugin + If true, include a target check + True if enabled + + + + Test to see if the given property is an incomplete return type + + + + + + + String of tabs used to generate code with proper indentation + + + + + String of spaces used to generate code with proper indentation + + + + + Names of meta data entries that will not appear in shipping builds for game code + + + + + Append tabs to the builder + + Destination builder + Number of tabs to insert + Destination builder + Thrown if the number of tabs is out of range + + + + Append spaces to the builder + + Destination builder + Number of spaces to insert + Destination builder + Thrown if the number of spaces is out of range + + + + Append a name declaration to the builder + + Destination builder + Name prefix + Name + Optional name suffix + Destination builder + + + + Append a name declaration to the builder + + Destination builder + Property context used to get the name prefix + Name + Optional name suffix + Destination builder + + + + Append a name definition to the builder + + Destination builder + Optional name of the statics block which will be output in the form of "StaticsName::" + Name prefix + Name + Optional name suffix + Destination builder + + + + Append a name definition to the builder + + Destination builder + Property context used to get the statics name and name prefix + Name + Optional name suffix + Destination builder + + + + Append the meta data parameters. This is intended to be used as arguments to a function call. + + Destination builder + Source type containing the meta data + Optional name of the statics block which will be output in the form of "StaticsName::" + Name prefix + Name + Optional name suffix + Suffix to be added to the meta data name + Destination builder + + + + Append the meta data parameters. This is intended to be used as arguments to a function call. + + Destination builder + Source type containing the meta data + Optional name of the statics block which will be output in the form of "StaticsName::" + Name + Destination builder + + + + Append the meta data parameters. This is intended to be used as arguments to a function call. + + Destination builder + Source type containing the meta data + Property context used to get the statics name and name prefix + Name + Optional name suffix + Destination builder + + + + Append the meta data declaration. + + Destination builder + Source type containing the meta data + Name prefix + Name + Optional name suffix + Optional meta data name suffix + Number of tabs to indent + Destination builder + + + + Append the meta data declaration + + Destination builder + Source type containing the meta data + Property context used to get the statics name and name prefix + Name + Optional name suffix + Number of tabs to indent + Destination builder + + + + Append the given text as a UTF8 encoded string + + Destination builder + If false, don't encode the text but include a nullptr + Text to include or an empty string if null. + Destination builder + + + + Append the given text as a UTF8 encoded string + + Destination builder + Text to include or an empty string if null. + Destination builder + + + + Append the given text as a UTF8 encoded string + + Destination builder + Text to be encoded + Destination builder + + + + Encode a single UTF32 value as UTF8 characters + + Destination builder + Character to encode + Destination builder + + + + Append the given name of the class but always encode interfaces as the native interface name (i.e. "I...") + + Destination builder + Class to append name + Destination builder + Class has an unexpected class type + + + + Append the given name of the class but always encode interfaces as the native interface proxy name (i.e. "I...") + + Destination builder + Class to append name + Destination builder + Class has an unexpected class type + + + + Provides a cache of StringBuilders + + + + + Cache of StringBuilders with large initial buffer sizes + + + + + Cache of StringBuilders with small initial buffer sizes + + + + + Capacity of the cache + + + + + Initial buffer size for new StringBuilders. Resetting StringBuilders might result + in the initial chunk size being smaller. + + + + + Stack of cached StringBuilders + + + + + Create a new StringBuilder cache + + Maximum number of StringBuilders to cache + Initial buffer size for newly created StringBuilders + + + + Borrow a StringBuilder from the cache. + + + + + + Return a StringBuilder to the cache + + The builder being returned + + + + Structure to automate the borrowing and returning of a StringBuilder. + Use some form of a "using" pattern. + + + + + Owning cache + + + + + Borrowed string builder + + + + + Borrow a string builder from the given cache + + String builder cache + + + + Return the string builder to the cache + + + + + Symbol table + + + + + Represents symbol name lookup chain start. Symbol chains are based on + the caseless name. + + + + + The type index of the symbol + + + + + When searching the caseless chain, the cased index is used to match the symbol based + on the case named. + + + + + Entry in the symbol table + + + + + The type associated with the symbol + + + + + Mask of different find options which will match this symbol + + + + + The case lookup index for matching by case + + + + + The next index in the symbol change based on cassless lookup + + + + + The last index in the chain. This index is only used when the symbol entry is also acting as the list + + + + + Number of unique cased symbol names. + + + + + Case name lookup table that returns the symbol index and the case index + + + + + Caseless name lookup table that returns the symbol index + + + + + Collection of symbols in the table + + + + + Constructs a new symbol table. + + Number of types in the table. + + + + Add a new type to the symbol table + + The type being added + The name of the type which could be the source name or the engine name + + + + Replace an entry in the symbol table. This is used during property resolution to replace the + parser property (which could not resolve the property prior to the symbol table being created) + with the fully resolved property. + + The old type being replaced. + The new type. + The name of the type. + Thrown if the symbol wasn't found. + + + + Hide the given type in the symbol table + + Type to be hidden + The name of the type. + Thrown if the symbol wasn't found. + + + + Lookup the given name using cased string compare. + + Starting type used to limit the scope of the search. + Options controlling what is search and what is returned. + Name to locate. + Found type or null if not found. + + + + Lookup the given name using caseless string compare. + + Starting type used to limit the scope of the search. + Options controlling what is search and what is returned. + Name to locate. + Found type or null if not found. + + + + Lookup the given name. + + Starting type used to limit the scope of the search. + Options controlling what is search and what is returned. + Starting lookup location. + Found type or null if not found. + + + + Lookup the given name using the super class/struct chain. + + Starting type used to limit the scope of the search. + Options controlling what is search and what is returned. + Starting lookup location. + Found type or null if not found. + + + + Lookup the given name using the outer chain + + Starting type used to limit the scope of the search. + Options controlling what is search and what is returned. + Starting lookup location. + Found type or null if not found. + + + + Lookup the given name + + Matching owner. + Options controlling what is search and what is returned. + Starting lookup location. + Found type or null if not found. + + + + Lookup the given name + + Header file being searched. + Options controlling what is search and what is returned. + Starting lookup location. + Found type or null if not found. + + + + Add a new type to the given symbol chain + + Type being added + Cased index + Symbol index + + + + Test to see if the given symbol matches the options + + Options to match + Symbol index + Case index + True if the symbol is a match + + + + Defines all the table names for the standard UHT types + + + + + The class base table is common to UCLASS, UINTERFACE and native interfaces + + + + + Table for UCLASS + + + + + Default table applied to all other tables + + + + + Table for UENUM + + + + + Table for all types considered a UField + + + + + Table for all functions + + + + + Table for the global/file scope + + + + + Table for UINTERFACE + + + + + Table for interfaces + + + + + Table for all UObject types + + + + + Table for properties that are function arguments + + + + + Table for properties that are struct/class members + + + + + Table for USTRUCT + + + + + Table for all UStruct objects (structs, classes, and functions) + + + + + Base class for table lookup system. + + + + + This table inherits entries for the given table + + + + + Name of the table + + + + + User facing name of the table + + + + + Check to see if the table is internal + + + + + If true, this table has been implemented and not just created on demand by another table + + + + + Internal version of the user name. If it hasn't been set, then the table name will be used + + + + + Merge the lookup table. Duplicates will be ignored. + + Base table being merged + + + + Given a method name, try to extract the entry name for a table + + Class containing the method + Method information + Optional name supplied by the attributes. If specified, this name will be returned instead of extracted from the method name + Required suffix + The extracted name or the supplied name + + + + Lookup tables provide a method of associating actions with given C++ keyword or UE specifier + + Keyword or specifier information + + + + Lookup dictionary for the specifiers + + + + + Construct a new table + + + + + Add the given value to the lookup table. It will throw an exception if it is a duplicate. + + Key to be added + Value to be added + + + + Attempt to fetch the value associated with the key + + Lookup key + Value associated with the key + True if the key was found, false if not + + + + Merge the lookup table. Duplicates will be ignored. + + Base table being merged + + + + A collection of lookup tables by name. + + Table type + + + + Collection of named tables + + + + + The name of the group of tables + + + + + Create a new group of tables + + The name of the group + + + + Given a table name, return the table. If not found, a new one will be added with the given name. + + The name of the table to return + The table associated with the name. + + + + Create a table with the given information. If the table already exists, it will be initialized with the given data. + + The name of the table + The user facing name of the name + The parent table name used to merge table entries + If true, the table is internal and won't be visible to the user. + The created table + + + + Merge the contents of all parent tables into their children. This is done so that the + parent chain need not be searched when looking for table entries. + + Thrown if there are problems with the tables. + + + + Bootstraps the standard UHT tables + + + + + Enumeration that specifies if the table is a specifier and/or keyword table + + + + + A keyword table will be created + + + + + A specifier table will be created + + + + + Create all of the standard scope tables. + + UHT tables + + + + Creates a series of tables given the supplied setup + + UHT tables + Name of the table. + Name presented to the user via error messages. + Types of tables to be created. + Name of the parent table or null for none. + If true, this table will not be included in any error messages. + + + + This attribute must be applied to any class that contains other UHT attributes. + + + + + If specified, this method will be invoked once during the scan for attributes. + It can be used to perform some one time initialization. + + + + + UnrealHeaderTool avoids hard coding any table contents by using attributes to add entries to the tables. + + There are two basic styles of tables in UHT. + + The first style is just a simple association of a string and an attribute. For example, + the engine class table is just a collection of all the engine class names supported by the engine. + + The second style is a table of tables. Depending on the context (i.e. is a "class" or "function" + being parsed), attributes will "extend" a given table adding an entry to that table and every + table the derives from that table. For example, the Keywords table will add "private" to the + "ClassBase" table. Since the "Class", "Interface", and "NativeInterface" tables derive from + "ClassBase", all of those tables will contain the keyword "private". + + See UhtTables.cs for a list of table names and how they relate to each other. + + Tables are implemented in the following source files: + + UhtEngineClassTable.cs - Collection of all the engine class names. + UhtKeywordTable.cs - Collection of the C++ keywords that UHT understands. + UhtLocTextDefaultValueTable.cs - Collection of loctext default value parsing + UhtPropertyTypeTable.cs - Collection of the property type keywords. + UhtSpecifierTable.cs - Collection of the known specifiers + UhtSpecifierValidatorTable.cs - Collection of the specifier validators + UhtStructDefaultValueTable.cs - Collection of structure default value parsing + + + + + Collection of specifier tables + + + + + Collection of specifier validator tables + + + + + Collection of keyword tables + + + + + Collection of property types + + + + + Collection of structure default values + + + + + Collection of engine class types + + + + + Collection of exporters + + + + + Collection loc text default values + + + + + + + + + + Construct a new table collection + + + + + Add a collection of plugin assembly file paths + + Collection of plugins to load + + + + Check to see if the assembly is a UHT plugin + + Path to the assembly file + + + + + Load the given assembly from the file path + + Path to the file + Assembly if it is already loaded or could be loaded + + + + Locate the assembly by name + + Name of the assembly + Assembly or null + + + + Check for UHT attributes on all types in the given assembly + + Assembly to scan + + + + For the given type, look for any table related attributes + + Type in question + + + + Represents the decoded tokens for part of a type definition + + + + + Starting token index of this type + + + + + Ending token index of this type (non-inclusive) + + + + + Starting token index of the type + + + + + Ending token index of the type + + + + + Set if the type beings with 'class', 'struct', or 'enum' + + + + + Construct a new type segment + + + + + Information about a parsed type + + + + + Collection of tokens that describe the type + + + + + Collection of type segments + + + + + Gather a type definition from the given token reader + + Token reader containing the type + + + + + Extract the trailing token from the type string since it is the property/function name + + Message site for errors + Property setting for what is being parsed + Trailing identifier + + + + + + + + Convert the token span to a string + + Tokens to convert + Resulting string + + + + Reference to a token segment + + + + + Collection of tokens that describe the type + + + + + Collection of type segments + + + + + Index of the segment being referenced + + + + + The type segment for this reference + + + + + The collection of my types for this declaration + + + + + The collection of tokens that define this type + + + + + Construct a new instance of a type tokens + + Complete type tokens + Segment index + + + + Construct a new instance of a type tokens + + Complete type tokens + Segment index + + + + + + + Helper methods to append type tokens to a string builder + + + + + Append the type tokens to the given builder + + Destination builder + Tokens to append + Destination builder + + + + Append the type tokens to the given builder + + Destination builder + Tokens to append + Destination builder + + + + Extensions to List that provides some uniqueness support to list elements + + + + + Add the given value if it isn't already contained within the list + + Destination container + Value to be added + True if the value was added, false if it was already present + + + + Add the given values if they aren't already contained within the list + + Destination container + Values to be added + + + + Remove the given value but swap the last entry into the eliminated slot + + Container being modified + Value to be removed + True if the value was removed, false if not + + + + Remove a range of values from a container using swapping + + Container to be modified + List of values to be removed + + + + UnrealEngine names often differ from the names in the source file. The following + structure represents the different parts of the name + + + + + Any prefix removed from the source name to create the engine name + + + + + The name to be used by the Unreal Engine. + + + + + The name contained the "DEPRECATED" text which has been removed from the engine name + + + + + Assorted utility functions + + + + + Given a collection of names, return a string containing the text of those names concatenated. + + Collect of names to be merged + Text used to separate the names + If true, add quotes around the names + Merged names + + + + Split the given source name into the engine name parts + + Source name + Resulting engine name parts + + + + String builder class that has support for StringView so that if a single instance of + a StringView is appended, it is returned. + + + + + When only a string view has been appended, this references that StringView + + + + + Represents more complex data being appended + + + + + Set to true when the builder has switched to a StringBuilder (NOTE: This can probably be removed) + + + + + The length of the appended data + + + + + Return the appended data as a StringView + + Contents of the builder + + + + Return the appended data as a string + + Contents of the builder + + + + Append a StringView + + Text to be appended + The string builder + + + + Append a character + + Character to be appended + The string builder + + + + If not already done, switch the builder to using a StringBuilder + + + + + Helper structure used to compute UE style CRC values + + + + + Compute a crc from the given string and an initial CRC value + + Text used to generate CRC + Initial CRC values + Compute CRC value + + + + Compute a crc from the given string and an initial CRC value + + Text used to generate CRC + Initial CRC values + Compute CRC value + + + + Helper structure for verse name mangling + + + + + If required, generate the mangled name for a cased name + + Name to be mangled + True if the name needed to be mangled, false if not. + + + Custom -derived type for the GetEngineVersionFragmentRegex method. + + + Cached, thread-safe singleton instance. + + + Initializes the instance. + + + Provides a factory for creating instances to be used by methods on . + + + Creates an instance of a used by methods on . + + + Provides the runner that contains the custom logic implementing the specified regular expression. + + + Scan the starting from base.runtextstart for the next match. + The text being scanned by the regular expression. + + + Search starting from base.runtextpos for the next location a match could possibly start. + The text being scanned by the regular expression. + true if a possible match was found; false if no more matches are possible. + + + Determine whether at base.runtextpos is a match for the regular expression. + The text being scanned by the regular expression. + true if the regular expression matches at the current position; otherwise, false. + + + Helper methods used by generated -derived implementations. + + + Default timeout value set in , or if none was set. + + + Whether is non-infinite. + +
+
diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/Localization.Automation.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/Localization.Automation.dll new file mode 100644 index 0000000000000000000000000000000000000000..74de8fbb0b721a4ffe37740b214fc1de7fa8c42a Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/Localization.Automation.dll differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/Lyra.Automation.deps.json b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/Lyra.Automation.deps.json new file mode 100644 index 0000000000000000000000000000000000000000..c432c1b6a9e43137d01e7458794b32b192892cbf --- /dev/null +++ b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/Lyra.Automation.deps.json @@ -0,0 +1,2595 @@ +{ + "runtimeTarget": { + "name": ".NETCoreApp,Version=v8.0", + "signature": "" + }, + "compilationOptions": {}, + 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"sha512": "" + } + } +} \ No newline at end of file diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/UnrealBuildTool.runtimeconfig.json b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/UnrealBuildTool.runtimeconfig.json new file mode 100644 index 0000000000000000000000000000000000000000..f8faab7cad8608710134c9b3392080b7f9840340 --- /dev/null +++ b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/UnrealBuildTool.runtimeconfig.json @@ -0,0 +1,17 @@ +{ + "runtimeOptions": { + "tfm": "net8.0", + "framework": { + "name": "Microsoft.NETCore.App", + "version": "8.0.0" + }, + "configProperties": { + "System.GC.Server": true, + "System.GC.HeapCount": 32, + "System.Globalization.Invariant": true, + "System.Globalization.UseNls": true, + "System.Reflection.Metadata.MetadataUpdater.IsSupported": false, + "System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": false + } + } +} \ No newline at end of file diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/UnrealBuildTool.xml b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/UnrealBuildTool.xml new file mode 100644 index 0000000000000000000000000000000000000000..6951975b819f8335f8dcf5b855af23198e6707eb --- /dev/null +++ b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/UnrealBuildTool.xml @@ -0,0 +1,37660 @@ + + + + UnrealBuildTool + + + + + Helper class for directory mapping + + + + + Creating cache + + + + + Root of the project + + + + + + + + Given a file, return the artifact structure for it. This routine tests to see if the + file is under any of the well known directories. + + Action requesting the artifact + File in question + Hash value used to populate artifact + Created artifact + + + + Create an artifact with the given settings + + Directory tree + Path to artifact + Hash of the artifact + The artifact + + + + Generic handler for artifacts + + + + + + + + + + + + + + + + + + + + + + + Logging device + + + + + Cache of dependency files. + + + + + Cache for file hashes + + + + + Directory mapper to be used for targets without projects + + + + + Artifact mappers for all targets + + + + + Construct a new artifact handler object + + Artifact cache instance + Previously created dependency cache + Logging device + + + + Create a new action artifact cache using horde file based storage + + Directory for the cache + Previously created dependency cache + Cache for memory mapped files + Logging device + Action artifact cache object + + + + Create a new action artifact cache using horde memory based storage + + Previously created dependency cache + Logging device + Action artifact cache object + + + + + + + + + + + + + Create a new artifact action that represents the input and output of the action + + Source action + Cancellation token + Artifact action + + + + Get the key has for the action + + Directory mapping object + Source action + Inputs used to construct the key + Task returning the key + + + + Generate the key and action key hashes for the action + + Directory mapping object + Source action + Inputs used to construct the key + Dependencies used to construct the key + Task object with the key and action key + + + + Generate the lookup key. This key is generated from the action's inputs. + + Destination builder + Directory mapping object + Source action + Inputs used to construct the key + Task object + + + + Generate the full action key. This contains the hashes for the action's inputs and the dependent files. + + Destination builder + Directory mapping object + Source action + Dependencies used to construct the key + Task object + + + + Append the file information for a given list of files + + Destination builder + Directory mapping object + Source action + Collection of files + Task object + + + + Given an action, collect the list of inputs and dependencies. This includes any processing required + for disabled actions that propagate their inputs to dependent actions. + + Action in question + If true, collect the dependencies too + Collection of inputs and dependencies + + + + Add a list of file items to the collection + + Hash set used to detect already included file items + Substitutions when a given input is found + Destination list + Source inputs + + + + Return the tree name of the artifact + + Artifact in question + Tree name + + + + Return an artifact mapper for the given action + + Action in question + Artifact mapper specific to the target's project directory + + + + Artifacts can exist in different directory roots. + + + + + Absolute path + + + + + Input/Output exists in the engine directory tree + + + + + Input/Outputs exists in the project directory tree + + + + + Represents a single artifact file + + Directory tree containing the artifact + Name of the artifact + Hash of the artifact contents + + + + Represents a single artifact file + + Directory tree containing the artifact + Name of the artifact + Hash of the artifact contents + + + Directory tree containing the artifact + + + Name of the artifact + + + Hash of the artifact contents + + + + The full path of the artifact + + Mapping object to use instead of embedded object + Full path of the artifact + + + + Collection of inputs and outputs for an action + + The hash of the primary input and the environment + The unique hash for all inputs and the environment + Information about all inputs + Information about all outputs + + + + Collection of inputs and outputs for an action + + The hash of the primary input and the environment + The unique hash for all inputs and the environment + Information about all inputs + Information about all outputs + + + The hash of the primary input and the environment + + + The unique hash for all inputs and the environment + + + Information about all inputs + + + Information about all outputs + + + + Directory mapping object + + + + + + + + Collection of helper extension methods for working with IMemoryReader/Writer + + + + + Read an artifact structure + + Source reader + Read artifact structure + + + + Write an artifact structure + + Destination writer + Artifact to be written + + + + Read an artifact action structure + + Source reader + Read artifact action structure + + + + Write an artifact action structure + + Destination writer + Artifact action to be written + + + + Represents the state of the cache. It is expect that after construction, the cache + can be in pending state, but this is optional. From the pending state, the cache + becomes available or unavailable. + + + + + The cache is still initializing + + + + + There has been some form of cache failure and it is unavailable + + + + + The cache is functional and ready to process requests + + + + + Interface used to map a directory tree to an actual directory + + + + + Return the directory root for the given tree + + Tree in question + Directory root + + + + Interface for querying and adding artifacts + + + + + Return true if the cache is ready to process requests + + + + + + Return task that waits for the cache to be ready + + State of the artifact cache + + + + Given a collection of partial keys return all matching artifacts + + Source file key + Token to be used to cancel operations + Collection of all known artifacts + + + + Query the actual contents of a group of artifacts + + Actions to be read + Token to be used to cancel operations + Dictionary of the artifacts + + + + Save new artifact to the cache + + Collection of artifacts to be saved + Token to be used to cancel operations + Asynchronous task objects + + + + Flush all updates in the cache asynchronously. + + Token to be used to cancel operations + Asynchronous task objects + + + + Struct containing results from artifact fetch + + Is set to true if succeeded in fetching artifacts + Contains log lines if any + Process exit code (expected to be 0 in almost all cases as errors aren't cached) + + + + Struct containing results from artifact fetch + + Is set to true if succeeded in fetching artifacts + Contains log lines if any + Process exit code (expected to be 0 in almost all cases as errors aren't cached) + + + Is set to true if succeeded in fetching artifacts + + + Contains log lines if any + + + Process exit code (expected to be 0 in almost all cases as errors aren't cached) + + + + Interface for action specific support of artifacts. + + + + + Underlying artifact cache + + + + + If true, reads will be serviced + + + + + If true, writes will be propagated to storage + + + + + If true, log all cache misses. Defaults to false. + + + + + Root location of the engine + + + + + Array of extra directory roots when handling relative directories. + The array MUST be consistent between runs since only the index is saved. + + + + + Complete an action from existing cached data + + Action to be completed + Token to be used to cancel operations + True if it has been completed, false if not + + + + Save the output for a completed action + + Completed action + Token to be used to cancel operations + Asynchronous task object + + + + Flush all updates in the cache asynchronously. + + Token to be used to cancel operations + Asynchronous task object + + + + Horde specific artifact action structure that also contains the file nodes for the outputs + + + + + Artifact action + + + + + Collection of output file references. There should be exactly the same number + of file references as outputs in the action + + + + + Construct a new horde artifact number + + Artifact action + + + + + Construct a new artifact action from the reader + + Source reader + + + + Serialize the artifact action + + Destination writer + + + + Write all the files to disk + + Destination writer + Cancellation token + Task + + + + Series of helper methods for serialization + + + + + Read a horde artifact action + + Source reader + Created artifact action + + + + Write a horde artifact action + + Destination writer + Artifact action to write + + + + Horde node that represents a collection of action nodes + + + + + Collection of actions + + + + + Construct a new collection + + + + + Class for managing artifacts using horde storage + + + + + Defines the theoretical max number of pending actions to write + + + + + Underlying storage object + + + + + Task used to wait on ready state + + + + + Ready state + + + + + Collection of actions waiting to be written + + + + + Task for any pending flush + + + + + Controls access to shared data structures + + + + + Test to see if the cache is ready + + + + + + + + Create a memory only cache + + + + + Create a file based cache + + Destination directory + Cache for memory mapped files + Logging object + If true, clean the directory + + + + Constructor + + Storage object to use + + + + + + + + + + + + + + + + + + + Optionally flush all pending writes + + If true, force a flush + Cancellation token + + + + Add a group of artifact actions to a new or existing source + + New artifact actions to add + Token to be used to cancel operations + List of tasks + + + + Initialize a file based cache + + Destination directory + Cache for memory mapped files + Logger + If true, clean the directory + Cache state + + + + Return the ref name for horde storage given a artitfact action collection key + + Artifact action collection key + The reference name + + + + Global settings for building. Should not contain any target-specific settings. + + + + + Whether to ignore import library files that are out of date when building targets. Set this to true to improve iteration time. + By default, we do not bother re-linking targets if only a dependent .lib has changed, as chances are that + the import library was not actually different unless a dependent header file of this target was also changed, + in which case the target would automatically be rebuilt. + + + + + Use existing static libraries for all engine modules in this target. + + + + + Whether debug info should be written to the console. + + + + + Whether the hybrid executor will be used (a remote executor and local executor). No longer supported. + + + + + Priority order for remote executors (XGE, SNDBS, FASTBuild, UBA) + + + + + Whether the UnrealBuildAccelerator executor will be used. + + + + + Whether the UnrealBuildAccelerator (local only) executor will be used. + + + + + Whether XGE may be used if available, default is true. + + + + + Whether FASTBuild may be used if available, default is true. + + + + + Whether SN-DBS may be used if available, default is true. + + + + + Enables support for very fast iterative builds by caching target data. Turning this on causes Unreal Build Tool to emit + 'UBT Makefiles' for targets when they are built the first time. Subsequent builds will load these Makefiles and begin + outdatedness checking and build invocation very quickly. The caveat is that if source files are added or removed to + the project, UBT will need to gather information about those in order for your build to complete successfully. Currently, + you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. + + Events that can invalidate the 'UBT Makefile': + - Adding/removing .cpp files + - Adding/removing .h files with UObjects + - Adding new UObject types to a file that did not previously have any + - Changing global build settings (most settings in this file qualify) + - Changed code that affects how Unreal Header Tool works + + You can force regeneration of the 'UBT Makefile' by passing the '-gather' argument, or simply regenerating project files. + + This also enables the fast include file dependency scanning and caching system that allows Unreal Build Tool to detect out + of date dependencies very quickly. When enabled, a deep C++ include graph does not have to be generated, and instead, + we only scan and cache indirect includes for after a dependent build product was already found to be out of date. During the + next build, we will load those cached indirect includes and check for outdatedness. + + + + + Number of actions that can be executed in parallel. If 0 then code will pick a default based + on the number of cores and memory available. Applies to the ParallelExecutor, HybridExecutor, and LocalExecutor + + + + + Consider logical cores when determining how many total cpu cores are available. + + + + + If true, force header regeneration. Intended for the build machine. + + + + + If true, do not build UHT, assume it is already built. + + + + + If true, fail if any of the generated header files is out of date. + + + + + True if hot-reload from IDE is allowed. + + + + + If true, the Debug version of UnrealHeaderTool will be built and run instead of the Development version. + + + + + If true, use C# UHT internal to UBT + + + + + If true, generate warnings when C++ UHT is used + + + + + Whether to skip compiling rules assemblies and just assume they are valid + + + + + Whether to force compiling rules assemblies, regardless of whether they are valid + + + + + Maximum recommended root path length. + + + + + Maximum length of a path relative to the root directory. Used on Windows to ensure paths are portable between machines. + + + + + When single file targets are specified, via -File=, -SingleFile=, or -FileList= + If this option is set, no error will be produced if the source file is not included in the target. + Additionally, if any file or file list is specified, the target will not be built if none of the specified files are part of that target, + including the case where a file specified via -FileList= is empty. + + + + + Instruct the executor to write compact output e.g. only errors, if supported by the executor. + This field is used to hold the value when specified from the command line or XML + + + + + If set, artifacts will be read + + + + + If set, artifacts will be written + + + + + If true, log all artifact cache misses as informational messages + + + + + Location to store the artifacts. + + + + + Instruct the executor to write compact output e.g. only errors, if supported by the executor, + and only if output is not being redirected e.g. during a build from within Visual Studio + + + + + Whether to unify C++ code into larger files for faster compilation. + + + + + Whether to force C++ source files to be combined into larger files for faster compilation. + + + + + Intermediate environment. Determines if the intermediates end up in a different folder than normal. + + + + + Interface that defines standard build context parameters that can influence the resolution of build warnings. + + + + + Obtains the associated with the provided context provider. + + The . + + + + The default provider that will just specify the as a default. + + + + + + + + Helper method to obtain a readonly target rules from the given context, if at all possible. + + The resolved ReadOnlyTargetRules from the current build context. + + + + Denotes the position of a resolved compile warnings argument relative to other warnings. + + + + + At the beginning of the argument list. + + + + + In the middle of the argument list. + + + + + At the end of the argument list. + + + + + Attribute used to mark fields which describes a set of arguments. + + + + + Defines the argument metadata around a property. + + The arguments to use when the property is defined as . + The arguments to use when the property is defined as . + The arguments to use when the property is defined as . + The applicable filter criteria. + The phase of when to apply the warning. + + + + Applies the warnings to the provided arguments list. + + The warning level to use when applying. + The toolchain context to use in application. + The arugments list to add values to. + + + + Applies the warnings to the provided arguments list. + + The warning level to use when applying. + The toolchain context to use in application. + The arugments list to add values to. + Used to provide custom overriding logic. + + + + Whether the given can be applied to the provided context. + + The toolchain context to be applied to. + True if applicable, false otherwise. + + + + The list of off arugments corresponding to + + + + + The list of off arugments corresponding to + + + + + The list of off arugments corresponding to + + + + + + + + + + + + + + Specialized for MSVC compiler within the . + + + + + + + + Specialized for Clang compiler within the . + + + + + + + + / Specialized for Unused Value. + + + + + + + + + + + Specialized for Shadow Variable Warnings. + + + + + + + + No matter what our is, in the clang 17-18.1.3 range we always disable. + + + + Specialized for Undefined identifier. + + + + + + + + + + + Specialized for Unsafe Type Casts. + + + + + + + + + + + Shorthand enum to be used in the extensibility context. + + + + + Filter ID for , specifically for . + + + + + Filter ID for , specifically for . + + + + + Filter ID for , specifically for . + + + + + Filter ID for , specifically for . + + + + + Filter ID for , specifically for 14.0 as a min, with no upper bound. + + + + + Filter ID for , specifically for 16.0 as a min, with no upper bound. + + + + + Filter ID for , specifically for 18.0 as a min, with no upper bound. + + + + + Filter ID for , specifically for 19.0 as a min, with no upper bound. + + + + + Filter ID for , specifically for 12.0 as a min, with no upper bound. + + + + + Filter ID for , specifically for as a minimum, with no upper bound. + + + + + Defines an attribute that is used in the class context for the purposes of ApplyWarnings filters. + + + Use this extensibility point when instance data is requred, and your need to have the same logic applied for different instacnce data. + The target class of the attribute is . + + + + + Constructs the attribute. + + The filter id that describes the instance of the ApplyWarningsFilter attribute. + + + + Constructs the attribute. + + The filter name that describes the instance of the ApplyWarningsFilter attribute. + + + + + + + Configuration filter attribute that will only apply the filter under a speciic . + + + + Constructs a ConfigurationFilterAttribute. + The filter id that describes the instance of the ApplyWarningsFilter attribute. + The config to filter on. + + + Constructs a ConfigurationFilterAttribute. + The filter name that describes the instance of the ApplyWarningsFilter attribute. + The config to filter on. + + + + + + + Specialized to toolchain version constraints. + + + + + Constructs a ToolChainVersionConstrainedFilterAttribute. + + The filter id that describes the instance of the ApplyWarningsFilter attribute. + The lower bound of the to constrain this warning attribute to. + The upper bound of the to constrain this warning attribute to. + is not a viable parameter to this attribute, as it's a generic (via Comparable interface), and as such is not viable for attributes. + + + + Constructs a ToolChainVersionConstrainedFilterAttribute. + + The filter name that describes the instance of the ApplyWarningsFilter attribute. + The lower bound of the to constrain this warning attribute to. + The upper bound of the to constrain this warning attribute to. + is not a viable parameter to this attribute, as it's a generic (via Comparable interface), and as such is not viable for attributes. + + + + + + + Specialized to enforce cpp standard constraints. + + + + + Constructor for CppStandardConstrainedFilterAttribute that enforces a cpp standard constraint. + + The filter id that describes the instance of the ApplyWarningsFilter attribute. + The lower bound of the to constrain this warning attribute to. + The upper bound of the to constrain this warning attribute to. + + + + Constructor for CppStandardConstrainedFilterAttribute that enforces a cpp standard constraint. + + The filter name that describes the instance of the ApplyWarningsFilter attribute. + The lower bound of the to constrain this warning attribute to. + The upper bound of the to constrain this warning attribute to. + + + + + + + Specialized to enforce specific tool chain contexts. + + + + + Constructor for ToolChainFilterAttribute that enforces specific tool chain contexts. + + The filter id that describes the instance of the ApplyWarningsFilter attribute. + The toolchain of which this filter should particiapte. + If the provided toolchain type is not derived from , throws. + + + + Constructor for ToolChainFilterAttribute that enforces specific tool chain contexts. + + The filter name that describes the instance of the ApplyWarningsFilter attribute. + The toolchain of which this filter should particiapte. + If the provided toolchain type is not derived from , throws. + + + + + + + Defines an attribute that is used to support reflective delegates for the purposes of ApplyWarnings filters. + + Use this extensibility point when no such instance data is required, or you don't need to have the same logic with different instance data. + + + + Constructor for ApplyWarningsFilterDelegateAttribute. + + The name of the filter. + + + + A wrapper for the methods annotated by the to support . + + + + + Constructs a ApplyWarningsFilterWrapper. + + Instance of the filter attribute that is being wrapped. + The method that will be used for reflective invocation in . + + + + + + + Interface that participates in defining whether a filter can be applied in a . + + + + + Determines whether the should be applied for the given . + + The context in which to evaluate the applicability of the filter. + True if the filter should be applied, false otherwise. + + + + ApplyWarningsFilterRegistry is the container for all of the filters applicable within the context. + + The two primary entry points for extensibility are and . + + + + The filter name to filter representation of the registry. + + + + + Requests a filter by name. + + The name of the filter to obtain. + The ApplyWarningsFilter if it has been registered, null if it was not found. + + + + Context object used to pass data to in apply warnings phase. + + This class should be used as the common place to add new context as necessary for extensibility. + + + + Constructor for toolchain context. + + Compile environment for the tool chain. + Build context of the . + The type of the toolchain. + The version of the toolchain. + The static analyzer utilized within the current toolchain context. + + + + Specialized filters with more complex logic that aren't typically reusable. + + + + + Specialized filter to enforce Android as an excluded platform, at a specific toolchain version, at a specific C++ standard. + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Specialized filter to enforce Android as an excluded platform, at a specific toolchain version. + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Standard filters that can be reused, and often in a composable manner. + + + + + Filter to enforce deterministic compilation constraints. + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Filter to profile guided optimization constraints. + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Filter for MSVC compiler within the . + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Filter for Intel compiler. + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Filter for Clang compiler within the . + + The context in which to evaluate the applicability of the filter. + True if the ApplyWarnings will apply, false otherwise. + + + + Flag used to communicate which context the should be applied. + + + + + Apply the in all contexts. + + + + + Apply the exclusively in the context. + + + + + Apply the exclusively in the context. + + + + + Attribute used to set the default values of a under the context of context and context. + + + + + The lower bound (inclusive) of which to apply this to. + + + + + The upper bound (inclusive) of which to apply this to. + + + + + The default warning level. + + + + + The context in which this attribute should be applied. + + + + + Constructs a ApplyWarningsDefaultValueAttribute. + + Minimum version of the bound to apply this setting to. Inclusive. + Maximum version of the bound to apply this setting to. Inclusive. + The default warning level to apply for this bound. + The context in which to apply this default. + + + + Resolves the set of to a provided the current . + + The set of attributes to consider. + The current build settings version. + The corresponding of which to apply to the property with the default value attributes. + Will invoke on the input . + + + + Ensures the attributes collection represents a contiguous, non-overlapping range. + + The list of attributes to verify. + A list of attributes that has no overlaps, and is contiguous. + + + + Applies a warning on top of another, given the new has a value, and it is not the . + + The source warning level to override. + The warning level to apply to the source. + Flag to overwrite the source warning with new value. If false, will only apply setting if value is unset. + If has a value of null or , it will be ignored as an override. + + + + Gets the applied warning level on top of another, given the new has a value, and it is not the . + + The source warning level to override. + The warning level to apply to the source. + Flag to overwrite the source warning with new value. If false, will only apply setting if value is unset. + The applied warning level to use. + If has a value of null or , it will be ignored as an override. + + + + Container class used for C++ compiler warning settings. + + + + + Forces shadow variable warnings to be treated as errors on platforms that support it. + MSVC - + https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4456 + 4456 - declaration of 'LocalVariable' hides previous local declaration + https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4458 + 4458 - declaration of 'parameter' hides class member + https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4459 + 4459 - declaration of 'LocalVariable' hides global declaration + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wshadow + + + + + Indicates what warning/error level to treat unsafe type casts as on platforms that support it (e.g., double->float or int64->int32) + MSVC - + https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-levels-3-and-4-c4244 + 4244 - conversion from 'type1' to 'type2', possible loss of data + 44244 - Note: The extra 4 is not a typo, /wLXXXX sets warning XXXX to level L + https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-1-c4838 + 4838 - conversion from 'type1' to 'type2' requires a narrowing conversion + 44838 - Note: The extra 4 is not a typo, /wLXXXX sets warning XXXX to level L + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wfloat-conversion + https://clang.llvm.org/docs/DiagnosticsReference.html#wimplicit-float-conversion + https://clang.llvm.org/docs/DiagnosticsReference.html#wimplicit-int-conversion + https://clang.llvm.org/docs/DiagnosticsReference.html#wc-11-narrowing + + To enable (too many hits right now) + https://clang.llvm.org/docs/DiagnosticsReference.html#wshorten-64-to-32 + https://clang.llvm.org/docs/DiagnosticsReference.html#wsign-conversion + + This should be kept in sync with PRAGMA_DISABLE_UNSAFE_TYPECAST_WARNINGS in ClangPlatformCompilerPreSetup.h + Clang: "shorten-64-to-32"; too many hits right now, probably want it *soon*; "sign-conversion"; too many hits right now, probably want it eventually + + + + Indicates what warning/error level to treat undefined identifiers in conditional expressions. + MSVC - + https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4668 + 4668 - 'symbol' is not defined as a preprocessor macro, replacing with '0' for 'directives' + 44668 - Note: The extra 4 is not a typo, /wLXXXX sets warning XXXX to level L + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wundef + + + + + Indicates what warning/error level to treat unhandled enumerators in switches on enumeration-typed values. + MSVC - + 4061 - https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4061 + 44061 - Note: The extra 4 is not a typo, /wLXXXX sets warning XXXX to level L + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wswitch-enum + + + + + Indicates what warning/error level to treat conversions between enum types. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wenum-enum-conversion + + + + + Indicates what warning/error level to treat conversions between an enumeration and a floating-point type. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wenum-float-conversion + + + + + Indicates what warning/error level to treat ambiguous use of reversed operator overloads. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wambiguous-reversed-operator + + + + + Indicates what warning/error level to treat implicit conversions between two different anonymous enumerations + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-anon-enum-enum-conversion + + + + + Indicates what warning/error level to treat deprecated usages of volatile (due to better alternatives like atomic operations). + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-volatile + + + + + Indicates what warning/error level to treat compairing function pointers with relational operators (<,>, etc), which is undefined behavior. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wordered-compare-function-pointers + + + + + Indicates what warning/error level to treat bitwise operations are used where logical operators are likely intended. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wbitwise-instead-of-logical + + + + + Indicates what warning/error level to treat usages of a class where a deprecated copy constructor or copy assignment operator exists. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-copy + + + + + Indicates what warning/error level to treat usages of a class where a deprecated implicitly declared copy constructor or copy assignment operator exists. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-copy-with-user-provided-copy + + due to it's relation to . + + + + Indicates what warning/error level to treat invalid, unevaluated strings. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#winvalid-unevaluated-string + + + + + Indicates what warning/error level to treat infinity macros, and subsequent undefined behavior. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wnan-infinity-disabled + + + We use the NAN macro in a few places to initialize floats while we also set -ffast-math, which disables NaN support. + It could be easily fixed in the engine, but would create the risk of Win64 building fine and the code failing just on Clang-based platforms. + We tend to use NAN just as a bit pattern, and not rely on it in calculations, so it should be reasonably safe to disable. + + + + + Indicates what warning/error level to treat extra qualifications. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wextra-qualification + + + + + Indicates what warning/error level to treat function pointer casts to an incompatible function type, potentially leading to undefined behavior. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wcast-function-type-mismatch + + + + + Indicates what warning/error level to treat templates used without specifying the required template arguments, such as missing parameter packs (<...>) after the template keyword. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wmissing-template-arg-list-after-template-kw + + + + + Indicates what warning/error level to treat gnu string literal operator templates. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wgnu-string-literal-operator-template + + We use this feature to allow static FNames. + + + + Indicates what warning/error level to treat inconsistent missing overrides. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#winconsistent-missing-override + + + + + Indicates what warning/error level to treat incorrect usages of std::offsetof, such as with non-POD types, where behavior is undefined. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#winvalid-offsetof + + Needed to suppress warnings about using offsetof on non-POD types. + + + + Indicates what warning/error level to treat switch related warnings. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wswitch + + This hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases. + + + + Indicates what warning/error level to treat tautological comparisons (i.e. obvious comparisons that are always guaranteed). + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wtautological-compare + + This hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments/ + + + + Indicates what warning/error level to treat unknown pragmas with. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wunknown-pragmas + + Slate triggers this (with its optimize on/off pragmas). + + + + Indicates what warning/error level to treat unused symbols. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-but-set-variable + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-but-set-parameter + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-function + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-lambda-capture + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-local-typedef + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-private-field + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-variable + + + unused-function: This will hide the warnings about static functions in headers that aren't used in every single .cpp file. + unused-lambda-capture: Suppressed because capturing of compile-time constants is seemingly inconsistent. And MSVC doesn't do that. + unused-local-typedef: Clang is being overly strict here? PhysX headers trigger this. + unused-private-field: This will prevent the issue of warnings for unused private variables. MultichannelTcpSocket.h triggers this, possibly more. + + + + + Indicates what warning/error level to treat undefined templates for variables. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wundefined-var-template + + Not a good warning to be disabling. + + + + Indicates what warning/error level to treat profile instructions. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wprofile-instr-out-of-date + https://clang.llvm.org/docs/DiagnosticsReference.html#wprofile-instr-unprofiled + + Clang emits warnings for each compiled object file that doesn't have a matching entry in the profile data. This can happen when the profile data is older than the binaries we're compiling. Disable these warnings. + + + + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wbackend-plugin + + Apparently there can be hashing conflicts with PGO which can result in: 'Function control flow change detected (hash mismatch)' warnings. + + + + Indicates what warning/error level to treat values that are computed, but not used (i.e.unnecessary evaluation of an rvalue or expression). + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-value + + + Shipping builds will cause -Wno-unused-value to warn with "ensure", so disable only in those case. + -Wunused-result - we will always re-enable this as it's controlled by the same set. This will be moved out to a separate property. It is on by default, so it only must be re-enabled in the disable context. + + + + + Indicates what warning/error level to treat implicit conversaion losses for integer precision. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wshorten-64-to-32 + + -Wimplicit-int-conversion also controls -Wshorten-64-to-32 as of clang 19. + due to it's relation to . + + + + Indicates what warning/error level to treat incorrect extern template declarations. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdllexport-explicit-instantiation-decl + + The code base contains lots of places where we do "extern template X_API class ..." and we want to keep doing that to reduce compile times. + + + + Indicates what warning/error level to treat nontrivial memory access. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wnontrivial-memaccess + + + + + Indicates what warning/error level to treat warnings associated with Microsoft-specific language extensions and compatibility issues. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wmicrosoft + + Allow Microsoft-specific syntax to slide, even though it may be non-standard. Needed for Windows headers. + + + + Indicates what warning/error level to treat compatibility mods for clang, and how it searches for system headers. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wmsvc-include + + Hack due to how we have our 'DummyPCH' wrappers setup when using unity builds. This warning should not be disabled! + + + + Indicates what warning/error level to treat improper or inconsistent usage of #pragma pack, which can lead to ABI/unexpected struct layouts. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wpragma-pack + + + This is disabled because clang explicitly warns about changing pack alignment in a header and not restoring it afterwards, which is something we do with the Pre/PostWindowsApi.h headers. + @TODO clang: push/pop this in Pre/PostWindowsApi.h headers instead? + + + + + Indicates what warning/error level to treat cases where operator new or operator delete is declared inline, leading to issues with memory allocdealloc across different translation units. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#winline-new-delete + + @todo clang: We declare operator new as inline. Clang doesn't seem to like that. + + + + Indicates what warning/error level to treat cases where function declarations and definitions have mismatched implicit exception qualifiers. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wimplicit-exception-spec-mismatch + + + + + Indicates what warning/error level to treat cases when an expression that isn't explicitly a boolean is used in a boolean context. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wundefined-bool-conversion + + Sometimes we compare 'this' pointers against nullptr, which Clang warns about by default. + + + + Indicates what warning/error level to treat usages of string literals as writable char* (allowed in older c++), but has since been deprecated. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-writable-strings + + + + + Indicates what warning/error level to treat deprecated usages of the register storage class specifier. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-register + + + + + Indicates what warning/error level to treat usages of logical operations and related parenthesis use. + e.g. return false && false || array[f.get()]; // expected-warning {{'&&' within '||'}} expected-note {{parentheses}} + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wlogical-op-parentheses + + Disable needed for external headers we shan't change. + + + + Indicates what warning/error level to treat occurrences where arithmetic operations are performed on nullptr. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wnull-arithmetic + + Disable needed for external headers we shan't change. + + + + Indicates what warning/error level to treat cases where a function with C linkage has a return type that isn't compatible with C. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wreturn-type-c-linkage + + Disable needed for PhysX. + + + + Indicates what warning/error level to treat usages of attributes applied to a function or variable that are ignored. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wignored-attributes + + Disable needed for nvtesslib. + + + + Indicates what warning/error level to treat varaibles that are used before initialization. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wuninitialized + + + + + Indicates what warning/error level to treat functions with a non-void return type, but doesn't return a value in all code paths. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wreturn-type + + Disable needed for external headers we shan't change. + + + + Indicates what warning/error level to treat function parameters that are declared, but not used within the function body. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-parameter + + Unused function parameter. A lot are named 'bUnused'... + + + + Indicates what warning/error level to treat type qualifiers (const/volatile) that are applied to a pointer or ref, but are ignored due to not having an effect. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wignored-qualifiers + + const ignored when returning by value e.g. 'const int foo() { return 4; }'. + + + + Indicates what warning/error level to treat occurrences of macro expansion resulting in a defined expression being used in an undefined manner. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wexpansion-to-defined + + Usage of 'defined(X)' in a macro definition. Gives different results under MSVC. + + + + Indicates what warning/error level to treat comparisons of signed and unsigned integer types. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wsign-compare + + Signed/unsigned comparison - millions of these. + + + + Indicates what warning/error level to treat initializer lists used for structor or array missing one or more fields. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wmissing-field-initializers + + Excessive warning, generated when you initialize with MyStruct A = {0}; + + + + Indicates what warning/error level to treat usages of non-portable include paths. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wnonportable-include-path + + + + + Indicates what warning/error level to treat preprocessor's token-pasting operator (##) is used incorrectly, resulting in ill-formed tokens after concatenation. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#winvalid-token-paste + MASVC - + https://learn.microsoft.com/en-us/cpp/preprocessor/token-pasting-operator-hash-hash?view=msvc-170 + + + + + Indicates what warning/error level to treat arithmetic operations that are performed with a null pointer. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wnull-pointer-arithmetic + + + + + Indicates what warning/error level to treat usages of constant values being used within a logical operation, which may lead to redundant logic evaluation. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wconstant-logical-operand + + Triggered by || of two template-derived values inside a static_assert. + + + + Indicates what warning/error level to treat assignments of enum types to a bit=field, which can lead to implicit conversations (causing unexpected results). + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wbitfield-enum-conversion + + + + + Indicates what warning/error level to treat instances of pointer subtraction, where a pointer may be null. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wnull-pointer-subtraction + + + + + Indicates what warning/error level to treat dangling pointer usage. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdangling + + + + + Indicates what warning/error level to treat unhandled enumerators in switches on enumeration-typed values. + MSVC - + 4061 - https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4061 + 44061 - Note: The extra 4 is not a typo, /wLXXXX sets warning XXXX to level L + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wswitch-enum + + + This is a special case where we have a duplicate field for clang . + The reason for duplication is that the clang field will only participate in the shipping configuration, whereas the MSVC variant has been disabled in all. + In order to ensure no change of behavior for MSVC toolchain within the clang compilation context, we will keep this in, and deprecate with assignments to the clang setting. + + + + + Indicates what warning/error level to treat values that are computed, but not used (i.e.unnecessary evaluation of an rvalue or expression). + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-value + + + This is a special case where we have a duplicate field for clang . + The reason for duplication is that the clang field will only participate in the shipping configuration, whereas the MSVC variant has been disabled in all. + In order to ensure no change of behavior for MSVC toolchain within the clang compilation context, we will keep this in, and deprecate with assignments to the clang setting. + -Wunused-result - we will always re-enable this as it's controlled by the same set. This will be moved out to a separate property. It is on by default, so it only must be re-enabled in the disable context. + + + + + Indicates what warning/error level to treat usages of functions, methods, or variables, that are marked as deprecated. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-declarations + + + This is a special case where we have a duplicate field for clang . + The reason for duplication is that the clang field will be defaulted to WARNING in clang, but not for msvc which is disabled. + In order to ensure no change of behavior for MSVC toolchain within the clang compilation context, we will keep this in, and deprecate with assignments to the clang setting. + + + + + Indicates what warning/error level to treat instances of mismatched printf style format specifiers. + + + + + Indicates what warning/error level to treat instances of implicit conversion between floating-point types of different precision. + + + + + Indicates what warning/error level to treat instances where a command line argument is provided, but not used for anything. + + + + + + Clang - https://clang.llvm.org/docs/DiagnosticsReference.html#wunused-command-line-argument + + + + + Indicates what warning/error level to treat instances of malformed comments. + Clang - https://clang.llvm.org/docs/DiagnosticsReference.html#wcomment + + + + + Indicates what warning/error level to treat instances of copy construct in range loop iteration. + Clang - https://clang.llvm.org/docs/DiagnosticsReference.html#wrange-loop-construct + + + + + Indicates what warning/error level to treat instances where a #pragma once is used in a source file instead of a header. + Clang - https://clang.llvm.org/docs/DiagnosticsReference.html#wpragma-once-outside-header + + + + + Indicates what warning/error level to treat instances where the logical NOT operator (!) is used in a way that's ambiguous with respect to parentheses. + Clang - https://clang.llvm.org/docs/DiagnosticsReference.html#wlogical-not-parentheses + + + + + Indicates what warning/error level to treat instances where a C++20 feature is being used, but compiling with an older standard. + Clang - https://clang.llvm.org/docs/DiagnosticsReference.html#wc-20-extensions + + + + + Indicates what warning/error level to treat usages of functions, methods, or variables, that are marked as deprecated. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdeprecated-declarations + + Disable needed for wxWidgets. + + + + Indicates what warning/error level to treat usages of __DATE__ or __TIME__ as they prevent reproducible builds. + Clang - + https://clang.llvm.org/docs/DiagnosticsReference.html#wdate-time + + + + + Indicates what warning/error level to treat potential PCH performance issues. + + + + + How to treat module unsupported validation messages + + + + + How to treat plugin specific module unsupported validation messages + + + + + How to treat general module include path validation messages + + + + + How to treat private module include path validation messages, where a module is adding an include path that exposes private headers + + + + + How to treat unnecessary module sub-directory include path validation messages + + + + + How to treat conflicts when a disabled plugin is being enabled by another plugin referencing it + + + + + Enable warnings for when there are .gen.cpp files that could be inlined in a matching handwritten cpp file + + + + + CppCompilerWarnings constructor based off of context. + + The context to construct the warnings object from. + Logger for output. + The implicitly has no default parent context. + + + + CppCompilerWarnings constructor based off of context. + + The context to construct the warnings object from. + Logger for output. + The provided module implicitly has a child relationship to it's , and will yield to it's warning specifications unless overridden. + + + + CppCompilerWarnings constructor based off of the explicit relationship between the newly constructed object, and the provided parent object. + + The parent context which will be used as the default. + Logger for output. + The parent compiler warnings to associated with this new compiler warnings instance. + + + + Default constructor that uses the , and uses default settings + + + + + Creates a memberwise shallow-copy of the provided object. + + The instance to clone. + A clone of the provided . + + + + Adds the provided as a direct ancestor, promoting previous parent if it exists. + + The new direct parent. + + + + Removes the immediate parent , using the next ancestor. + + + + + Generates the compiler warnings command line arguments for the requested type, and version. + + The compile environment of the invoking tool chain. + The type of the invoking toolchain. + The version of the tool chain, if applicable. + The analyzer to use when considering arguments, if applicable. + A list of the compiler command line arguments for compile warnings. + The type of the tool chain must be the specific class within the hierarchy due to how applies arguments. + + + + Applies the Target context defaults to the provided . + + The CppCompileWarnings object to apply target defaults to. + Whether to overwrite warning setting values, or set if default. + + To have items automatically participate in default setting, use , with or . + + + + + General purpose resolver that will resolve a warning based off of the precedence of 1. locally set in the object; 2. utilize the parent if it exists; + + The parent . + The instance . + The resolved warning level. + + + + Default settings for the no-arg constructor . + + + To have items automatically participate in default setting, use , with or . + + + + + Controls how a particular warning is treated + + + + + Use the default behavior + + + + + Do not display diagnostics + + + + + Output warnings normally + + + + + Output warnings as errors + + + + + Describes the origin and visibility of Verse code + + + + + Created by Epic and only public definitions will be visible to public users + + + + + Created by Epic and is entirely hidden from public users + + + + + Created by a public user + + + + + Created by an Epic internal user + + + + + To what extent a module supports include-what-you-use + + + + + None means code does not even compile. IWYU needs to skip this module entirely + + + + + Module could be modified with iwyu but we want it to stay the way it is and handle changes manually + + + + + Module is parsed and processed. This means that from the outside it is stripped for includes + even though the files are not modified. This can be used to defer iwyu work on a module. + When it comes to transitive includes this module is seen as modified from the outside. + + + + + Same as KeepAsIsForNow but will allow iwyu to update private headers and cpp files. + + + + + Full iwyu support. When running with -Mode=IWYU this module will be modified if needed + + + + + ModuleRules is a data structure that contains the rules for defining a module + + + + + Type of module + + + + + C++ + + + + + External (third-party) + + + + + Override the settings of the UHTModuleType to have a different set of + PKG_ flags. Cannot set on a plugin because that value already set in + the '.uplugin' file + + + + + Do not override the package type on this module + + + + + Set the PKG_EditorOnly flag on this module + + + + + Set the PKG_Developer on this module + + + + + Set the PKG_Developer on this module + + + + + Set the PKG_UncookedOnly flag on this module + + + + + Set the PKG_UncookedOnly flag on this module as a game + + + + + Code optimization settings + + + + + Code should never be optimized if possible. + + + + + Code should only be optimized in non-debug builds (not in Debug). + + + + + Code should only be optimized in shipping builds (not in Debug, DebugGame, Development) + + + + + Code should always be optimized if possible. + + + + + Default: 'InNonDebugBuilds' for game modules, 'Always' otherwise. + + + + + What type of PCH to use for this module. + + + + + Default: Engine modules use shared PCHs, game modules do not + + + + + Never use any PCHs. + + + + + Never use shared PCHs. Always generate a unique PCH for this module if appropriate + + + + + Shared PCHs are OK! + + + + + Shared PCHs may be used if an explicit private PCH is not set through PrivatePCHHeaderFile. In either case, none of the source files manually include a module PCH, and should include a matching header instead. + + + + + Which type of targets this module should be precompiled for + + + + + Never precompile this module. + + + + + Inferred from the module's directory. Engine modules under Engine/Source/Runtime will be compiled for games, those under Engine/Source/Editor will be compiled for the editor, etc... + + + + + Any game targets. + + + + + Any editor targets. + + + + + Any targets. + + + + + Control visibility of symbols in this module for special cases + + + + + Standard visibility rules + + + + + Make sure symbols in this module are visible in Dll builds + + + + + File types that can use unity files for this module, if enabled. + + + + + No files + + + + + C++ + + + + + C + + + + + C++ (alternate extension) + + + + + C++ (alternate extension) + + + + + Objective-C + + + + + Objective-C++ + + + + + Information about a file which is required by the target at runtime, and must be moved around with it. + + + + + The file that should be staged. Should use $(EngineDir) and $(ProjectDir) variables as a root, so that the target can be relocated to different machines. + + + + + The initial location for this file. It will be copied to Path at build time, ready for staging. + + + + + How to stage this file. + + + + + Constructor + + Path to the runtime dependency + How to stage the given path + + + + Constructor + + Path to the runtime dependency + Source path for the file in the working tree + How to stage the given path + + + + List of runtime dependencies, with convenience methods for adding new items + + + + + Inner list of runtime dependencies + + + + + Readonly access of inner list of runtime dependencies + + + + + Default constructor + + + + + Add a runtime dependency to the list + + Path to the runtime dependency. May include wildcards. + + + + Add a runtime dependency to the list + + Path to the runtime dependency. May include wildcards. + How to stage this file + + + + Add a runtime dependency to the list + + Path to the runtime dependency. May include wildcards. + Source path for the file to be added as a dependency. May include wildcards. + How to stage this file + + + + List of runtime dependencies, with convenience methods for adding new items + + + + + Inner list of runtime dependencies + + + + + Readonly access of inner list of runtime dependencies + + + + + Default constructor + + + + + Add a receipt property to the list + + Name of the property + Value for the property + + + + Remove recepit properties from the list + + the maatcher predicate + the number of items removed + + + + Stores information about a framework on IOS or MacOS + + + + + Name of the framework + + + + + Specifies the path to a zip file that contains it or where the framework is located on disk + + + + + + + + + + How to handle linking and copying the framework + + + + + Pass this framework to the linker + + + + + Copy this framework into the final .app + + + + + Both link into executable and copy into .app + + + + + How to treat the framework during linking and creating the .app + + + + + Constructor + + Name of the framework + Path to a zip file containing the framework or a framework on disk + + Copy the framework to the target's Framework directory + + + + Constructor + + Name of the framework + Path to a zip file containing the framework or a framework on disk + How to treat the framework during linking and creating the .app + + + + + Specifies if the file is a zip file + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + + + + + + + Information about a Windows type library (TLB/OLB file) which requires a generated header. + + + + + Name of the type library + + + + + Additional attributes for the #import directive + + + + + Name of the output header + + + + + Name of the output include + + + + + Constructor + + Name of the type library. Follows the same conventions as the filename parameter in the MSVC #import directive. + Additional attributes for the import directive + Name of the output header + Name of the output include + + + + Name of this module + + + + + File containing this module + + + + + Directory containing this module + + + + + The Directory that contains either the Build.cs file, or the platform extension's SubClass directory + + + + + Returns true if the rules are a platform extension subclass + + + + + Additional directories that contribute to this module (likely in UnrealBuildTool.EnginePlatformExtensionsDirectory). + The dictionary tracks module subclasses + + + + + Additional directories that contribute to this module but are not based on a subclass (NotForLicensees, etc) + + + + + The rules assembly to use when searching for modules + + + + + Plugin containing this module + + + + + True if a Plugin contains this module + + + + + The rules context for this instance + + + + + Rules for the target that this module belongs to + + + + + Type of module + + + + + Accessor for the target logger + + + + + Overridden type of module that will set different package flags. + Cannot be used for modules that are a part of a plugin because that is + set in the `.uplugin` file already. + + + + + Returns true if there has been an override type specified on this module + + + + + Subfolder of Binaries/PLATFORM folder to put this module in when building DLLs. This should only be used by modules that are found via searching like the + TargetPlatform or ShaderFormat modules. If FindModules is not used to track them down, the modules will not be found. + + + + + When this module's code should be optimized. + + + + + Allows fine tuning optimization level for speed and\or code size. This requires a private PCH (or NoPCHs, which is not recommended) + + + + + Allows overriding the FP semantics for this module. This requires a private PCH (or NoPCHs, which is not recommended) + + + + + Header files that should be force included for every source file in this module. + + + + + Explicit private PCH for this module. Implies that this module will not use a shared PCH. + + + + + Header file name for a shared PCH provided by this module. Must be a valid relative path to a public C++ header file. + This should only be set for header files that are included by a significant number of other C++ modules. + + + + + Specifies an alternate name for intermediate directories and files for intermediates of this module. Useful when hitting path length limitations. + + + + + Precompiled header usage for this module + + + + + Whether this module should be treated as an engine module (eg. using engine definitions, PCHs, compiled with optimizations enabled in DebugGame configurations, etc...). + Initialized to a default based on the rules assembly it was created from. + + + + + If this contains a platform and the project has had it's SDK version overriden from default, this module will be compiled as a project module, instead of shared engine module + + + + + Emits compilation errors for incorrect UE_LOG format strings. + + + + + Emits deprecated warnings\errors for internal API usage for non-engine modules + + + + + Emits deprecated warnings\errors for experimental API usage for non-engine modules + + + + + Which engine version's build settings to use by default. + + + + + What version of include order to use when compiling this module. Can be overridden via -ForceIncludeOrder on the command line or in a module's rules. + + + + + Use run time type information + + + + + Whether to direct MSVC to remove unreferenced COMDAT functions and data. + + zc-inline-remove-unreferenced-comdat + + + + Enable code coverage compilation/linking support. + + + + + Obsolete: Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used, on the platforms that support it. + Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support. + + + + + Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used, on the x64 platforms that support it. + Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support. + + + + + Enable buffer security checks. This should usually be enabled as it prevents severe security risks. + + + + + Enable exception handling + + + + + Enable objective C exception handling + + + + + Enable objective C automatic reference counting (ARC) + If you set this to true you should not use shared PCHs for this module. The engine won't be extensively using ARC in the short term + Not doing this will result in a compile errors because shared PCHs were compiled with different flags than consumer + + + + + How to treat deterministic warnings (experimental). + + + + + Settings object used by the module. + + + + + How to treat shadow variable warnings + + + + + Whether to enable all warnings as errors. UE enables most warnings as errors already, but disables a few (such as deprecation warnings). + ` + + + + How to treat unsafe implicit type cast warnings (e.g., double->float or int64->int32) + + + + + Indicates what warning/error level to treat undefined identifiers in conditional expressions. + + + + + Enable warnings for using undefined identifiers in #if expressions + + + + + How to treat general module include path validation messages + + + + + How to treat private module include path validation messages, where a module is adding an include path that exposes private headers + + + + + How to treat unnecessary module sub-directory include path validation messages + + + + + Disable all static analysis - clang, msvc, pvs-studio. + + + + + Enable additional analyzer extension warnings using the EspXEngine plugin. This is only supported for MSVC. + See https://learn.microsoft.com/en-us/cpp/code-quality/using-the-cpp-core-guidelines-checkers + This will add a large number of warnings by default. It's recommended to use StaticAnalyzerRulesets if this is enabled. + + + + + The static analyzer rulesets that should be used to filter warnings. This is only supported for MSVC. + See https://learn.microsoft.com/en-us/cpp/code-quality/using-rule-sets-to-specify-the-cpp-rules-to-run + + + + + The static analyzer checkers that should be enabled rather than the defaults. This is only supported for Clang. + See https://clang.llvm.org/docs/analyzer/checkers.html for a full list. Or run: + 'clang -Xclang -analyzer-checker-help' + or: + 'clang -Xclang -analyzer-checker-help-alpha' + for the list of experimental checkers. + + + + + The static analyzer default checkers that should be disabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang. + See https://clang.llvm.org/docs/analyzer/checkers.html for a full list. Or run: + 'clang -Xclang -analyzer-checker-help' + or: + 'clang -Xclang -analyzer-checker-help-alpha' + for the list of experimental checkers. + + + + + The static analyzer non-default checkers that should be enabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang. + See https://clang.llvm.org/docs/analyzer/checkers.html for a full list. Or run: + 'clang -Xclang -analyzer-checker-help' + or: + 'clang -Xclang -analyzer-checker-help-alpha' + for the list of experimental checkers. + + + + + The PVS Studio analysis errors that should be disabled. + + + + + If unity builds are enabled this can be used to override if this specific module will build using Unity. + This is set using the per module configurations in BuildConfiguration. + + + + + Whether to merge module and generated unity files for faster compilation. + + + + + Source file types that will be placed into unity files when enabled. + + + + + The number of source files in this module before unity build will be activated for that module. If set to + anything besides -1, will override the default setting which is controlled by MinGameModuleSourceFilesForUnityBuild + + + + + Overrides BuildConfiguration.MinFilesUsingPrecompiledHeader if non-zero. + + + + + Overrides Target.NumIncludedBytesPerUnityCPP if non-zero. + + + + + Helper function to get the number of byes per unity cpp file + + + + + Module uses a #import so must be built locally when compiling with SN-DBS + + + + + Enable warnings for when there are .gen.cpp files that could be inlined in a matching handwritten cpp file + + + + + Redistribution override flag for this module. + + + + + Whether the output from this module can be publicly distributed, even if it has code/ + dependencies on modules that are not (i.e. CarefullyRedist, NotForLicensees, NoRedist). + This should be used when you plan to release binaries but not source. + + + + + List of folders which are allowed to be referenced when compiling this binary, without propagating restricted folder names + + + + + Set of aliased restricted folder references + + + + + Enforce "include what you use" rules when PCHUsage is set to ExplicitOrSharedPCH; warns when monolithic headers (Engine.h, UnrealEd.h, etc...) + are used, and checks that source files include their matching header first. + + + + + Allows "include what you use" to modify the source code when run. bEnforceIWYU must be true for this variable to matter. + + + + + + Whether to add all the default include paths to the module (eg. the Source/Classes folder, subfolders under Source/Public). + + + + + Whether to ignore dangling (i.e. unresolved external) symbols in modules + + + + + Whether this module should be precompiled. Defaults to the bPrecompile flag from the target. Clear this flag to prevent a module being precompiled. + + + + + Whether this module should use precompiled data. Always true for modules created from installed assemblies. + + + + + Whether this module can use PLATFORM_XXXX style defines, where XXXX is a confidential platform name. This is used to ensure engine or other + shared code does not reveal confidential information inside an #if PLATFORM_XXXX block. Licensee game code may want to allow for them, however. + + + + + Disables AutoRTFM instrumentation to this module only when AutoRTFMCompiler is enabled + + + + + If true, autogenerated functions of USTRUCTS are always exported + + + + + If true, autogenerated functions of UENUMS are always exported + + + + + List of modules names (no path needed) with header files that our module's public headers needs access to, but we don't need to "import" or link against. + + + + + List of public dependency module names (no path needed) (automatically does the private/public include). These are modules that are required by our public source files. + + + + + List of modules name (no path needed) with header files that our module's private code files needs access to, but we don't need to "import" or link against. + + + + + List of private dependency module names. These are modules that our private code depends on but nothing in our public + include files depend on. + + + + + Only for legacy reason, should not be used in new code. List of module dependencies that should be treated as circular references. This modules must have already been added to + either the public or private dependent module list. + + + + + List of system/library include paths - typically used for External (third party) modules. These are public stable header file directories that are not checked when resolving header dependencies. + + + + + (This setting is currently not need as we discover all files from the 'Public' folder) List of all paths to include files that are exposed to other modules + + + + + (This setting is currently not need as we discover all files from the 'Internal' folder) List of all paths to include files that are exposed to other internal modules + + + + + List of all paths to this module's internal include files, not exposed to other modules (at least one include to the 'Private' path, more if we want to avoid relative paths) + + + + + List of system library paths (directory of .lib files) - for External (third party) modules please use the PublicAdditionalLibaries instead + + + + + List of search paths for libraries at runtime (eg. .so files) + + + + + List of search paths for libraries at runtime (eg. .so files) + + + + + List of additional libraries (names of the .lib files including extension) - typically used for External (third party) modules + + + + + List of additional debug visualizers (.natvis, .natstepfilter, and .natjmc) exposed to other modules - typically used for External (third party) modules + + + + + Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this + + + + + Returns the directory of where the passed in module name lives. + + Name of the module + Directory where the module lives + + + + List of additional pre-build libraries (names of the .lib files including extension) - typically used for additional targets which are still built, but using either TargetRules.PreBuildSteps or TargetRules.PreBuildTargets. + + + + + List of system libraries to use - these are typically referenced via name and then found via the system paths. If you need to reference a .lib file use the PublicAdditionalLibraries instead + + + + + List of XCode frameworks (iOS and MacOS) + + + + + List of weak frameworks (for OS version transitions) + + + + + List of addition frameworks - typically used for External (third party) modules on Mac and iOS + + + + + List of addition resources that should be copied to the app bundle for Mac or iOS + + + + + List of type libraries that we need to generate headers for (Windows only) + + + + + List of delay load DLLs - typically used for External (third party) modules + + + + + Private compiler definitions for this module + + + + + Public compiler definitions for this module + + + + + Append (or create) + + + + + + + Addition modules this module may require at run-time + + + + + List of files which this module depends on at runtime. These files will be staged along with the target. + + + + + List of additional properties to be added to the build receipt + + + + + Which targets this module should be precompiled for + + + + + External files which invalidate the makefile if modified. Relative paths are resolved relative to the .build.cs file. + + + + + Subclass rules files which invalidate the makefile if modified. + + + + + Whether this module requires the IMPLEMENT_MODULE macro to be implemented. Most UE modules require this, since we use the IMPLEMENT_MODULE macro + to do other global overloads (eg. operator new/delete forwarding to GMalloc). + + + + + Module can provide ExtraRootPath. This will be part of the rootpaths table and is needed if module is using paths outside normal environment + Id should be the same for all extra roots with the same path otherwise we can end up with cache misses that could be cache hits + Make sure path is as long as possible. I.e, don't use "Program Files" as root path but rather "Program Files/MyProgram" + + + + + If this module has associated Verse code, this is the Verse root path of it + + + + + Visibility of Verse code in this module's Source/Verse folder + + + + + Whether this module qualifies included headers from other modules relative to the root of their 'Public' folder. This reduces the number + of search paths that have to be passed to the compiler, improving performance and reducing the length of the compiler command line. + + + + + Whether this module qualifies included headers from other modules relative to the parent directory. This reduces the number + of search paths that have to be passed to the compiler, improving performance and reducing the length of the compiler command line. + + + + + Whether circular dependencies will be validated against the allow list + Circular module dependencies result in slower builds. Disabling this option is strongly discouraged. + This option is ignored for Engine modules which will always be validated against the allow list. + + + + + Which stanard to use for compiling this module + + + + + Which standard to use for compiling this module + + + + + A list of subdirectory names and functions that are invoked to generate header files. + The subdirectory name is appended to the generated code directory to form a new directory + that headers are generated inside. + + + + + Control visibility of symbols + + + + + The AutoSDK directory for the active host platform + + + + + The current engine directory + + + + + Property for the directory containing this plugin. Useful for adding paths to third party dependencies. + + + + + Property for the directory containing this module. Useful for adding paths to third party dependencies. + + + + + Property for the directory containing this module or the platform extension's subclass. Useful for adding paths to third party dependencies. + + + + + Name of a platform under the PlatformModuleDirectory - for a PlatfomrExtension, we don't use platform subdirectories since it's already in a platform dir, so this returns '.' + + + + + Returns module's low level tests directory "Tests". + + + + + If set, this module will generate a bridging header between C++ and Swift, using this input header + + + + + A List of files to be used as a LLVM FPass-Plugins for all clang compilation units of the current module. + 'clang -fpass-plugin=[FPassPlugin]' + + + + + Constructor. For backwards compatibility while the parameterless constructor is being phased out, initialization which would happen here is done by + RulesAssembly.CreateModulRules instead. + + Rules for building this target + + + + Add the given Engine ThirdParty modules as static private dependencies + Statically linked to this module, meaning they utilize exports from the other module + Private, meaning the include paths for the included modules will not be exposed when giving this modules include paths + NOTE: There is no AddThirdPartyPublicStaticDependencies function. + + The target this module belongs to + The names of the modules to add + + + + Add the given Engine ThirdParty modules as dynamic private dependencies + Dynamically linked to this module, meaning they do not utilize exports from the other module + Private, meaning the include paths for the included modules will not be exposed when giving this modules include paths + NOTE: There is no AddThirdPartyPublicDynamicDependencies function. + + Rules for the target being built + The names of the modules to add + + + + Make sure the necessary linker dependencies are set for compiling code using VerseVM + + + + + Setup this module for Verse + + + + + Setup this module for Mesh Editor support (based on the settings in UEBuildConfiguration) + + + + + Setup this module for GameplayDebugger support + + + + + Setup this module for Iris support (based on the settings in UEBuildConfiguration) + + + + + Returns true if the Chaos Visual Debugger is supported by the provided target + + + + + Setup this module for Chaos Visual Debugger support (Required for recording debug data that will be visualized in the Chaos Visual Debugger tool) + + + + + Setup this module for physics support (based on the settings in UEBuildConfiguration) + + + + + Determines if a module type is valid for a target, based on custom attributes + + The type of the module to check + The target to check against + Out, reason this module was invalid + True if the module is valid, false otherwise + + + + Determines if this module can be precompiled for the current target. + + Path to the module rules file + True if the module can be precompiled, false otherwise + + + + Determines whether a given platform is available in the context of the current Target + + The platform to check for + Ignore the sdks presence when checking for platform availablity (many platforms can be cooked as a target platform without requiring sdk) + True if it's available, false otherwise + + + + Returns all the modules that are in the given module group + + The name of the module group, as defined by a [ModuleGroup("Name")] attribute + Only include modules that are valid for the current Target + + + + + Prepares a module for building a low level tests executable. + If we're building a module as part of a test module chain, then they require the LowLevelTestsRunner dependency. + + + + + Whether this is a low level tests module. + + + + + Returns the module directory for a given subclass of the module (platform extensions add subclasses of ModuleRules to add in platform-specific settings) + + typeof the subclass + Directory where the subclass's .Build.cs lives, or null if not found + + + + Returns the directories for all subclasses of this module, as well as any additional directories specified by the rules + + List of directories, or null if none were added + + + + Adds an additional module directory, if it exists (useful for NotForLicensees/NoRedist) + + + true if the directory exists + + + + Returns if VcPkg is supported for the build configuration. + + True if supported + + + + Returns the VcPkg root directory for the build configuration + + The name of the third-party package + + + + + Adds libraries compiled with vcpkg to the current module + + The name of the third-party package + Should the include directory be added to PublicIncludePaths + The names of the libaries to add to PublicAdditionalLibraries/ + + + + Replace an expected value in a list of definitions with a new value + + List of definitions e.g. PublicDefinitions + Name of the define to change + Expected value + New value + + + + + Replace an expected value in a list of module names with a new value + + List of module names e.g. PublicDependencyModuleNames + Expected value + New value + + + + + Stores information about where a module rules object came from, and how it can be used. + + + + + The scope for this module. Used to validate references to other modules. + + + + + The default directory for output files + + + + + The plugin that this module belongs to + + + + + Whether this module should be included in the default hot reload set + + + + + Whether this module should be compiled with optimization disabled in DebugGame configurations (ie. whether it's a game module). + + + + + Whether this module can be used for generating shared PCHs + + + + + Whether to treat this module as a game module for UHT ordering + + + + + The default module type for UnrealHeaderTool. Do not use this for inferring other things about the module. + + + + + Constructor + + + + + Copy constructor + + The context to copy from + + + + Read-only wrapper around an existing CppCompileWarnings instance. This exposes CppCompileWarnings settings without letting them be modified. + + + + + The writeable CppCompileWarnings instance + + + + + Constructor + + The CppCompileWarnings instance to wrap around + + + + Clones the as a writeable . + + A writeable clone of the . + + + + Accessors for fields on the inner CppCompileWarnings instance + + + + + Read-only wrapper around an existing TargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + The writeable TargetRules instance + + + + + Constructor + + The TargetRules instance to wrap around + + + + Accessors for fields on the inner TargetRules instance + + + + + + + + Provide access to the RelativeEnginePath property for code referencing ModuleRules.BuildConfiguration. + + + + + Provide access to the UEThirdPartySourceDirectory property for code referencing ModuleRules.UEBuildConfiguration. + + + + + Provide access to the UEThirdPartyBinariesDirectory property for code referencing ModuleRules.UEBuildConfiguration. + + + + + Whether this is a low level tests target. + + + + + Whether this is a test target explicitly defined. + Explicitley defined test targets always inherit from TestTargetRules and define their own tests. + Implicit test targets are created from existing targets when building with -Mode=Test and they include tests from all dependencies. + + + + + Controls the value of WITH_LOW_LEVEL_TESTS that dictates whether module-specific low level tests are compiled in or not. + + + + + Get the platforms this target supports + + + + + Get the configurations this target supports + + + + + Checks if current platform is part of a given platform group + + The platform group to check + True if current platform is part of a platform group + + + + Gets diagnostic messages about default settings which have changed in newer versions of the engine + + List of messages to be appended to + + + + Checks if a plugin should be programmatically allowed in the build + + true if the plugin is allowed + + + + Determines if the automation tests should be compiled based on the current configuration and optional forced settings. + If either the development tests or performance tests are compiled (unless explicitly disabled), this property returns true. + + + + + The settings common to Nintendo platforms + + + + + PS4-specific target settings + + + + + PS5-specific target settings + + + + + Switch2-specific target settings + + + + + Switch-specific target settings + + + + + Singleton accessor for WinGDKPlatform + + + + + Singleton accessor for XB1Platform + + + + + XboxCommon-specific target settings - directs to the platform-specific rules + + + + + Singleton accessor for XSXPlatform + + + + + Describes all of the information needed to initialize a UEBuildTarget object + + + + + Foreign plugin to compile against this target + + + + + Whether we should treat the ForeignPlugin argument as a local plugin for building purposes + + + + + When building a foreign plugin, whether to build plugins it depends on as well. + + + + + Set of module names to compile. + + + + + Lists of files to compile + + + + + Individual file(s) to compile + + + + + Relative path to file(s) to compile + + + + + Working directory when compiling with RelativePathsToSpecificFilesToCompile + + + + + Will build all files that directly include any of the files provided in -SingleFile + + + + + Whether to perform hot reload for this target + + + + + Map of module name to suffix for hot reloading from the editor + + + + + Path to a file containing a list of modules that may be modified for live coding. + + + + + Path to the manifest for passing info about the output to live coding + + + + + If a non-zero value, a live coding request will be terminated if more than the given number of actions are required. + + + + + Suppress messages about building this target + + + + + Clean the target before trying to build it + + + + + Whether to unify C++ code into larger files for faster compilation. + + + + + Whether to force C++ source files to be combined into larger files for faster compilation. + + + + + Enables "include what you use" mode. + + + + + Intermediate environment. Determines if the intermediates end up in a different folder than normal. + + + + + Constructor + + Path to the project file + Name of the target to build + Platform to build for + Configuration to build + Architectures to build for + Other command-line arguments for the target + + + + Parse a list of target descriptors from the command line + + Command-line arguments + Build configuration to get common flags from + Logger for output + List of target descriptors + + + + Parse a list of target descriptors from the command line + + Command-line arguments + Logger for output + List of target descriptors + + + + Parse a list of target descriptors from the command line + + Command-line arguments + Whether to use a precompiled engine distribution + Whether to skip compiling rules assemblies + Whether to always compile all rules assemblies + Logger for output + List of target descriptors + + + + Parse a list of target descriptors from the command line + + Command-line arguments + Whether to use a precompiled engine distribution + Whether to skip compiling rules assemblies + Whether to always compile rules assemblies + Receives the list of parsed target descriptors + Logger for output + + + + Parse a list of target descriptors from the command line + + Command-line arguments + Whether to use a precompiled engine distribution + Whether to skip compiling rules assemblies + Whether to always compile all rules assemblies + List of target descriptors + Logger for output + + + + Try to parse the project file from the command line + + The command line arguments + The project file that was parsed + True if the project file was parsed, false otherwise + + + + Format this object for the debugger + + String representation of this target descriptor + + + + Information about a target, passed along when creating a module descriptor + + + + + Name of the target + + + + + The platform that the target is being built for + + + + + The configuration being built + + + + + Architecture that the target is being built for + + + + + Intermediate environment. Determines if the intermediates end up in a different folder than normal. + + + + + The project containing the target + + + + + The current build version + + + + + Additional command line arguments for this target + + + + + Constructs a TargetInfo for passing to the TargetRules constructor. + + Name of the target being built + The platform that the target is being built for + The configuration being built + The architectures being built for + Path to the project file containing the target + Additional command line arguments for this target + Intermediate environment to use + + + + Construct a TargetInfo from an archive on disk + + Archive to read from + + + + Write a TargetInfo to an archive on disk + + Archive to write to + + + + The type of target + + + + + Cooked monolithic game executable (GameName.exe). Also used for a game-agnostic engine executable (UnrealGame.exe or RocketGame.exe) + + + + + Uncooked modular editor executable and DLLs (UnrealEditor.exe, UnrealEditor*.dll, GameName*.dll) + + + + + Cooked monolithic game client executable (GameNameClient.exe, but no server code) + + + + + Cooked monolithic game server executable (GameNameServer.exe, but no client code) + + + + + Program (standalone program, e.g. ShaderCompileWorker.exe, can be modular or monolithic depending on the program) + + + + + Specifies how to link all the modules in this target + + + + + Use the default link type based on the current target type + + + + + Link all modules into a single binary + + + + + Link modules into individual dynamic libraries + + + + + Specifies whether to share engine binaries and intermediates with other projects, or to create project-specific versions. By default, + editor builds always use the shared build environment (and engine binaries are written to Engine/Binaries/Platform), but monolithic builds + and programs do not (except in installed builds). Using the shared build environment prevents target-specific modifications to the build + environment. + + + + + Engine binaries and intermediates are output to the engine folder. Target-specific modifications to the engine build environment will be ignored. + + + + + Engine binaries and intermediates are specific to this target + + + + + Will switch to Unique if needed - per-project sdk is enabled, or a property that requires unique is set away from default + + + + + Specifies how UnrealHeaderTool should enforce member pointer declarations in UCLASSes and USTRUCTs. This should match (by name, not value) the + EPointerMemberBehavior enum in BaseParser.h so that it can be interpreted correctly by UnrealHeaderTool. + + + + + Pointer members of the associated type will be disallowed and result in an error emitted from UnrealHeaderTool. + + + + + Pointer members of the associated type will be allowed and not emit any messages to log or screen. + + + + + Pointer members of the associated type will be allowed but will emit messages to log. + + + + + Determines which version of the engine to take default build settings from. This allows for backwards compatibility as new options are enabled by default. + + + + + Legacy default build settings for 4.23 and earlier. + + + + + New defaults for 4.24: + * ModuleRules.PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs + * ModuleRules.bLegacyPublicIncludePaths = false + + + + + New defaults for 5.2: + * ModuleRules.bLegacyParentIncludePaths = false + + + + + New defaults for 5.3: + * TargetRules.CppStandard = CppStandard.Default has changed from Cpp17 to Cpp20 + * TargetRules.WindowsPlatform.bStrictConformanceMode = true + + + + + New defaults for 5.4: + * TargetRules.bValidateFormatStrings = true + + + + + Always use the defaults for the current engine version. Note that this may cause compatibility issues when upgrading. + + + + + What version of include order to use when compiling. This controls which UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_X defines are enabled when compiling the target. + The UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_X defines are used when removing implicit includes from Unreal Public headers. + Specific versions can be used by licensees to avoid compile errors when integrating new versions of Unreal. + Using Latest comes with a high risk of introducing compile errors in your code on newer Unreal versions. + + + + + Include order used in Unreal 5.1 + + + + + Include order used in Unreal 5.2 + + + + + Include order used in Unreal 5.3 + + + + + Include order used in Unreal 5.4 + + + + + Include order used in Unreal 5.5 + + + + + Include order used in Unreal 5.6 + + + + + Always use the latest version of include order. This value is updated every Unreal release, use with caution if you intend to integrate newer Unreal releases. + + + + + Contains the oldest version of include order that the engine supports. + Do not delete old enum entries to prevent breaking project generation + + + + + Which static analyzer to use + + + + + Do not perform static analysis + + + + + Use the default static analyzer for the selected compiler, if it has one. For + Visual Studio and Clang, this means using their built-in static analysis tools. + Any compiler that doesn't support static analysis will ignore this option. + + + + + Use the built-in Visual C++ static analyzer + + + + + Use PVS-Studio for static analysis + + + + + Use clang for static analysis. This forces the compiler to clang. + + + + + Output type for the static analyzer. This currently only works for the Clang static analyzer. + The Clang static analyzer can do either Text, which prints the analysis to stdout, or + html, where it writes out a navigable HTML page for each issue that it finds, per file. + The HTML is output in the same directory as the object file that would otherwise have + been generated. + All other analyzers default automatically to Text. + + + + + Output the analysis to stdout. + + + + + Output the analysis to an HTML file in the object folder. + + + + + Output type for the static analyzer. This currently only works for the Clang static analyzer. + The Clang static analyzer can do a shallow quick analysis. However the default deep is recommended. + + + + + Default deep analysis. + + + + + Quick analysis. Not recommended. + + + + + Optimization mode for compiler settings + + + + + Favor speed + + + + + Favor minimal code size + + + + + Somewhere between Speed and Size + + + + + Debug info mode for compiler settings to determine how much debug info is available + + + + + Disable all debugging info. + MSVC: object files will be compiled without /Z7 or /Zi but pdbs will still be created + callstacks should be available in this mode but there have been reports with them being incorrect + + + + + Enable debug info for engine modules + + + + + Enable debug info for engine plugins + + + + + Enable debug info for project modules + + + + + Enable debug info for project plugins + + + + + Only include debug info for engine modules and plugins + + + + + Only include debug info for project modules and project plugins + + + + + Include full debugging information for all modules + + + + + Floating point math semantics + + + + + Use the default semantics for the platform. + + + + + FP math is IEEE-754 compliant, assuming that FP exceptions are disabled and the rounding + mode is round-to-nearest-even. + + + + + FP math isn't IEEE-754 compliant: the compiler is allowed to transform math expressions + in a ways that might result in differently rounded results from what IEEE-754 requires. + + + + + Determines how the Gameplay Debugger plugin will be activated. + + + + + Default => Not overriden, default usage behavior. + + + + + Core => WITH_GAMEPLAY_DEBUGGER = 0 and WITH_GAMEPLAY_DEBUGGER_CORE = 1 + + + + + Full => WITH_GAMEPLAY_DEBUGGER = 1 and WITH_GAMEPLAY_DEBUGGER_CORE = 1 + + + + + List of supported allocators to select in compile time for target. + Can be none for Desktop\Editor targets where allocator can be changed with command line. + + + + + Default C allocator + + + + + Binned malloc + + + + + Newer VM-based binned malloc, 64 bit only + + + + + Default for Desktop\Editor targets that allows allocator selection to be overridden with a command line + + + + + Utility class for EngineIncludeOrderVersion defines + + + + + Returns a list of every deprecation define available. + + + + + + Get a list of every deprecation define and their value for the specified engine include order. + + + + + + + Returns the latest deprecation define. + + + + + + Attribute used to mark fields which must match between targets in the shared build environment + + + + + Attribute used to mark configurable sub-objects + + + + + TargetRules is a data structure that contains the rules for defining a target (application/executable) + + + + + Static class wrapping constants aliasing the global TargetType enum. + + + + + Alias for TargetType.Game + + + + + Alias for TargetType.Editor + + + + + Alias for TargetType.Client + + + + + Alias for TargetType.Server + + + + + Alias for TargetType.Program + + + + + The name of this target + + + + + If the Name of this target has been overriden + + + + + Return the original target name without overrides or adornments + + + + + Override the name used for this target + + + + + Whether this is a low level tests target. + + + + + Override this boolean flag in inheriting classes for low level test targets. + + + + + Whether this is a test target explicitly defined. + Explicitley defined test targets always inherit from TestTargetRules and define their own tests. + Implicit test targets are created from existing targets when building with -Mode=Test and they include tests from all dependencies. + + + + + Controls the value of WITH_LOW_LEVEL_TESTS that dictates whether module-specific low level tests are compiled in or not. + + + + + Override the value of WithLowLevelTests by setting this to true in inherited classes. + + + + + File containing the general type for this target (not including platform/group) + + + + + File containing the platform/group-specific type for this target + + + + + All target files that could be referenced by this target and will require updating the Makefile if changed + + + + + Logger for output relating to this target. Set before the constructor is run from + + + + + Generic nullable object so a user can set additional data in a project's TargetRule and access in a project's ModuleRule without needing to add new properties post-release. + For example: + * in .Target.cs: AdditionalData = "data"; + * in .Build.cs: if ((Target.AdditionalData as string) == "data") { ... } + + + + + Platform that this target is being built for. + + + + + The configuration being built. + + + + + Architecture that the target is being built for (or an empty string for the default). + + + + + Gets the Architecture in the normal case where there is a single Architecture in Architectures + (this will throw an exception if there is more than one architecture specified) + + + + + Intermediate environment. Determines if the intermediates end up in a different folder than normal. + + + + + Path to the project file for the project containing this target. + + + + + The current build version + + + + + The type of target. + + + + + Specifies the engine version to maintain backwards-compatible default build settings with (eg. DefaultSettingsVersion.Release_4_23, DefaultSettingsVersion.Release_4_24). Specify DefaultSettingsVersion.Latest to always + use defaults for the current engine version, at the risk of introducing build errors while upgrading. + + + + + Force the include order to a specific version. Overrides any Target and Module rules. + + + + + What version of include order to use when compiling this target. Can be overridden via -ForceIncludeOrder on the command line. ModuleRules.IncludeOrderVersion takes precedence. + + + + + Path to the output file for the main executable, relative to the Engine or project directory. + This setting is only typically useful for non-UE programs, since the engine uses paths relative to the executable to find other known folders (eg. Content). + + + + + Tracks a list of config values read while constructing this target + + + + + Whether the target uses Steam. + + + + + Whether the target uses CEF3. + + + + + Whether the project uses visual Slate UI (as opposed to the low level windowing/messaging, which is always available). + + + + + Forces linking against the static CRT. This is not fully supported across the engine due to the need for allocator implementations to be shared (for example), and TPS + libraries to be consistent with each other, but can be used for utility programs. + + + + + Enables the debug C++ runtime (CRT) for debug builds. By default we always use the release runtime, since the debug + version isn't particularly useful when debugging Unreal Engine projects, and linking against the debug CRT libraries forces + our third party library dependencies to also be compiled using the debug CRT (and often perform more slowly). Often + it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply + so that you can debug your program's code. + + + + + Whether the output from this target can be publicly distributed, even if it has dependencies on modules that are in folders + with special restrictions (eg. CarefullyRedist, NotForLicensees, NoRedist). + + + + + Specifies the configuration whose binaries do not require a "-Platform-Configuration" suffix. + + + + + Specifies the separator charcter for binary filenames. + + + + + Whether this target supports hot reload + + + + + Build all the modules that are valid for this target type. Used for CIS and making installed engine builds. + + + + + Set this to reference a VSTest run settings file from generated projects. + + + + + Additional plugins that are built for this target type but not enabled. + + + + + If this is true, then the BuildPlugins list will be used to populate RuntimeDependencies, rather than EnablePlugins + + + + + A list of additional plugins which need to be included in this target. This allows referencing non-optional plugin modules + which cannot be disabled, and allows building against specific modules in program targets which do not fit the categories + in ModuleHostType. + + + + + Additional plugins that should be included for this target. + + + + + List of plugins to be disabled for this target. Note that the project file may still reference them, so they should be marked + as optional to avoid failing to find them at runtime. + + + + + Additional plugins that should be included for this target if they are found. + + + + + If false, suppress loading "enabled by default" engine plugins not explicitly enabled by the project or target files. + + + + + How to treat conflicts when a disabled plugin is being enabled by another plugin referencing it + + + + + A list of Plugin names that are allowed to exist as dependencies without being defined in the uplugin descriptor + + + + + Path to the set of pak signing keys to embed in the executable. + + + + + Allows a Program Target to specify it's own solution folder path. + + + + + Force a Target to be treated as a Program for the purposes of project file generation. + + + + + If true, GetTargetNameByType will not consider this target, thereby disambiguating -TargetType=X. + + + + + Whether the target should be included in the default solution build configuration + Setting this to false will skip building when running in the IDE + + + + + Whether this target should be compiled as a DLL. Requires LinkType to be set to TargetLinkType.Monolithic. + + + + + Extra subdirectory to load config files out of, for making multiple types of builds with the same platform + This will get baked into the game executable as CUSTOM_CONFIG and used when staging to filter files and settings + + + + + Subfolder to place executables in, relative to the default location. + + + + + Allow target module to override UHT code generation version. + + + + + Whether to enable the mesh editor. + + + + + Whether to use the BPVM to run Verse. + + + + + Whether to use the AutoRTFM Clang compiler. + + + + + Whether to use force AutoRTFM Clang compiler off. + + + + + Whether to enable emitting AutoRTFM verification metadata + + + + + Whether to run LLVM verification after the AutoRTFM compiler pass. + This is used by our compiler folks to ensure the pass works with + the various code-paths UBT can take us down. + + + + + Whether to link closed function declarations statically. + + + + + Whether to compile the Chaos physics plugin. + + + + + Whether to use the Chaos physics interface. This overrides the physx flags to disable APEX and NvCloth + + + + + Whether to compile in checked chaos features for debugging + + + + + Whether to compile in chaos memory tracking features + + + + + Whether to compile in Chaos Visual Debugger (CVD) support features to record the state of the physics simulation + + + + + Whether scene query acceleration is done by UE. The physx scene query structure is still created, but we do not use it. + + + + + Whether to include PhysX support. + + + + + Whether to include PhysX APEX support. + + + + + Whether to include NvCloth. + + + + + Whether to include ICU unicode/i18n support in Core. + + + + + Whether to compile CEF3 support. + + + + + Whether to compile using ISPC. + + + + + Whether to compile IntelMetricsDiscovery. + + + + + Whether to compile in python support + + + + + Whether to compile with WITH_GAMEPLAY_DEBUGGER enabled with all Engine's default gameplay debugger categories. + + + + + Set to true when bUseGameplayDebugger is false but GameplayDebugger's core parts are required. + + + + + Whether to use I/O store on-demand + + + + + Whether to use Iris. + + + + + Whether to track owner (asset name) of RHI resource for Test configuration. + Useful for ListShaderMaps and ListShaderLibraries commands. + + + + + Whether we are compiling editor code or not. Prefer the more explicit bCompileAgainstEditor instead. + + + + + Whether to compile code related to building assets. Consoles generally cannot build assets. Desktop platforms generally can. + + + + + Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false. + + + + + Manually specified value for bBuildDeveloperTools. + + + + + Whether to compile the developer tools. + + + + + Manually specified value for bBuildTargetDeveloperTools. + + + + + Whether to compile the developer tools that are for target platforms or connected devices (defaults to bBuildDeveloperTools) + + + + + Whether to force compiling the target platform modules, even if they wouldn't normally be built. + + + + + Whether to force compiling shader format modules, even if they wouldn't normally be built. + + + + + Override for including extra shader formats + + + + + Whether we should include any extra shader formats. By default this is only enabled for Program and Editor targets. + + + + + Checks the above flags to see if target SDKs are likely to be compiled in + + + + + Whether we should compile SQLite using the custom "Unreal" platform (true), or using the native platform (false). + + + + + Whether to utilize cache freed OS allocs with MallocBinned + + + + + Enabled for all builds that include the engine project. Disabled only when building standalone apps that only link with Core. + + + + + Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core. + + + + + Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this. + + + + + Enabled for builds that want to use against the Trace module for profiling and diagnostics. + + + + + Force enable tracing - used to allow testing programs to verify tracing works as intended. + + + + + Manually specified value for bCompileAgainstEditor. + + + + + Enabled for editor builds (TargetType.Editor). Can be overridden for programs (TargetType.Program) that would need to compile against editor code. Not available for other target types. + Mainly drives the value of WITH_EDITOR. + + + + + Whether to compile Recast navmesh generation. + + + + + Whether to compile with navmesh segment links. + + + + + Whether to compile with navmesh cluster links. + + + + + Whether to compile SpeedTree support. + + + + + Whether we should compile in support for SpeedTree or not. + + + + + Enable exceptions for all modules. + + + + + Enable inlining for all modules. + + + + + Enable exceptions for all modules. + + + + + Enable RTTI for all modules. + + + + + Enable BuildSettings to contain private information about build. Such as machine name, user name and user domain name (exposed in BuildSettings.h) + + + + + Enable Position Independent Executable (PIE). Has an overhead cost + + + + + Enable Stack Protection. Has an overhead cost + + + + + Compile client-only code. + + + + + Compile server-only code. + + + + + Compile with FName storing the number part in the name table. + Saves memory when most names are not numbered and those that are are referenced multiple times. + The game and engine must ensure they reuse numbered names similarly to name strings to avoid leaking memory. + + + + + When enabled, Push Model Networking support will be compiled in. + This can help reduce CPU overhead of networking, at the cost of more memory. + Always enabled in editor builds. + + + + + Whether to include stats support even without the engine. + + + + + Whether to include plugin support. + + + + + Whether to allow plugins which support all target platforms. + + + + + Whether to allow accessibility code in both Slate and the OS layer. + + + + + Whether to include PerfCounters support. + + + + + Whether to enable support for live coding + + + + + Whether to enable support for live coding + + + + + Obsolete: whether to enable support for DirectX Math + Not compatible with LWC so has been disabled since UE 5. + + + + + Whether to enable the support for FixedTimeStep in the engine + + + + + Whether to turn on logging for test/shipping builds. + + + + + Whether to turn on console for shipping builds. + + + + + Whether to turn on logging to memory for test/shipping builds. + + + + + Whether to check that the process was launched through an external launcher. + + + + + Whether to turn on checks (asserts) for test/shipping builds. + + + + + Whether to turn on GPU markers for Test builds. + + + + + Whether to turn on GPU markers for Shipping builds. + + + + + Whether to turn on UTF-8 mode, mapping TCHAR to UTF8CHAR. + + + + + Whether to use the EstimatedUtcNow or PlatformUtcNow. EstimatedUtcNow is appropriate in + cases where PlatformUtcNow can be slow. + + + + + True if we need FreeType support. + + + + + Whether to turn allow exec commands for shipping builds. + + + + + True if we want to favor optimizing size over speed. + + + + + Allows to fine tune optimizations level for speed and\or code size + + + + + Allows setting the FP semantics. + + + + + Whether to compile development automation tests. + + + + + Whether to compile performance automation tests. + + + + + Whether to override the defaults for automation tests (Debug/Development configs) + + + + + If true, event driven loader will be used in cooked builds. @todoio This needs to be replaced by a runtime solution after async loading refactor. + + + + + Used to override the behavior controlling whether UCLASSes and USTRUCTs are allowed to have native pointer members, if disallowed they will be a UHT error and should be substituted with TObjectPtr members instead. + + + + + Whether the XGE controller worker and modules should be included in the engine build. + These are required for distributed shader compilation using the XGE interception interface. + + + + + Enables "include what you use" by default for modules in this target. Changes the default PCH mode for any module in this project to PCHUsageMode.UseExplicitOrSharedPCHs. + + + + + Adds header files in included modules to the build. + + + + + When used with -IncludeHeaders, only header files will be compiled. + + + + + Enforce "include what you use" rules; warns if monolithic headers (Engine.h, UnrealEd.h, etc...) are used, and checks that source files include their matching header first. + + + + + Emit a warning when an old-style monolithic header is included while compiling this target. + + + + + Whether the final executable should export symbols. + + + + + Make static libraries for all engine modules as intermediates for this target. + + + + + Whether we should compile with support for OS X 10.9 Mavericks. Used for some tools that we need to be compatible with this version of OS X. + + + + + True if this is a console application that's being built. + + + + + If true, creates an additional console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how + the application is invoked; you have to link the same executable with a different subsystem setting. + + + + + If true, only creates an additional console application. Overrides bBuildAdditionalConsoleApp. + + + + + True if debug symbols that are cached for some platforms should not be created. + + + + + Whether to unify C++ code into larger files for faster compilation. + + + + + Whether to unify C++ code into larger files for faster compilation. + + + + + Whether to force C++ source files to be combined into larger files for faster compilation. + + + + + Whether to force generated files to be placed in a unity file even when unity files are otherwise disabled. + It is not recommended to disable this unless debugging issues with UHT file generation. + + + + + Whether to merge module and generated unity files for faster compilation. + + + + + List of modules that disables merging module and generated cpp files in the same unity files. + + + + + Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs. This results in faster + incremental compile times. For Perforce repositories, the current implementation uses the read-only flag to distinguish the working + set, assuming that files will be made writable by the source control system if they are being modified. For Git repositories, the + implementation uses the git status command. Source code archives downloaded from Git as .zip files are not supported. + + + + + Disable optimization for files that are in the adaptive non-unity working set. + + + + + Disables force-included PCHs for files that are in the adaptive non-unity working set. + + + + + Backing storage for bAdaptiveUnityDisablesProjectPCH. + + + + + Whether to disable force-included PCHs for project source files in the adaptive non-unity working set. Defaults to bAdaptiveUnityDisablesPCH; + + + + + Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes. + + + + + Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes. + + + + + Creates a dedicated source file for each header file in the working set to detect missing includes in headers. + + + + + The number of source files in a game module before unity build will be activated for that module. This + allows small game modules to have faster iterative compile times for single files, at the expense of slower full + rebuild times. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file. + + + + + Default treatment of uncategorized warnings + + + + + + + + Require TObjectPtr for FReferenceCollector API's. (Needed for compatibility with incremental GC.) + + + + + Emits compilation errors for incorrect UE_LOG format strings. + + + + + Level to report deprecation warnings as errors + + + + + C++ Warnings settings object used by the target + + + + + Forces shadow variable warnings to be treated as errors on platforms that support it. + + + + + Whether to enable all warnings as errors. UE enables most warnings as errors already, but disables a few (such as deprecation warnings). + + + + + Indicates what warning/error level to treat unsafe type casts as on platforms that support it (e.g., double->float or int64->int32) + + + + + Forces the use of undefined identifiers in conditional expressions to be treated as errors. + + + + + Indicates what warning/error level to treat undefined identifiers in conditional expressions. + + + + + Indicates what warning/error level to treat potential PCH performance issues. + + + + + How to treat general module include path validation messages + + + + + How to treat private module include path validation messages, where a module is adding an include path that exposes private headers + + + + + How to treat unnecessary module sub-directory include path validation messages + + + + + Print out files that are included by each source file + + + + + Forces frame pointers to be retained this is usually required when you want reliable callstacks e.g. mallocframeprofiler + + + + + Forces frame pointers to be retained this is usually required when you want reliable callstacks e.g. mallocframeprofiler + + + + + New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions + + + + + An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file. + + + + + Disables overrides that are set by the module + + + + + Whether to stress test the C++ unity build robustness by including all C++ files files in a project from a single unified file. + + + + + Whether to add additional information to the unity files, such as '_of_X' in the file name. Not recommended. + + + + + Whether to force debug info to be generated. + + + + + Whether to globally disable debug info generation; Obsolete, please use TargetRules.DebugInfoMode instead + + + + + How much debug info should be generated. See DebugInfoMode enum for more details + + + + + Modules that should have debug info disabled + + + + + Plugins that should have debug info disabled + + + + + True if only debug line number tables should be emitted in debug information for compilers that support doing so. Overrides TargetRules.DebugInfo + See https://clang.llvm.org/docs/UsersManual.html#cmdoption-gline-tables-only for more information + + + + + Modules that should emit line number tables instead of full debug information for compilers that support doing so. Overrides DisableDebugInfoModules + + + + + Plugins that should emit line number tables instead of full debug information for compilers that support doing so. Overrides DisableDebugInfoPlugins + + + + + Whether to disable debug info generation for generated files. This improves link times and reduces pdb size for modules that have a lot of generated glue code. + + + + + Whether to disable debug info on PC/Mac in development builds (for faster developer iteration, as link times are extremely fast with debug info disabled). + + + + + Whether PDB files should be used for Visual C++ builds. + + + + + Whether PCH files should be used. + + + + + Set flags require for deterministic compiling and linking. + Enabling deterministic mode for msvc disables codegen multithreading so compiling will be slower + + + + + Experimental work in progress: Set flags to use toolchain virtual file system support, to generate consistent pathing in outputs + + + + + Whether PCHs should be chained when compiling with clang. + + + + + Whether PCH headers should be force included for gen.cpp files when PCH is disabled. + + + + + Whether to just preprocess source files for this target, and skip compilation + + + + + Generate dependency files by preprocessing. This is only recommended when distributing builds as it adds additional overhead. + + + + + Whether to generate assembly data while compiling this target. Works exclusively on MSVC for now. + + + + + Experimental: Store object (.obj) compressed on disk. Requires UBA to link, currently MSVC only. Toggling this flag will invalidate MSVC actions. + Warning, this option is not currently compatitable with PGO or the the cl-clang linker as those are not detoured and linking will fail. + + + + + Whether static code analysis should be enabled. + + + + + The output type to use for the static analyzer. This is only supported for Clang. + + + + + The mode to use for the static analyzer. This is only supported for Clang. + Shallow mode completes quicker but is generally not recommended. + + + + + The level of warnings to print when analyzing using PVS-Studio + + + + + Only run static analysis against project modules, skipping engine modules + + PVS-Studio: warnings that are disabled via Engine/Source/Runtime/Core/Public/Microsoft/MicrosoftPlatformCodeAnalysis.h will be reenabled + + + + When enabled, generated source files will be analyzed + + + + + The minimum number of files that must use a pre-compiled header before it will be created and used. + + + + + When enabled, a precompiled header is always generated for game modules, even if there are only a few source files + in the module. This greatly improves compile times for iterative changes on a few files in the project, at the expense of slower + full rebuild times for small game projects. This can be overridden by setting MinFilesUsingPrecompiledHeaderOverride in + a module's Build.cs file. + + + + + Whether to use incremental linking or not. Incremental linking can yield faster iteration times when making small changes. + Currently disabled by default because it tends to behave a bit buggy on some computers (PDB-related compile errors). + + + + + Whether to allow the use of link time code generation (LTCG). + + + + + When Link Time Code Generation (LTCG) is enabled, whether to + prefer using the lighter weight version on supported platforms. + + + + + Directory where to put the ThinLTO cache on supported platforms. + + + + + Arguments that will be applied to prune the ThinLTO cache on supported platforms. + Arguments will only be applied if ThinLTOCacheDirectory is set. + + + + + Whether to enable Profile Guided Optimization (PGO) instrumentation in this build. + + + + + Whether to optimize this build with Profile Guided Optimization (PGO). + + + + + Whether the target requires code coverage compilation and linking. + + + + + Whether to support edit and continue. + + + + + Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC. + + + + + If we want to compress the debug files + + + + + Whether to enable support for C++20 modules + + + + + Whether to enable support for C++20 coroutines + This option is provided to facilitate evaluation of the feature. + Expect the name of the option to change. Use of coroutines in with UE is untested and unsupported. + + + + + Whether to enable engine's ability to set process priority on runtime. + This option requires some environment setup on Linux, that's why it's disabled by default. + Project has to opt-in this feature as it has to guarantee correct setup. + + + + + If true, then enable memory profiling in the build (defines USE_MALLOC_PROFILER=1 and forces bOmitFramePointers=false). + + + + + If true, then enable Unreal Insights (utrace) profiling in the build for the Shader Compiler Worker (defines USE_SHADER_COMPILER_WORKER_TRACE=1). + + + + + Enables "Shared PCHs", a feature which significantly speeds up compile times by attempting to + share certain PCH files between modules that UBT detects is including those PCH's header files. + + + + + True if Development and Release builds should use the release configuration of PhysX/APEX. + + + + + True if Development and Release builds should use the checked configuration of PhysX/APEX. if bUseShippingPhysXLibraries is true this is ignored. + + + + + Tells the UBT to check if module currently being built is violating EULA. + + + + + Tells the UBT to break build if module currently being built is violating EULA. + + + + + Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs on Windows. Fast, but currently seems to have problems finding symbols in the debugger. + + + + + Outputs a map file as part of the build. + + + + + True if runtime symbols files should be generated as a post build step for some platforms. + These files are used by the engine to resolve symbol names of callstack backtraces in logs. + + + + + Package full path (directory + filename) where to store input files used at link time + Normally used to debug a linker crash for platforms that support it + + + + + Directory where to put crash report files for platforms that support it + + + + + Bundle version for Mac apps. + + + + + Whether to deploy the executable after compilation on platforms that require deployment. + + + + + Whether to force skipping deployment for platforms that require deployment by default. + + + + + When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally. + + + + + Will replace pch with ifc and use header units instead. This is an experimental and msvc-only feature + + + + + Whether headers in system paths should be checked for modification when determining outdated actions. + + + + + Whether to disable linking for this target. + + + + + Whether to ignore tracking build outputs for this target. + + + + + Whether to disable UE_DEPRECATED_FORENGINE deprecation warnings in non-engine modules. + This should only be used in the short-term as these deprecations will get removed. + + + + + Indicates that this is a formal build, intended for distribution. This flag is automatically set to true when Build.version has a changelist set and is a promoted build. + The only behavior currently bound to this flag is to compile the default resource file separately for each binary so that the OriginalFilename field is set correctly. + By default, we only compile the resource once to reduce build times. + + + + + Whether to clean Builds directory on a remote Mac before building. + + + + + Whether to write detailed timing info from the compiler and linker. + + + + + Whether to parse timing data into a tracing file compatible with chrome://tracing. + + + + + Whether to expose all symbols as public by default on POSIX platforms + + + + + Disable supports for inlining gen.cpps + + + + + Allows overriding the toolchain to be created for this target. This must match the name of a class declared in the UnrealBuildTool assembly. + + + + + The weight(cpu/memory utilization) of a MSVC compile action + + + + + The weight(cpu/memory utilization) of a clang compile action + + + + + Whether to allow engine configuration to determine if we can load unverified certificates. + + + + + Whether to load generated ini files in cooked build, (GameUserSettings.ini loaded either way) + + + + + Whether to load non-ufs ini files in cooked build, (GameUserSettings.ini loaded either way) + + + + + Add all the public folders as include paths for the compile environment. + + + + + Add all the parent folders as include paths for the compile environment. + + + + + Which C++ standard to use for compiling this target (for engine modules) + + + + + Which C++ standard to use for compiling this target (for non-engine modules) + + + + + Which C standard to use for compiling this target + + + + + Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used, on the x64 platforms that support it. Ignored for arm64. + Note that by enabling this you are changing the minspec for the target platform, and the resultant executable will crash on machines without AVX support. + + + + + Select a minimum ARM64 target CPU. This will change what ARMv8(9)-A ISA + extension code will be compiled for. + Changing it from default will guarantee not to work on all ARM64 CPUs. + Currently supported by clang compiler only + + + + + Do not allow manifest changes when building this target. Used to cause earlier errors when building multiple targets with a shared build environment. + + + + + The build version string + + + + + Specifies how to link modules in this target (monolithic or modular). This is currently protected for backwards compatibility. Call the GetLinkType() accessor + until support for the deprecated ShouldCompileMonolithic() override has been removed. + + + + + Experimental: Strip unused exports from libraries. Only applies when LinkType is Modular + + + + + Experimental: Merge modular modules into combined libraries. Sets LinkType to Modular and enables bStripExports + + + + + Experimental: List of plugins (and their dependencies) to each merge into separate libraries. Requires bMergeModules to be enabled + + + + + Experimental: List of plugins (and their dependencies) to ignore when processing merged libraries. Requires bMergeModules to be enabled + Ignored plugins will still be compiled, but if they're kept in the base executable, their dependencies will not be forced out of merged library with them. + This should be used carefully, for organisational plugins known to have dependencies they don't actually need at runtime. + + + + + Experimental: List of merged plugins to move common dependencies to a shared library, requires MergePlugins. Can be chained + + + + + Experimental: List of merged plugins to move to the main executable, requires MergePlugins. "Engine" for all shared engine modules and "Common" for shared project modules. + + + + + Backing storage for the LinkType property. + + + + + Macros to define globally across the whole target. + + + + + Macros to define across all macros in the project. + + + + + Specifies the name of the launch module. For modular builds, this is the module that is compiled into the target's executable. + + + + + Backing storage for the LaunchModuleName property. + + + + + Specifies the path to write a header containing public definitions for this target. Useful when building a DLL to be consumed by external build processes. + + + + + List of additional modules to be compiled into the target. + + + + + Path to a manifest to output for this target + + + + + Path to a list of dependencies for this target, when precompiling + + + + + Backing storage for the BuildEnvironment property + + + + + Specifies the build environment for this target. See TargetBuildEnvironment for more information on the available options. + + + + + If this true, a Shared build environment target will allow for any modules that are SDK version sensitive to have + a project side module when an SDK is overridden. For instance, if IOSTargetPlatform, which is marked as IOS SDK + version relevant, is compiled for a Target with this set to true, and that target overrides the IOS SDK, then + this would compile to e.g. MyProject/Binaries/Win64/IOS/MyProject-IOSTargetPlatform.dll + + + + + Whether to ignore violations to the shared build environment (eg. editor targets modifying definitions) + + + + + Specifies a list of targets which should be built before this target is built. + + + + + Specifies a list of steps which should be executed before this target is built, in the context of the host platform's shell. + The following variables will be expanded before execution: + $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). + + + + + Specifies a list of steps which should be executed after this target is built, in the context of the host platform's shell. + The following variables will be expanded before execution: + $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). + + + + + Specifies additional build products produced as part of this target. + + + + + Additional arguments to pass to the compiler + + + + + Additional arguments to pass to the linker + + + + + Max amount of memory that each compile action may require. Used by ParallelExecutor to decide the maximum + number of parallel actions to start at one time. + + + + + List of modules to disable unity builds for + + + + + List of modules to enable optimizations for + + + + + List of modules to disable optimizations for + + + + + List of modules to optimize for size. This allows the target to override module optimization level + Note that this may disable PCH usage if a private PCH is not provided + + + + + List of modules to optimize for size and speed. This allows the target to override module optimization level + Note that this may disable PCH usage if a private PCH is not provided + + + + + When generating project files, specifies the name of the project file to use when there are multiple targets of the same type. + + + + + If this is non-null, then any platforms NOT listed will not be allowed to have modules in their directories be created + + + + + Android-specific target settings. + + + + + IOS-specific target settings. + + + + + Linux-specific target settings. + + + + + Mac-specific target settings. + + + + + Windows-specific target settings. + + + + + Statically selected allocator to use + + + + + Checks if the target needs to care about sdk version - if not, we can share the target between projects that are on differnet sdk versions. + For instance, ShaderCompileWorker is very tied to, say, console sdk versions, but UnrealPak doesn't have sdk things compiled in + + + + + + Allow a target to override whether or not AreSDKVersionsRelevant uses default logic + + + + + Checks if the target can use non-standard sdk versions. For instance, the editor is usually compiled as a modular build shared between projects, + so if one projet uses sdk version 1, and another uses 2, then the generated engine modules will use the most recently built sdk, which could break + + + + + + Checks if a plugin should be programmatically allowed in the build + + true if the plugin is allowed + + + + Checks if a property has been set with the RequiresUniqueBuildEnvironmentAttribute, and is different from it's base + + Assembly containing the target + Commandline options that may affect the target creation + If the target requires a unique build environment, this will contain the names of the field/property that require unique, mapped to a pair of base and current value + If the target requires a unique build environment, this will contain the name of the target this was based on (UnrealGame, UnrealEditor, etc)/property + true if a property was set such that it requires a unique build environment + + + + + For any target that has set BuildEnvironment = TargetBuildEnvironment.Unique, this will change the Environment to either Shared or Unique accordingly + + Assembly containing the target + Commandline options that may affect the target creation + Logger + + + + Create a TargetRules instance + + Type to create + Target info + Path to the file for the rules assembly + Path to the platform specific rules file + Path to all possible rules file + + Logger for the new target rules + Target instance + + + + Validate the target rules for its current platform when using modular build + + Rules to validate + Explicit platform to use + + + + Constructor. + + Information about the target being built + + + + Formats an array of bytes as a sequence of values + + The data to convert into a string + List of hexadecimal bytes + + + + Override any settings required for the selected target type + + + + + Override settings that all cooked editor targets will want + + + + + Gets a list of platforms that this target supports + + Array of platforms that the target supports + + + + Gets a list of configurations that this target supports + + Array of configurations that the target supports + + + + Finds all the subobjects which can be configured by command line options and config files + + Sequence of objects + + + + Gets the host platform being built on + + + + + Expose the bGenerateProjectFiles flag to targets, so we can modify behavior as appropriate for better intellisense + + + + + Indicates whether target rules should be used to explicitly enable or disable plugins. Usually not needed for project generation unless project files indicate whether referenced plugins should be built or not. + + + + + Expose a setting for whether or not the engine is installed + + Flag for whether the engine is installed + + + + Gets diagnostic messages about default settings which have changed in newer versions of the engine + + List of diagnostic messages + + + + Prints diagnostic messages about default settings which have changed in newer versions of the engine + + + + + PS4-specific target settings. + + + + + PS5-specific target settings. + + + + + Switch2-specific target settings. + + + + + Switch-specific target settings. + + + + + WinGDK-specific target settings. + + + + + XB1-specific target settings. + + + + + XboxCommon-specific target settings - directs to the platform-specific rules + + + + + XSX-specific target settings. + + + + + ModuleRules extension for low level tests. + + + + + Check if running in test mode. + + + + + Associated tested module of this test module. + + + + + Test metadata, used with BuildGraph only. + + + + + Constructs a TestModuleRules object as its own test module. + + + + + + Constructs a TestModuleRules object as its own test module. + Sets value of bUsesCatch2. + + + + + Constructs a TestModuleRules object with an associated tested module. + + + + + Set test-specific resources folder relative to module directory. + This will be copied to the binaries path during deployment. + + + + + Deprecated, test metadata now generated explicitly using -Mode-Test with -GenerateMetadata. + + + + + + Generates or updates metadata file for LowLevelTests.xml containing test flags: name, short name, target name, relative binaries path, supported platforms etc. + Called by RunUBT.bat -Mode=Test -GenerateMetadata + + + + + Test metadata class. + + + + + Test long name. + + + + + Test short name used for display in build system. + + + + + Type of Catch2 report, defaults to console. + + + + + Does this test use project files for staging additional files + and cause the build to use BuildCookRun instead of a Compile step + + + + + Is this test deactivated? + + + + + Depercated, use GauntletArgs or ExtraArgs instead to help indicate arguments to launch the test under. + + + + + Any initial Gauntlet args to be passed to the test executable + + + + + Any extra args to be passed to the test executable as --extra-args + + + + + Whether there's a step that gets executed after the tests have finished. + Typically used for cleanup of resources. + + + + + Test built with a frakework other than Catch2 + + + + + Set of supported platforms. + + + + + Per-platform tags. + + + + + Per-platform gauntlet args. + + + + + Per-platform extra compilation arguments. + + + + + List of platforms that cannot run tests. + + + + + Whether or not the test is run inside a Docker container for a given platform. + + + + + TargetRules extension for low level tests. + + + + + Configuration mapping to control build graph test metadata generation during project files generation. + + + + + Keeps track if low level tests executable must build with the Editor. + + + + + Keeps track if low level tests executable must build with the Engine. + + + + + Keeps track if low level tests executable must build with the ApplicationCore. + + + + + Keeps track if low level tests executable must build with the CoreUObject. + + + + + Associated tested target of this test target, if defined. + + + + + Test target override for bCompileAgainstApplicationCore. + It is set to true if there is any reference to ApplicationCore in the dependency graph. + + + + + If set to true, it will not compile against ApplicationCore even if "ApplicationCore" is in the dependency graph. + + + + + Test target override for bCompileAgainstCoreUObject. + It is set to true if there is any reference to CoreUObject in the dependency graph. + + + + + If set to true, it will not compile against CoreUObject even if "CoreUObject" is in the dependency graph. + + + + + Test target override for bCompileAgainstEngine. + It is set to true if there is any reference to Engine in the dependency graph. + + + + + If set to true, it will not compile against engine even if "Engine" is in the dependency graph. + + + + + Test target override for bCompileAgainstEditor. + It is set to true if there is any reference to UnrealEd in the dependency graph. + + + + + If set to true, it will not compile against editor even if "UnrealEd" is in the dependency graph. + + + + + Whether to stub the platform file. + + + + + Whether to mock engine default instances for materials, AI controller etc. + + + + + Constructor that explicit targets can inherit from. + + + + + + Constructs a valid TestTargetRules instance from an existent TargetRules instance. + + + + + Constructor for TestTargetRules based on existing target a.k.a Implicit test target. + TestTargetRules is setup as a program and is linked monolithically. + It removes a lot of default compilation behavior in order to produce a minimal test environment. + + + + + All binary types generated by UBT + + + + + An executable + + + + + A dynamic library (.dll, .dylib, or .so) + + + + + A static library (.lib or .a) + + + + + Object files + + + + + Precompiled header + + + + + A binary built by UBT. + + + + + The type of binary to build + + + + + Output directory for this binary + + + + + The output file path. This must be set before a binary can be built using it. + + + + + Returns the OutputFilePath if there is only one entry in OutputFilePaths + + + + + The intermediate directory for this binary. Modules should create separate intermediate directories below this. Must be set before a binary can be built using it. + + + + + If true, build exports lib + + + + + If true, create a separate import library + + + + + If true, creates an additional console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how + the application is invoked; you have to link the same executable with a different subsystem setting. + + + + + If true, replaces the executable with a console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how + the application is invoked + + + + + + + + + + The primary module that this binary was constructed for. For executables, this is typically the launch module. + + + + + List of modules to link together into this executable + + + + + Cached list of dependent link libraries. + + + + + Expanded list of runtime dependencies generated by calling PrepareRuntimeDependencies. + + + + + If compiled objects will have unused exports stripped, only affects objects compiled into modular libraries. + + + + + List of all objects that would be linked. + + + + + Create an instance of the class with the given configuration data + + + + + + + + + + + + + Creates all the modules referenced by this target. + + + + + Expands all of the runtime dependencies. + + Output directory for the executable + + + + Builds the binary. + + Rules for the target being built + The toolchain which to use for building + The environment to compile the binary in + The environment to link the binary in + The working set of source files + Directory containing the output executable + The graph being built + Logger for output + Set of built products + + + + Gets all the runtime dependencies Copies all the runtime dependencies from any modules in + + The output list of runtime dependencies, mapping target file to type + Map of target files to source files that need to be copied + + + + Called to allow the binary to modify the link environment of a different binary containing + a module that depends on a module in this binary. + + The link environment of the dependency + + + + Called to allow the binary to find hot reloadable modules. + + Enumerable of modules + + + + Generates a list of all modules referenced by this binary + + True if dynamically loaded modules (and all of their dependent modules) should be included. + True if circular dependencies should be process + List of all referenced modules + + + + Generates a list of all modules referenced by this binary + + Map of module to the module that referenced it + List of all referenced modules + + + + Sets whether to create a separate import library to resolve circular dependencies for this binary + + True to create a separate import library + + + + Adds a module to the binary. + + The module to add + + + + Gets all build products produced by this binary + + The target being built + The platform toolchain + Mapping of produced build product to type + Whether debug info is enabled for this binary + + + + Adds a build product and its associated debug file to a receipt. + + Build product to add + The type of built product + Extensions for the matching debug file (may be null). + Map of build products to their type + The toolchain used to build these binaries + Whether creating debug info is enabled + + + + Enumerates resources which the toolchain may need may produced additional build products from. Some platforms (eg. Mac, Linux) can link directly + against .so/.dylibs, but they are also copied to the output folder by the toolchain. + + List to which libraries required by this module are added + List of bundle resources required by this module + + + + Helper function to get the console app BinaryName-Cmd.exe filename based on the binary filename. + + Full path to the binary exe. + + + + + Checks whether the binary output paths are appropriate for the distribution + level of its direct module dependencies + + + + + Write information about this binary to a JSON file + + Writer for this binary's data + + + + ToString implementation + + Returns the OutputFilePath for this binary + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Base class to handle deploy of a target for a given platform + + + + + Prepare the target for deployment + + Receipt for the target being deployed + True if successful, false if not + + + + Represents a Mac/IOS framework + + + + + The name of this framework + + + + + Path to a zip file containing the framework. May be null. + + + + + Path where the zip should be extracted. May be null. + + + + + Base path to the framework on disk. + + + + + + + + + + Link the framework libraries into the executable + + + + + Copy the framework to the target's Framework directory + + + + + File created after the framework has been extracted. Used to add dependencies into the action graph, used by Modern Xcode as well + + + + + For legacy xcode projects, we unzip in UBT (isntead of xcode), so we track if we've made an action for this framework yet (if two + modules use the same framework, we only want to unzip it once. Other than time waste, there could be conflicts + + + + + List of variants contained in this XCFramework. Only non null for XCFrameworks + + + + + Constructor + + The framework name + + + + + Constructor + + The framework name + Path to the zip file for this framework/xcframework + Path for the extracted zip file + + Link the framework into the executable + Copy the framework to the target's Framework directory + Logger for diagnostic output + + + + Constructor + + The framework name + Path for the framework/xcframework on disk + + Link the framework into the executable + Copy the framework to the target's Framework directory + Logger for diagnostic output + + + + Gets the framework directory for given build settings + + + + Logger for diagnostic output + + + + Loads XCFramework variants description from Info.plist file inside XCFramework structure + Logger for diagnostic output + + + + + Loads XCFramework variants description from Info.plist file inside the zipped XCFramework structure + Logger for diagnostic output + + + + + Loads XCFramework variants description from Info.plist inside XCFramework structure loaded in a XmlDocument + XmlDocument containing Info.plist that defines the xcframework settings + Logger for diagnostic output + + + + + Represents a XCFramework variant description + + + + + Identifier of this framework variant. Is in the form platform-architectures-platformvariant. + Some examples would be ios-arm64, ios-arm64_x86_64-simulator + It also represents the relative path inside the XCFramefork where the Framework for this variant resides + + + + + Relative path where framework lives after applying LibraryIdentifier path + + + + + List of supported architectures for this Framework variants + + + + + Platform this Framework variant is intended for. Possible values are ios, macos, watchos, tvos + + + + + Platform variant for this Framework variant. It can be empty or any other value representing a platform variane, like maccatalyst or simulator + + + + + Constructor + + + + + + + + + + Returns wether this variant is a match for given platform and architecture + + + + + + + Creates a XCFrameworkVariantEntry by parsing the content from the XCFramework Info.plist file + + XmlNode loaded form Info.plist containing the representation of a <dict> that contains the variant description + Logger for diagnostic output + + + + Parses the content from a string value node in a plist file + + XmlNode we expect to contain a <string> value + Logger for diagnostic output + + + + Parses the content from an array value node in a plist file that has several string entries + + XmlNode we expect to contain a <array> value with several <string> entries + Logger for diagnostic output + + + + A unit of code compilation and linking. + + + + + The rules for this module + + + + + The directory for this module's object files + + + + + The directory for this module's generated files that are architecture independent + + + + + The name that uniquely identifies the module. + + + + + Path to the module directory + + + + + Paths to all potential module source directories (with platform extension directories added in) + + + + + The name of the .Build.cs file this module was created from, if any + + + + + The binary the module will be linked into for the current target. Only set after UEBuildBinary.BindModules is called. + + + + + The name of the _API define for this module + + + + + Set of all the public definitions + + + + + Set of all public include paths + + + + + Set of all internal include paths + + + + + Nested public include paths which used to be added automatically, but are now only added for modules with bNestedPublicIncludePaths set. + + + + + Parent include paths which used to be added automatically, but are now only added for modules with bLegacyParentIncludePaths set. + + + + + Set of all private include paths + + + + + Set of all system include paths + + + + + Set of all additional libraries + + + + + Set of all system libraries + + + + + Set of all public system library paths + + + + + Set of additional frameworks + + + + + + + + + + + + + + + + + + + + Names of modules with header files that this module's public interface needs access to. + + + + + Names of modules that this module's public interface depends on. + + + + + Names of DLLs that this module should delay load + + + + + Names of modules with header files that this module's private implementation needs access to. + + + + + Names of modules that this module's private implementation depends on. + + + + + Extra modules this module may require at run time + + + + + Set of modules that have referenced this module + + + + + Set of all allowed restricted folder references + + + + + Set of aliased restricted folder references + + + + + Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this + + + + + The Verse source code directory associated with this module if any + + + + + If this module has Verse code associated with it (convenience function) + + + + + If this module or any of its dependencies has Verse code associated with it + + + + + Set of debug visualizer paths + + + + + Constructor + + Rules for this module + Intermediate directory for this module + Intermediate directory for this module for files that are architecture independent + Logger for output + + + + Log a warning or throw an error message + + + + + + + + + Determines if a file is part of the given module + + Path to the file + True if the file is part of this module + + + + Returns a list of this module's dependencies. + + An enumerable containing the dependencies of the module. + + + + Returns a list of this module's frameworks. + + A List containing the frameworks this module requires. + + + + Returns a list of this module's immediate dependencies. + + An enumerable containing the dependencies of the module. + + + + Converts an optional string list parameter to a well-defined hash set. + + + + + Converts an optional string list parameter to a well-defined hash set. + + + + + Determines whether this module has a circular dependency on the given module + + + + + Enumerates additional build products which may be produced by this module. Some platforms (eg. Mac, Linux) can link directly against .so/.dylibs, but they + are also copied to the output folder by the toolchain. + + List to which libraries required by this module are added + List of bundle resources required by this module + + + + Determines the distribution level of a module based on its directory and includes. + + The set of additional paths to check, if available + Map of the restricted folder types to the first found instance + + + + Finds all the directories that this folder references when building + + Set of directories to add to + + + + Find all the modules which affect the private compile environment. + + + + + + Find all the modules which affect the public compile environment. + + + + + + Find all the modules which affect the public compile environment. Searches through + + + + + + Add definitions from source to target. This code also reformats defines to match strict rules which does not allow space before and after '=' + + + + + Sets up the environment for compiling any module that includes the public interface of this module. + + + + + Sets up the environment for compiling this module. + + + + + Expand path variables within the context of this module + + Path to expand variables within + Directory containing the binary that links this module. May be mull. + Directory containing the output executable. May be null. + The path with variables expanded + + + + Match a variable name within a path + + The path variable + Start index of the substring to match + End index of the substring to match + Variable name to compare against + True if the variable name matches + + + + Expand path variables within the context of this module + + Path to expand variables within + Directory containing the binary that links this module. May be mull. + Directory containing the output executable. May be null. + The path with variables expanded + + + + Sets up the environment for linking any module that includes the public interface of this module. + + + + + Sets up the environment for linking this module. + + + + + Compiles the module, and returns a list of files output by the compiler. + + + + + Finds the modules referenced by this module which have not yet been bound to a binary + + List of unbound modules + + + + Gets all of the modules referenced by this module + + Hash of all referenced modules with their addition index. + Hashset used to ignore modules which are already added to the list + True if dynamically loaded modules (and all of their dependent modules) should be included. + True if circular dependencies should be processed + True to return only this module's direct dependencies + + + + Gathers all the module dependencies a PCH would have + + Whether to include private modules. + True if circular dependencies should be processed + + + + Internal function that gathers all the module dependencies a PCH would have + + Hash of all referenced modules with their addition index. + Hashset used to ignore modules which are already added to the list + Whether to include private modules. + True if circular dependencies should be processed + + + + Public entry point to recursively create a module and all its dependencies + + + + + + + + Creates all the modules required for this target + + Delegate to create a module with a given name + Chain of references before reaching this module + ParentStack of module dependencies that led to this module + Logger for output + + + + Public entry point to validate a module + + + + + + Validate a module for circular references + + + If any circular references are found + + + + Recursively check a module for circular references + + The module currently being checked + Set of modules already processed + The current parent reference stack (in reverse order) + List of found circular reference stacks + + + + Returns valueless API defines (like MODULE_API) + + + + + Write information about this binary to a JSON file + + The output directory for the binary containing this module + The output directory for the target executable + Writer for this binary's data + + + + Write an array of module names to a JSON writer + + Writer for the array data + Name of the array property + Sequence of modules to write. May be null. + + + + Write an array of strings to a JSON writer + + Writer for the array data + Name of the array property + Sequence of strings to write. May be null. + + + + Returns a copy of Nodes sorted by dependency. Independent or circularly-dependent nodes should + remain in their same relative order within the original Nodes sequence. + + The list of nodes to sort. + + + + A module that is compiled from C++ code. + + + + + Stores a list of all source files, of different types + + + + + Instance where a CPP file doesn't include the expected header as the first include. + + + + + If UHT found any associated UObjects in this module's source files + + + + + The directory for this module's generated code + + + + + The directory for this module's generated UHT code + + + + + The directory for this module's generated VNI code + + + + + Global override to force all include paths to be always added + + + + + Paths containing *.gen.cpp files for this module. If this is null then this module doesn't have any generated code. + + + + + List of invalid include directives. These are buffered up and output before we start compiling. + + + + + Set of source directories referenced during a build + + + + + Verse source code directory associated with this module + + + + + Create PerModuleInline source file. Defaults to PrimaryModule in a binary but could be another one if primary module does not depend on core + + + + + The Verse source code directory associated with this module if any + + + + + List of allowed circular dependencies. Please do NOT add new modules here; refactor to allow the modules to be decoupled instead. + + + + + Determines if a file is part of the given module + + Path to the file + True if the file is part of this module + + + + Add the default include paths for this module to its settings + + + + + Enumerates legacy include paths under a given base directory + + The directory to start from. This directory is not added to the output list. + Set of folder names to exclude from the search. + List populated with the discovered directories + + + + Path to the precompiled manifest location + + + + + Sets up the environment for compiling any module that includes the public interface of this module. + + + + + Gets the list of module dependencies that this module declares and then tries to optimize the list to what is actually used by the header. + + Compile environment for this PCH + PCH header file + Logger for output + Returns an optimized list of modules this module's shared PCH uses + + + + Create a shared PCH template for this module, which allows constructing shared PCH instances in the future + + The target which owns this module + Base compile environment for this target + Logger for output + Template for shared PCHs + + + + Creates a precompiled header action to generate a new pch file + + The toolchain to generate the PCH + + + List of actions to be executed. Additional actions will be added to this list. + The created PCH instance. + + + + Generates a precompiled header instance from the given template, or returns an existing one if it already exists + + The toolchain being used to build this module + The PCH template + Compile environment for the current module + List of actions to be executed. Additional actions will be added to this list. + Instance of a PCH + + + + Determines if a module compile environment is compatible with the given shared PCH compile environment + + The module compile environment + The shared PCH compile environment + True if the two compile enviroments are compatible + + + + Gets the unique suffix for a shared PCH + + The shared PCH compile environment + The base compile environment + The unique suffix for the shared PCH + + + + Copy settings from the module's compile environment into the environment for the shared PCH + + The module compile environment + The shared PCH compile environment + + + + Compiles the provided source files. Will possibly update environment settings for adaptive files if any are provided. + + + + + Configure precompiled headers for this module + + The target being built + The toolchain to build with + The current compile environment + List of files that will be linked for the target + List of build actions + Logger for output + + + + Creates a header file containing all the preprocessor definitions for a compile environment, and force-include it. We allow a more flexible syntax for preprocessor definitions than + is typically allowed on the command line (allowing function macros or double-quote characters, for example). Ensuring all definitions are specified in a header files ensures consistent + behavior. + + The compile environment + Directory to create the intermediate file + Suffix for the included file + The action graph being built + + + + Create a header file containing the module definitions, which also includes the PCH itself. Including through another file is necessary on + Clang, since we get warnings about #pragma once otherwise, but it also allows us to consistently define the preprocessor state on all + platforms. + + The output file to create + File containing definitions required by the PCH + The PCH file to include + The action graph builder + FileItem for the created file + + + + Write a list of macro definitions to an output file + + Additional context to add to generated comment + List of includes + List of definitions + List of definitions to undefine + Writer to receive output + + + + Checks that the first header included by the source files in this module all include the same header + + The target being compiled + Compile environment for the module + All header files for this module + List of C++ source files + + + + Determine whether optimization should be enabled for a given target + + The optimization setting from the rules file + The active target configuration + Whether the current module is an engine module + Whether the current module should be compiled with code coverage support + True if optimization should be enabled + + + + Creates a compile environment from a base environment based on the module settings. + + Rules for the target being built + An existing environment to base the module compile environment on. + Logger for output + The new module compile environment. + + + + Creates a compile environment for a shared PCH from a base environment based on the module settings. + + The target being built + An existing environment to base the module compile environment on. + The new shared PCH compile environment. + + + + Finds all the source files that should be built for this module + + The platform the module is being built for + Map of directory to source files inside it + Logger for output + Set of source files that should be built + + + + Finds all the source files that should be built for this module + + Directory to search from + Set of excluded directory names (eg. other platforms) + Set of all non-empty source directories. + Map from directory to source files inside it + Collection of source files, categorized by type + Logger for output + + + + Finds the input files that should be built for this module, from a given directory + + + + + Logger for output + Array of source files + + + + Gets a set of source files for the given directory. Used to detect when the makefile is out of date. + + + Logger for output + Array of source files + + + + Gets a set of source files and headers for the given directory. Used to detect when the makefile is out of date due to a new directory + + + Logger for output + Array of source files and headers + + + + Checks a given directory path whether it exists and if it contains any Verse source files + + + + + A module that is never compiled by us, and is only used to group include paths and libraries into a dependency unit. + + + + + Enum for the different ways a platform can support multiple architectures within UnrealBuildTool + + + + + This platform only supports a single architecture (consoles, etc) + + + + + This platform needs separate targets per architecture (compiling for multiple will compile two entirely separate set of source/exectuable/intermediates) + + + + + This will create a single target, but compile each source file separately + + + + + This will create a single target, but compile each source file and link the executable separately - but then packaged together into one final output + + + + + Full architecture configuation information for a platform. Can be found by platform with UnrealArchitectureConfig.ForPlatform(), or UEBuildPlatform.ArchitectureConfig + + + + + Get the architecture configuration object for a given platform + + + + + + + Get all known ArchitectureConfig objects + + + + + + The multi-architecture mode for this platform (potentially single-architecture) + + + + + The set of all architecture this platform supports. Any platform specified on the UBT commandline not in this list will be an error + + + + + This determines what architecture(s) to compile/package when no architeecture is specified on the commandline + + + + + + + + Like ProjectSupportedArchitectures, except when building in distribution mode. Defaults to ActiveArchitectures + + + + + + + + Returns the set all architectures potentially supported by this project. Can be used by project file gnenerators to restrict IDE architecture options + Defaults to AllSupportedArchitectures + + + + + + + + Returns if architecture name should be used when making intermediate directories, per-architecture filenames, etc + It is virtual, so a platform can choose to skip architecture name for one platform, but not another + + + + + + Convert user specified architecture strings to what the platform wants + + + + + + + Get name for architecture-specific directories (can be shorter than architecture name itself) + + + + + Get name for architecture-specific directories (can be shorter than architecture name itself) + + + + + Returns the architecture of the currently running OS (only used for desktop platforms, so will throw an exception in the general case) + + + + + + Simple constructor for platforms with a single architecture + + + + + + Full constructor for platforms that support multiple architectures + + + + + + + The corresponding target platform enum + + + + + The configuration about the architecture(s) this platform supports + + + + + Logger for this platform + + + + + All the platform folder names + + + + + Cached copy of the list of folders to include for this platform + + + + + Cached copy of the list of folders to exclude for this platform + + + + + Constructor. + + The enum value for this platform + The SDK management object for this platform + THe architecture configuraton for this platform. This is returned by UnrealArchitectureConfig.ForPlatform() + Logger for output + + + + Finds all the UEBuildPlatformFactory types in this assembly and uses them to register all the available platforms, and uses a UBT commandline to check for per-project SDKs + + Whether to register platforms that are not installed + Only register the host platform + Commandline args to look through for finding uprojects, to look up per-project SDK versions + The UBT mode (usually Build, but + Logger for output + + + + Finds all the UEBuildPlatformFactory types in this assembly and uses them to register all the available platforms, and uses a UAT commandline to check for per-project SDKs + + Whether to register platforms that are not installed + Only register the host platform + Commandline args to look through for finding uprojects, to look up per-project SDK versions + Logger for output + + + + Gets an array of all platform folder names + + Array of platform folders + + + + Finds a list of folder names to include when building for this platform + + + + + Finds a list of folder names to exclude when building for this platform + + + + + Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK. + + + + + Whether this platform requires specific Visual Studio version. + + + + + The version required to support Visual Studio + + + + + Gets all the registered platforms + + Sequence of registered platforms + + + + Searches a directory tree for build products to be cleaned. + + The directory to search + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + List to receive a list of files to be cleaned + List to receive a list of directories to be cleaned + + + + Enumerates any additional directories needed to clean this target + + The target to clean + Receives a list of files to be removed + Receives a list of directories to be removed + + + + Determines if a filename is a default UBT build product + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the substring matches the name of a build product, false otherwise + + + + Determines if the given name is a build product for a target. + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the string matches the name of a build product, false otherwise + + + + Determines if a string is in the canonical name of a UE build product, with a specific extension (eg. "UnrealEditor-Win64-Debug.exe" or "UnrealEditor-ModuleName-Win64-Debug.dll"). + + The file name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + The extension to check for + True if the string matches the name of a build product, false otherwise + + + + Determines if a substring is in the canonical name of a UE build product, with a specific extension (eg. "UnrealEditor-Win64-Debug.exe" or "UnrealEditor-ModuleName-Win64-Debug.dll"). + + The name to check + Index of the first character to be checked + Number of characters of the substring to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + The extension to check for + True if the substring matches the name of a build product, false otherwise + + + + Determines if a substring is in the canonical name of a UE build product, excluding extension or other decoration (eg. "UnrealEditor-Win64-Debug" or "UnrealEditor-ModuleName-Win64-Debug"). + + The name to check + Index of the first character to be checked + Number of characters of the substring to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the substring matches the name of a build product, false otherwise + + + + Get the bundle directory for the shared link environment + + The target rules + List of executable output files + Path to the bundle directory + + + + Determines whether a given platform is available + + The platform to check for + Ignore the sdks presence when checking for platform availablity (many platforms can be cooked as a target platform without requiring sdk) + True if it's available, false otherwise + + + + Determines whether a given platform is available in the context of a particular Taget + + The platform to check for + A Target object that may further restrict available platforms + Ignore the sdks presence when checking for platform availablity (many platforms can be cooked as a target platform without requiring sdk) + True if it's available, false otherwise + + + + Register the given platforms UEBuildPlatform instance + + The UEBuildPlatform instance to use for the InPlatform + Logger for output + + + + Assign a platform as a member of the given group + + + + + Retrieve the list of platforms in this group (if any) + + + + + Enumerates all the platform groups for a given platform + + The platform to look for + List of platform groups that this platform is a member of + + + + Retrieve the IUEBuildPlatform instance for the given TargetPlatform + + The UnrealTargetPlatform being built + UEBuildPlatform The instance of the build platform + + + + Retrieve the IUEBuildPlatform instance for the given TargetPlatform + + The UnrealTargetPlatform being built + + UEBuildPlatform The instance of the build platform + + + + Allow all registered build platforms to modify the newly created module + passed in for the given platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Returns the delimiter used to separate paths in the PATH environment variable for the platform we are executing on. + + + + + Gets the platform name that should be used. + + + + + If this platform can be compiled with XGE + + + + + If this platform can be compiled with FASTBuild + + + + + If this platform can be compiled with SN-DBS + + + + + Set all the platform-specific defaults for a new target + + + + + Validate a target's settings + + + + + Validate a target's settings for merged modules + + + + + Validate a plugin's settings + + + + + Validate a UEBuildModule before it's processed + The UEBuildModule that needs to be validated + Options for the target being built + The logger for output + + + + + Validate a UEBuildModule's include paths before it's processed + + The UEBuildModule that needs to be validated + Options for the target being built + Other modules to validate against, if needed + The logger for output + + + + Return whether the given platform requires a monolithic build + + The platform of interest + The configuration of interest + + + + + Get the extension to use for the given binary type + + The binary type being built + string The binary extension (i.e. 'exe' or 'dll') + + + + Get the extensions to use for debug info for the given binary type + + Options for the target being built + The binary type being built + string[] The debug info extensions (i.e. 'pdb') + + + + Whether this platform should build a monolithic binary + + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + For platforms that need to output multiple files per binary (ie Android "fat" binaries) + this will emit multiple paths. By default, it simply makes an array from the input + + + + + Return all valid configurations for this platform + Typically, this is always Debug, Development, and Shipping - but Test is a likely future addition for some platforms + + + + + Check for the default configuration + return true if the project uses the default build config + + + + + Check for whether we require a build for platform reasons + return true if the project requires a build + + + + + Get a list of extra modules the platform requires. + This is to allow undisclosed platforms to add modules they need without exposing information about the platform. + + The target being build + List of extra modules the platform needs to add to the target + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Setup the configuration environment for building + + The target being built + The global compile environment + The global link environment + + + + Allows the platform to return various build metadata that is not tracked by other means. If the returned string changes, the makefile will be invalidated. + + The project file being built + String describing the current build metadata + + + + Allows the platform to return various build metadata that is not tracked by other means. If the returned string changes, the makefile will be invalidated. + + The project file being built + String builder to contain build metadata + + + + Allows the platform to modify the binary link environment before the binary is built + + The binary link environment being created + The binary compile environment being used + The target rules in use + The toolchain being used + Action graph that is used to build the binary + + + + Indicates whether this platform requires a .loadorder file to be generated for the build. + .loadorder files contain a list of dynamic modules and the exact order in which they should be loaded + to ensure that all dependencies are satisfied i.e. we don't attempt to load a module without loading + all its dependencies first. + As such, this file is only needed in modular builds on some platforms (depending on the way they implement dynamic modules such as DLLs). + + The target rules in use + True if .loadorder file should be generated + + + + Checks if platform is part of a given platform group + + The platform to check + The platform group to check + True if platform is part of a platform group + + + + Gets the SDK object that was passed in to the constructor + + The SDK object + + + + Gets the SDK object that was passed in to the constructor to the UEBuildPlatform constructor for this platform + + The SDK object + + + + Whether this platform should create debug information or not + + The target being built + bool true if debug info should be generated, false if not + + + + Creates a toolchain instance for this platform. There should be a single toolchain instance per-target, as their may be + state data and configuration cached between calls. + + The target being built + New toolchain instance. + + + + Deploys the given target + + Receipt for the target being deployed + + + + Factory class for registering platforms at startup + + + + + Gets the target platform for an individual factory + + + + + Register the platform with the UEBuildPlatform class + + + + + Stores information about a plugin that is being built for a target + + + + + Information about the plugin + + + + + Modules that this plugin belongs to + + + + + Recursive + + + + + Whether the descriptor for this plugin is needed at runtime; because it has modules or content which is used, or because it references another module that does. + + + + + Whether this descriptor is referenced non-optionally by something else; a project file or other plugin. This is recursively applied to the plugin's references. + + + + + Chain of references to this plugin + + + + + Constructor + + The static plugin information + Chain of references to this plugin + + + + Accessor for the name of this plugin + + + + + Accessor for the file for this plugin + + + + + Accessor for the child files for this plugin + + + + + Accessor for the type of the plugin + + + + + Accessor for this plugin's root directory + + + + + Accessor for this plugin's descriptor + + + + + Returns the name of this plugin for debugging + + Name of the plugin + + + + Public entry point to validate a module + + + + true if there are any fatal errors + + + + The platform we're building for + + + + + + + + + + + + + + + + + + + Return the single instance of the Group with this name + + + + + + + Return the single instance of the Group with this name + + + /// + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Return the string representation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Helper that just calls UEBuildPlatform.IsPlatformInGroup + + + + + + + Helper that just calls UEBuildPlatform.IsPlatformInGroup + + + + + + + 64-bit Windows + + + + + Mac + + + + + iOS + + + + + Android + + + + + Linux + + + + + LinuxArm64 + + + + + TVOS + + + + + VisionOS + + + + + Playstation 4 + + + + + Playstation 5 + + + + + Nintendo Switch + + + + + Nintendo Switch + + + + + Adds WinGDK as a target platform identifier + + + + + Adds XB1 as a target platform identifier + + + + + legacy XboxOneGDK platform - for stale build graph parsing only + + + + + Adds XSX as a target platform identifier + + + + + Extension methods used for serializing UnrealTargetPlatform instances + + + + + Read an UnrealTargetPlatform instance from a binary archive + + Archive to read from + New UnrealTargetPlatform instance + + + + Write an UnrealTargetPlatform instance to a binary archive + + The archive to write to + The platform to write + + + + Platform groups + + + + + + + + + + + + + + + + + + + Return the single instance of the Group with this name + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Return the string representation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + this group is just to lump Win32 and Win64 into Windows directories, removing the special Windows logic in MakeListOfUnsupportedPlatforms + + + + + Microsoft platforms + + + + + Apple platforms + + + + + making IOS a group allows TVOS to compile IOS code + + + + + Unix platforms + + + + + Linux platforms + + + + + Android platforms + + + + + Desktop group - used by UnrealPlatformClass.Desktop + + + + + SDLPlatform is for platforms that use SDL for windows, cursors, etc + + + + + 30Hz is for platforms that typically run at 30Hz (Android, Switch) vs. the baseline 60Hz + + + + + POSIX-compliant platforms + + + + + Add GDK to the known platform groups + + + + + Nintendo group + + + + + Sony platforms + + + + + XboxCommon group + + + + + The architecture we're building for + + + + + + + + + + + + + + + + + + + Return the single instance of the Group with this name + + + True if X64, false if not, or null if it's Default and will ask the platform later + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Returns true if the architecure is X64 based + + + + + Return the string representation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 64-bit x86/intel + + + + + 64-bit arm + + + + + Used in place when needing to handle deprecated architectures that a licensee may still have. Do not use in normal logic + + + + + Maps to the currently running architecture on the host platform (lazy because this needs other classes to be intialized) + + + + + IOS Simulator + + + + + TVOS Simulator + + + + + Apple-specific low level name for the generic platforms + + + + + Returns the low-architecture specific string for the generic architectures + + + + + Version of Arm64 that can interop with X64 (Emulation Compatible) + + + + + Windows-specific tool chain to compile with + + + + + Windows-specific lib directory for this architecture + + + + + Windows-specific system lib directory for this architecture + + + + + Windows-specific low level name for the generic platforms + + + + + A collection of one or more architecetures + + + + + Construct a UnrealArchitectures object from a list of Architectures + + + + + + Construct a UnrealArchitectures object from a list of string Architectures + + + + + + + Construct a UnrealArchitectures object from a single Architecture + + + + + + Construct a UnrealArchitectures object from a single string Architecture + + + + + + + Construct a UnrealArchitectures object from another one + + + + + + Creates an UnrealArchitectures from a string (created via ToString() or similar) + + + + + + + + The list of architecture names in this set, sorted by architecture name + + + + + Gets the Architecture in the normal case where there is a single Architecture in Architectures, or throw an Exception if not single + + + + + True if there is is more than one architecture specified + + + + + Gets the Architectures list as a + delimited string + + + + + Convenience function to check if the given architecture is in this set + + + + + + + The class of platform. See Utils.GetPlatformsInClass(). + + + + + All platforms + + + + + All desktop platforms (Win32, Win64, Mac, Linux) + + + + + All platforms which support the editor (Win64, Mac, Linux) + + + + + Platforms which support running servers (Win32, Win64, Mac, Linux) + + + + + The type of configuration a target can be built for. Roughly order by optimization level. + + + + + Unknown + + + + + Debug configuration + + + + + DebugGame configuration; equivalent to development, but with optimization disabled for game modules + + + + + Development configuration + + + + + Test configuration + + + + + Shipping configuration + + + + + Intermediate environment. Determines if the intermediates end up in a different folder than normal. + + + + + Default environment + + + + + Generate clang database environment is non unity and needs it own environment + + + + + Include what you use + + + + + Nonunity + + + + + Static code analysis + + + + + Query + + + + + Generate project files + + + + + Extension methods for UnrealIntermediateEnvironment enum + + + + + Returns if this environment should default to a unity build + + The environment to check + true if shold build unity by default + + + + A container for a binary files (dll, exe) with its associated debug info. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + A target that can be built + + + + + Creates a target object for the specified target name. + + Information about the target + Build configuration + Logger for output + + + + + Creates a target object for the specified target name. + + Information about the target + Logger for output + + + + + Creates a target object for the specified target name. + + Information about the target + + + + Logger for output + + + + + Creates a target object for the specified target name. + + Information about the target + Whether to skip compiling any rules assemblies + Whether to always compile all rules assemblies + Whether to use a precompiled engine build + Intermediate environment to use + Logger for output + The build target object for the specified build rules source file + + + + Validates that the build environment matches the shared build environment, by comparing the TargetRules instance to the vanilla target rules for the current target type. + + + + + Validate all plugins + + + true if there are any fatal errors + + + + Validates a plugin + + + + true if there are any fatal errors + + + + Validates all plugins + + + true if there are any fatal errors + + + + Validates a module + + + + true if there are any fatal errors + + + + The target rules + + + + + The rules assembly to use when searching for modules + + + + + Cache of source file metadata for this target + + + + + The project file for this target + + + + + The project descriptor for this target + + + + + Type of target + + + + + The name of the application the target is part of. For targets with bUseSharedBuildEnvironment = true, this is typically the name of the base application, eg. UnrealEditor for any game editor. + + + + + The name of the target + + + + + Whether the target uses the shared build environment. If false, AppName==TargetName and all binaries should be written to the project directory. + + + + + Platform as defined by the VCProject and passed via the command line. Not the same as internal config names. + + + + + Target as defined by the VCProject and passed via the command line. Not necessarily the same as internal name. + + + + + The architecture this target is being built for + + + + + Intermediate environment. Determines if the intermediates end up in a different folder than normal. + + + + + Relative path for platform-specific intermediates (eg. Intermediate/Build/Win64/x64) + + + + + Relative path for platform-specific intermediates that explicitly do not need an architeecture (eg. Intermediate/Build/Win64) + + + + + Root directory for the active project. Typically contains the .uproject file, or the engine root. + + + + + Default directory for intermediate files. Typically underneath ProjectDirectory. + + + + + Default directory for intermediate files. Typically underneath ProjectDirectory. + + + + + Directory for engine intermediates. For an agnostic editor/game executable, this will be under the engine directory. For monolithic executables this will be the same as the project intermediate directory. + + + + + All plugins which are built for this target + + + + + All plugin dependencies for this target. This differs from the list of plugins that is built for Launcher, where we build everything, but link in only the enabled plugins. + + + + + Specifies the path to a specific plugin to compile. + + + + + When building a foreign plugin, whether to build plugins it depends on as well. + + + + + Collection of all UBT plugins (project files) + + + + + Collection of all enabled UBT plugins (project files) + + + + + Collection of all enabled UHT plugin assemblies + + + + + All application binaries; may include binaries not built by this target. + + + + + Kept to determine the correct module parsing order when filtering modules. + + + + + true if target should be compiled in monolithic mode, false if not + + + + + Used to keep track of all modules by name. + + + + + Filename for the receipt for this target. + + + + + The name of the .Target.cs file, if the target was created with one + + + + + Whether to deploy this target after compilation + + + + + Whether this target should be compiled in monolithic mode + + true if it should, false if it shouldn't + + + + Whether this target was compiled with an overridden sdk (usually from a platform .ini specifying an alternate SDK version) + + + + + + Constructor. + + Target descriptor + The target rules, as created by RulesCompiler. + The chain of rules assemblies that this target was created with + Logger for output + + + + Gets the intermediate directory for a given platform + + Platform to get the folder for + Architectures to get the folder for + Insert External after Intermediate - for out-of-tree plugins + The output directory for intermediates + + + + Adjusts a target name to be a usable intermediate folder name. + + Base target name + Intermediate environment to use + + + + + Gets the app name for a given target type + + The target type + The app name for this target type + + + + Writes a list of all the externally referenced files required to use the precompiled data for this target + + Path to the dependency list + List of all the runtime dependencies for this target + Map of runtime dependencies to their location in the source tree, before they are staged + Logger for output + + + + Generates a public manifest file for writing out + + + + + Prepare all the module manifests for this target + + Dictionary mapping from filename to module manifest + + + + Prepare all the receipts this target (all the .target and .modules files). See the VersionManifest class for an explanation of what these files are. + + The toolchain used to build the target + Artifacts from the build + Output runtime dependencies + + + + Gathers dependency modules for given binaries list. + + Binaries list. + Dependency modules set. + + + + Creates a global compile environment suitable for generating project files. + + New compile environment + + + + Builds the target, appending list of output files and returns building result. + + + + + Gets the output directory for the main executable + + The executable directory + + + + Check that copying a file from one location to another does not violate rules regarding restricted folders + + The destination location for the file + The source location of the file + Logger for output + True if the copy is permitted, false otherwise + + + + Gets the restricted folders that the given file is in + + The file to test + List of restricted folders for the file + + + + Creates a toolchain for the current target. May be overridden by the target rules. + + New toolchain instance + + + + Cleans any stale modules that have changed moved output folder. + + On Windows, the loader reads imported DLLs from the first location it finds them. If modules are moved from one place to another, we have to be sure to clean up the old versions + so that they're not loaded accidentally causing unintuitive import errors. + + + + + Check whether a reference from an engine module to a plugin module is allowed. 'Temporary' hack until these can be fixed up properly. + + Name of the engine module. + Name of the plugin module. + True if the reference is allowed. + + + + Export the definition of this target to a JSON file + + File to write to + List of actions to export + + + + Writes a header for the given binary that allows including headers from it in an external application + + Binary to write a header for + Path to the header to output + The global compile environment for this target + + + + + Check for EULA violation dependency issues. + + + + + Tells if this module can be redistributed. + + + + + Dynamically merge modules into libraries based on target settings + + + + + + Setup target before build. This method finds dependencies, sets up global environment etc. + + + + + Creates scripts for executing the pre-build scripts + + + + + Creates scripts for executing post-build steps + + Array of post-build scripts + + + + Adds custom build steps from the given JSON object to the list of command batches + + The custom build steps + The plugin to associate with these commands + List to receive the command batches + + + + Gets a list of variables that can be expanded in paths referenced by this target + + The current plugin + Map of variable names to values + + + + Write scripts containing the custom build steps for the given host platform + + The current host platform + The output directory for the scripts + Bare prefix for all the created script files + List of custom build steps, and their matching PluginInfo (if appropriate) + List of created script files + + + + Finds a list of module names which can be hot-reloaded + + Set of module names + + + + Determines which modules can be used to create shared PCHs + + The list of binaries + The compile environment. The shared PCHs will be added to the SharedPCHs list in this. + Logger for output + + + + Creates all the shared PCH instances before processing the modules + + The target being built + The toolchain to build with + The list of binaries + The compile environment. The shared PCHs will be added to the SharedPCHs list in this. + Logger for output + List of build actions + + + + When building a target, this is called to add any additional modules that should be compiled along + with the main target. If you override this in a derived class, remember to call the base implementation! + + + + + Adds all the precompiled modules into the target. Precompiled modules are compiled alongside the target, but not linked into it unless directly referenced. + + + + + Gets the output directory for a target + + The base directory for output files + Path to the target file + The output directory for this target + + + + Finds the base output directory for build products of the given module + + The rules object created for this module + The base output directory for compiled object files for this module + + + + Finds the base output directory for a module + + The rules object created for this module + The architectures (or none) to insert into the directory structure + The output directory for compiled object files for this module + + + + Adds a dynamic library for the given module. Does not check whether a binary already exists, or whether a binary should be created for this build configuration. + + The module to create a binary for + The new binary. This has not been added to the target. + + + + Adds a dynamic library for the given set of modules. Does not check whether a binary already exists, or whether a binary should be created for this build configuration. + + The name of the merged binary + The modules to create a binary for + The new binary. This has not been added to the target. + + + + Makes a filename (without path) for a compiled binary (e.g. "Core-Win64-Debug.lib") */ + + The name of this binary + The separator for a decorated filename + The platform being built for + The configuration being built + The target architectures being built + The target configuration which doesn't require a platform and configuration suffix. Development by default. + Type of binary + Name of the binary + + + + Determine the output path for a target's executable + + The base directory for the executable; typically either the engine directory or project directory. + Name of the binary + Target platform to build for + Target configuration being built + Architectures being built + The type of binary we're compiling + The configuration which doesn't have a "-{Platform}-{Configuration}" suffix added to the binary + Whether this executable contains game modules + Subfolder for executables. May be null. + The project file containing the target being built + Rules for the target being built + List of executable paths for this target + + + + Sets up the uproject modules for this target + + + + + Sets up the plugins for this target + + + + + Modify a module rules based on the current target, be very careful not to violate the shared environment! + + name of the module + the module's rules + + + + Creates a plugin instance from a reference to it + + Reference to the plugin + Textual representation of the chain of references, for error reporting + Array of folder names to be excluded + Map from plugin name to instance of it + Map from plugin name to information + Logger for diagnostic output + Instance of the plugin, or null if it should not be used + + + + Checks whether a plugin path contains a platform directory fragment + + + + + Scan for UBT plugins. This also detects if the current target has a C++ style UHT that don't have + an associated UBT/UHT plugin. When this happens, the old UHT must be used. + + + + + Sets up the binaries for the target. + + + + + Sets up the global compile and link environment for the target. + + + + + Create a rules object for the given module, and set any default values for this target + + + + + Utility function to remove trailing slashes from a list of paths + + List of paths to process + + + + Determines the relative base directory path from the specified Binary directory to the Engine base directory if possible. + + Directory that contains the platform subdirectoies for each UBT built binary + Platform that the binary is for + A string specifying the relative path from the binary directory to the engine base dir, or null if this isn't contained within the engine hierarhcy + + + + Finds a module given its name. Throws an exception if the module couldn't be found. + + Name of the module + Chain of references causing this module to be instantiated, for display in error messages + Logger for output + + + + Constructs a new C++ module + + Name of the module + Chain of references causing this module to be instantiated, for display in error messages + Logger for output + New C++ module + + + + Normalize an include path to be relative to the engine source directory + + + + + Finds a module given its name. Throws an exception if the module couldn't be found. + + + + + Combines a list of paths with a base path. + + Base path to combine with. May be null or empty. + List of input paths to combine with. May be null. + List of paths relative The build module object for the specified build rules source file + + + + This replaces the VCToolPath64 readonly property that was available in 4.19 . Note that GetVCToolPath64 + is still used internally, but the property for it is no longer exposed. + + + + + + + This replaces the InstallDir readonly property that was available in 4.19. + + + + + + + + + Executor to use for local actions + + + + + Used to specify the location of fbuild.exe if the distributed binary isn't being used + + + + + Controls network build distribution + + + + + Used to specify the location of the brokerage. If null, FASTBuild will fall back to checking FASTBUILD_BROKERAGE_PATH + + + + + Used to specify the FASTBuild coordinator IP or network name. If null, FASTBuild will fall back to checking FASTBUILD_COORDINATOR + + + + + Controls whether to use caching at all. CachePath and FASTCacheMode are only relevant if this is enabled. + + + + + Cache access mode - only relevant if bEnableCaching is true; + + + + + Used to specify the location of the cache. If null, FASTBuild will fall back to checking FASTBUILD_CACHE_PATH + + + + + Whether to force remote + + + + + Whether to stop on error + + + + + Which MSVC CRT Redist version to use + + + + + Which MSVC Compiler version to use + + + + + Constructor + + + + + + + + + + + + + + Results from a run action + + Console log lines + Process return code. Zero is assumed to be success and all other values an error. + Wall time + CPU time + Additional description of action + + + + Results from a run action + + Console log lines + Process return code. Zero is assumed to be success and all other values an error. + Wall time + CPU time + Additional description of action + + + Console log lines + + + Process return code. Zero is assumed to be success and all other values an error. + + + Wall time + + + CPU time + + + Additional description of action + + + + Defines the phase of execution + + + + + Check for already existing artifacts for the inputs + + + + + Compile the action + + + + + Defines the type of the runner. + + + + + Will be used to queue jobs as part of general requests + + + + + Will only be used for manual requests to queue jobs + + + + + Actions are assigned a runner when they need executing + + Type of the runner + The action phase that this step supports + Function to be run queue running a task + If true, use the action weight as a secondary limit + Maximum number of action actions + Maximum weight of actions + + + + Actions are assigned a runner when they need executing + + Type of the runner + The action phase that this step supports + Function to be run queue running a task + If true, use the action weight as a secondary limit + Maximum number of action actions + Maximum weight of actions + + + Type of the runner + + + The action phase that this step supports + + + Function to be run queue running a task + + + If true, use the action weight as a secondary limit + + + Maximum number of action actions + + + Maximum weight of actions + + + + Current number of active actions + + + + + Current weight of actions + + + + + Used to track if the runner has already scanned the action list + for a given change count but found nothing to run. + + + + + True if the current limits have not been reached. + + + + + Helper class to manage the action queue + + Running the queue can be done with a mixture of automatic and manual runners. Runners are responsible for performing + the work associated with an action. Automatic runners will have actions automatically queued to them up to the point + that any runtime limits aren't exceeded (such as maximum number of concurrent processes). Manual runners must have + jobs queued to them by calling TryStartOneAction or StartManyActions with the runner specified. + + For example: + + ParallelExecutor uses an automatic runner exclusively. + UBAExecutor uses an automatic runner to run jobs locally and a manual runner to run jobs remotely as processes + become available. + + + + + Number of second of no completed actions to trigger an action stall report. + If zero, stall reports will not be enabled. + + + + + Number of second of no completed actions to trigger to terminate the queue. + If zero, force termination not be enabled. + + + + + Running status of the action + + + + + Queued waiting for execution + + + + + Action is running + + + + + Action has successfully finished + + + + + Action has finished with an error + + + + + Used to track the state of each action + + + + + Action to be executed + + + + + Phase of the action + + + + + Current status of the execution + + + + + Runner assigned to the action + + + + + Optional execution results + + + + + Indices to prereq actions + + + + + State information about each action + + + + + Output logging + + + + + Total number of actions + + + + + Process group + + + + + Source for the cancellation token + + + + + Cancellation token + + + + + Progress writer + + + + + Overall success of the action queue + + + + + Whether to show compilation times along with worst offenders or not. + + + + + Whether to show CPU utilization after the work is complete. + + + + + Add target names for each action executed + + + + + Whether to log command lines for actions being executed + + + + + Whether to show compilation times for each executed action + + + + + Collapse non-error output lines + + + + + When enabled, will stop compiling targets after a compile error occurs. + + + + + Return true if the queue is done + + + + + Action that can be to notify when artifacts have been read for an action + + + + + Action that can be to notify when artifacts have been missed + + + + + Collection of available runners + + + + + First action to start scanning for actions to run + + + + + Action to invoke when writing tool output + + + + + Flush the tool output after logging has completed + + + + + Timer used to collect CPU utilization + + + + + Per-second logging of cpu utilization + + + + + Collection of all actions remaining to be logged + + + + + Task waiting to process logging + + + + + Used only by the logger to track the [x,total] output + + + + + Tracks the number of completed actions. + + + + + Tracks the number of completed actions from cache hits. + + + + + Tracks the number of unsuccessful actions from cache misses. + + + + + Flags used to track how StartManyActions should run + + + + + Number of changes to the action list + + + + + If true, an action stall has been reported for the current change count + + + + + If true, the queue has been cancelled due to an action stall + + + + + Time of the last change to the action count. This is updated by the timer. + + + + + Copy of _lastActionChange used to detect updates by the time. + + + + + Used to terminate the run with status + + + + + The last action group printed in multi-target builds + + + + + If set, artifact cache used to retrieve previously compiled results and save new results + + + + + Construct a new instance of the action queue + + Collection of actions + If true, the artifact cache is being used + Max number of concurrent artifact cache tasks + Text to be displayed with the progress writer + Action to invoke when writing tool output + Action to invoke when flushing tool output + Logging interface + + + + Event handler for the Console.CancelKeyPress event + + + + + + + Create a new automatic runner + + Action to be run queue running a task + If true, use the action weight as a secondary limit + Maximum number of action actions + Maximum weight of actions + Created runner + + + + Create a manual runner + + Action to be run queue running a task + If true, use the action weight as a secondary limit + Maximum number of action actions + Maximum weight of actions + Created runner + + + + Start the process of running all the actions + + + + + Run the actions until complete + + True if completed successfully + + + + Get the number of actions that were run, and how many succeeded or failed + + Out parameter, the total number of actions + Out parameter, the number of successful actions + Out parameter, the number of failed actions + Out parameter, the number of cache hit actions + Out parameter, the number of cache miss actions + + + + Return an enumeration of ready compile tasks. This is not executed under a lock and + does not modify the state of any actions. + + Enumerations of all ready to compile actions. + + + + Try to start one action + + If specified, tasks will only be queued to this runner. Otherwise all manual runners will be used. + True if an action was run, false if not + + + + Handle an exception running a task + + Action that has been run + Thrown exception + + + + Try to start one action. + + If specified, tasks will only be queued to this runner. Otherwise all manual runners will be used. + Action to be run if something was queued and the number of completed actions + + + + Start as many actions as possible. + + If specified, all actions will be limited to the runner + + + + Dispose the object + + + + + Reset the status of the given action to the queued state. + + Action being re-queued + + + + Notify the system that an action has been completed. + + Action being completed + If true, the action succeeded or false if it failed. + Optional execution results + + + + Set the new state of an action. Can only set state to Queued, Finished, or Error + + Action being set + Status to set + Optional results + + + + + Add the number of completed actions and signal done if all actions complete. + + Number of completed actions to add. If int.MaxValue, then the number is immediately set to total actions + + + + Returns the number of queued actions left (including queued actions that will do artifact check first) + Note, this method is lockless and will not always return accurate count + + Optional function to filter out actions. Return false if action should not be included + + + + Purge the pending logging actions + + + + + Log an action that has completed + + Action that has completed + Results of the action + + + + Generate the final summary display + + + + + Get the ready state of an action + + Action in question + Action ready state + + + + This executor uses async Tasks to process the action graph + + + + + Maximum processor count for local execution. + + + + + Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks. + When using the local executor (not XGE), run a single action on each CPU core. Note that you can set this to a larger value + to get slightly faster build times in many cases, but your computer's responsiveness during compiling may be much worse. + This value is ignored if the CPU does not support hyper-threading. + + + + + Free memory per action in bytes, used to limit the number of parallel actions if the machine is memory starved. + Set to 0 to disable free memory checking. + + + + + The priority to set for spawned processes. + Valid Settings: Idle, BelowNormal, Normal, AboveNormal, High + Default: BelowNormal or Normal for an Asymmetrical processor as BelowNormal can cause scheduling issues. + + + + + When enabled, will stop compiling targets after a compile error occurs. + + + + + Whether to show compilation times along with worst offenders or not. + + + + + Whether to show compilation times for each executed action + + + + + Whether to log command lines for actions being executed + + + + + Add target names for each action executed + + + + + Whether to take into account the Action's weight when determining to do more work or not. + + + + + Whether to show CPU utilization after the work is complete. + + + + + Collapse non-error output lines + + + + + How many processes that will be executed in parallel + + + + + Constructor + + How many actions to execute in parallel + Consider logical cores when determining how many total cpu cores are available + Should output be written in a compact fashion + Logger for output + + + + Returns the name of this executor + + + + + Checks whether the task executor can be used + + True if the task executor can be used + + + + Telemetry event for this executor + + + + + + + + Create an action queue + + Actions to be executed + Artifact cache + Max artifact tasks that can execute in parallel + Logging interface + Action queue + + + + + + + Publicly visible static class that allows external access to the parallel executor config + + + + + Maximum number of processes that should be used for execution + + + + + Maximum number of processes that should be used for execution + + + + + When enabled, SN-DBS will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others. + + + + + When set to false, SNDBS will not be enabled when running connected to the coordinator over VPN. Configure VPN-assigned subnets via the VpnSubnets parameter. + + + + + List of subnets containing IP addresses assigned by VPN + + + + + + + + + + + Executes the process, parsing progress markup as part of the output. + + + + + SN-DBS templates that are automatically included in the build. + + + + + ID for this Horde session + + + + + Executes the provided actions + + True if all the tasks successfully executed, or false if any of them failed. + + + + Determine if an action must be run locally and with no detouring + + The action to check + If this action must be local, non-detoured + + + + Determine if an action is able to be run remotely + + The action to check + If this action can be run remotely + + + + Configuration for Unreal Build Accelerator + + + + + Address of the uba cache service. Will automatically use cache if connected + + + + + Set cache to write, expects one of [True, False, BuildMachineOnly] + + + + + Set cache to require VFS to be enabled + + + + + If the cache can be written to + + + + + Extension methods for FileReference functionality + + + + + Load horde config from a different section name + + + + + + + + Configuration for Unreal Build Accelerator + + + + + List of provider names for remote connections. + + + + + List of provider names for remote connections from ini + It is recommended to set Providers in ini so the setting can be shared with the uba controller in editor, such as + Windows: %ProgramData%/Epic/Unreal Engine/Engine/Config/SystemEngine.ini + Mac: ~/Library/Application Support/Epic/Unreal Engine/Engine/Config/SystemEngine.ini + Linux: ~/.config/Epic/Unreal Engine/Engine/Config/SystemEngine.ini + + + + + List of provider names for remote connections + + + + + List of provider names for remote connections from ini + + + + + List of provider names for remote cache. + + + + + List of provider names for remote cache from ini + + + + + List of provider names for remote cache + + + + + List of provider names for remote cache from ini + + + + + When set to true, UBA will not use any remote help + + + + + When set to true, UBA will force all actions that can be built remotely to be built remotely. This will hang if there are no remote agents available + + + + + When set to true, actions that fail locally with certain error codes will retry without uba. + + + + + When set to true, all actions that fail locally with UBA will be retried without UBA. + + + + + When set to true, actions that fail remotely with UBA will be retried locally with UBA. + + + + + When set to true, all errors and warnings from UBA will be output at the appropriate severity level to the log (rather than being output as 'information' and attempting to continue regardless). + + + + + If UBA should store cas compressed or raw + + + + + If UBA should distribute linking to remote workers. This needs bandwidth but can be an optimization + + + + + The amount of gigabytes UBA is allowed to use to store workset and cached data. It is a good idea to have this >10gb + + + + + Max number of worker threads that can handle messages from remotes. + + + + + Max size of each message sent from server to client + + + + + Which ip UBA server should listen to for connections + + + + + Which port UBA server should listen to for connections. + + + + + Which directory to store files for UBA. + + + + + Use Quic protocol instead of Tcp (experimental) + + + + + Enable logging of UBA processes + + + + + Prints summary of UBA stats at end of build + + + + + Launch visualizer application which shows build progress + + + + + Resets the cas cache + + + + + Provide custom path for trace output file + + + + + Add verbose details to the UBA trace + + + + + Disable UBA waiting on available memory before spawning new processes + + + + + Let UBA kill running processes when close to out of memory + + + + + Store object (.obj) compressed on disk. Requires uba to do link step where it will decompress obj files again + + + + + Skip writing intermediate and output files to disk. Useful for validation builds where we don't need the output + + + + + Set to true to disable mimalloc and detouring of memory allocations. + + + + + The zone to use for UBA. + + + + + Set to true to enable encryption when transferring files over the network. + + + + + Set to true to provide known inputs to processes that are run remote. This is an experimental feature to speed up build times when ping is higher + + + + + Write yaml file with all actions that are queued for build. This can be used to replay using "UbaCli.exe local file.yaml" + + + + + Set to true to see more info about what is happening inside uba and also log output from agents + + + + + Disable all detouring making all actions run outside uba + + + + + Max number of cache download tasks that can execute in parallel + + + + + Shuffle the list of cache servers before each read attempt + + + + + Report reason a cache miss happened. Useful when searching for determinism/portability issues + + + + + Compression level. Options are None, SuperFast, VeryFast, Fast, Normal, Optimal1 to Optimal5 + + + + + Configuration for Unreal Build Accelerator Horde session + + + + + Uri of the Horde server + + + + + Auth token for the Horde server + + + + + OIDC id for the login to use + + + + + Pool for the Horde agent to assign, calculated based on platform and overrides + + + + + Pool for the Horde agent to assign if no override current platform doesn't have it set + + + + + Pool for the Horde agent to assign, only used for commandline override + + + + + Pool for the Horde agent to assign when on Linux + + + + + Pool for the Horde agent to assign when on Mac + + + + + Pool for the Horde agent to assign when on Windows + + + + + Requirements for the Horde agent to assign + + + + + Default compute cluster ID if nothing is set + + + + + Compute cluster ID for automatically resolving the most suitable cluster + + + + + Compute cluster ID to use in Horde. Set to "_auto" to let Horde server resolve a suitable cluster. + In multi-region setups this is can simplify configuration of UBT/UBA a lot. + + + + + Which ip UBA server should give to agents. This will invert so host listens and agents connect + + + + + Max cores allowed to be used by build session + + + + + How long UBT should wait to ask for help. Useful in build configs where machine can delay remote work and still get same wall time results (pch dependencies etc) + + + + + Allow use of Wine. Only applicable to Horde agents running Linux. Can still be ignored if Wine executable is not set on agent. + + + + + Connection mode for agent/compute communication + for valid modes. + + + + + Encryption to use for agent/compute communication. Note that UBA agent uses its own encryption. + for valid modes. + + + + + Sentry URL to send box data to. Optional. + + + + + Disable horde all together + + + + + Enabled parameter for use by INI config, expects one of [True, False, BuildMachineOnly] + + + + + Extension methods for FileReference functionality + + + + + Load horde config from a different section name + + + + + + + + Whether to use the no_watchdog_thread option to prevent VS2015 toolchain stalls. + + + + + Whether to display the XGE build monitor. + + + + + When enabled, XGE will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others. + + + + + When set to false, XGE will not be enabled when running connected to the coordinator over VPN. Configure VPN-assigned subnets via the VpnSubnets parameter. + + + + + List of subnets containing IP addresses assigned by VPN + + + + + Whether to allow remote linking + + + + + Whether to enable the VCCompiler=true setting. This requires an additional license for VC tools. + + + + + Minimum number of actions to use XGE execution. + + + + + Check for a concurrent XGE build and treat the XGE executor as unavailable if it's in use. + This will allow UBT to fall back to another executor such as the parallel executor. + + + + + + + + + + + Writes a XGE task file containing the specified actions to the specified file path. + + + + + The possible result of executing tasks with XGE. + + + + + Executes the tasks in the specified file. + + - The path to the file containing the tasks to execute in XGE XML format. + + + + Indicates whether the tasks were successfully executed. + + + + Executes the tasks in the specified file, parsing progress markup as part of the output. + + + + + Matches compile errors and annotates with the source file path and revision + + + + + + + + Matcher for linker errors + + + + + + + + Matcher for generic Microsoft errors (see https://docs.microsoft.com/en-us/cpp/build/formatting-the-output-of-a-custom-build-step-or-build-event?view=msvc-160) + + + + + Aggregates clang timing information files together into one monolithic breakdown file. + + + + + Aggregates parsed Visual C++ timing information files together into one monolithic breakdown file. + + + + + Outputs information about the given target, including a module dependecy graph (in .gefx format and list of module references) + + + + + Execute the command + + Command line arguments + Exit code + + + + + Identifies plugins with python requirements and attempts to install all dependencies using pip. + + + + + Full path to python interpreter engine was built with (if unspecified use value in PythonSDKRoot.txt) + + + + + The action the pip install tool should implement (GenRequirements, Setup, Parse, Install, ViewLicenses, default: Install) + + + + + Disable requiring hashes in pip install requirements (NOTE: this is insecure and may simplify supply-chain attacks) + + + + + Allow overriding the index url (this will also disable extra-urls) + + + + + Run pip installer on all plugins in project and engine + + + + + Execute the command + + Command line arguments + + Exit code + + + + PipEnv helper class for setting up a self-contained pip environment and running pip commands (particularly pip install) within that env. + + + + + Simple interface for logging command stdout/stderr with progress tags if supported + + + + + Simple factory types so that users don't need to implement the factory + + + + + Basic command logger which just echos output/errors to Logger (indent stdout data by 2 spaces) + + + + + Pyuthon command wraps python logging facility outputs to appropriate log channel + + + + + Basic command writer that redirects stdout to file, and writes stderr normally (used to output pip freeze to file) + + + + + Simple interface for logging command stdout/stderr with progress tags if supported + + + + + Implement the UHT configuration interface. Due to the configuration system being fairly embedded into + UBT, the implementation must be part of UBT. + + + + + Types that have been renamed, treat the old deprecated name as the new name for code generation + + + + + Meta data that have been renamed, treat the old deprecated name as the new name for code generation + + + + + Supported units in the game + + + + + Special parsed struct names that do not require a prefix + + + + + Special parsed struct names that have a 'T' prefix + + + + + Mapping from 'human-readable' macro substring to # of parameters for delegate declarations + Index 0 is 1 parameter, Index 1 is 2, etc... + + + + + Default version of generated code. Defaults to oldest possible, unless specified otherwise in config. + + + + + Internal version of pointer warning for native pointers in the engine + + + + + Internal version of pointer warning for object pointers in the engine + + + + + Internal version of pointer warning for native pointers in engine plugins + + + + + Internal version of pointer warning for object pointers in engine plugins + + + + + Internal version of pointer warning for native pointers outside the engine + + + + + Internal version of pointer warning for object pointers outside the engine + + + + + If true, deprecation warnings should be shown + + + + + If true, UObject properties are enabled in RigVM + + + + + If true, UInterface properties are enabled in RigVM + + + + + Internal version of behavior when there is a missing generated header include in the engine code. + + + + + Internal version of behavior when there is a missing generated header include in non engine code. + + + + + Internal version of the behavior set when the underlying type of a regular and namespaced enum isn't set in the engine code. + + + + + Internal version of the behavior set when the underlying type of a regular and namespaced enum isn't set in the non engine code. + + + + + Collection of known documentation policies + + + + + Default documentation policy (usually empty) + + + + + Settings to use for the development status + + + + + Settings to use for the development status + + + + + Settings to use for the deprecation status + + + + + Settings to use for the deprecation status + + + + + + + + + + + + + + + + + + + + + + + + + + If true, UObject properties are enabled in RigVM + + + + + If true, UInterface properties are enabled in RigVM + + + + + If true, deprecation warnings should be shown + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Read the UHT configuration + + Extra command line arguments + + + + Read any game configuration for the editor... + + + + + + Global options for UBT (any modes) + + + + + User asked for help + + + + + The amount of detail to write to the log + + + + + Specifies the path to a log file to write. Note that the default mode (eg. building, generating project files) will create a log file by default if this not specified. + + + + + Whether to include timestamps in the log + + + + + Whether to format messages in MsBuild format + + + + + Disables all logging including the default log location + + + + + Initialize the options with the given command line arguments + + + + + + File manager for the test harness + + + Construct a new instance of the test file manager + + Root directory of the UE + + + + File manager for the test harness + + + Construct a new instance of the test file manager + + Root directory of the UE + + + + Collection of test fragments that can be read + + + + + All output segments generated by code gen + + + + + + + + + + + + + + + + + + + + + + + Add a source file fragment to the session. When requests are made to read sources, the + fragment list will be searched first. + + Source file + The relative path to add + Starting line number + The data associated with the path + + + + Testing harness to run the test scripts + + + + + Invoke UHT + + + + + Directory for saved application settings (typically Engine/Programs) + + + + + The engine programs directory + + + + + Print (incomplete) usage information + + Defined exporters + Configuration + + + + Execute the command + + Command line arguments + Exit code + + + + + Options controlling how a target is built + + + + + Default options + + + + + Don't build anything, just do target setup and terminate + + + + + Just output a list of XGE actions; don't build anything + + + + + Fail if any engine files would be modified by the build + + + + + Builds a target + + + + + Specifies the file to use for logging. + + + + + Whether to skip checking for files identified by the junk manifest. + + + + + Skip building; just do setup and terminate. + + + + + Skip pre build targets; just do the main target. + + + + + Whether we should just export the XGE XML and pretend it succeeded + + + + + Do not allow any engine files to be output (used by compile on startup functionality) + + + + + Whether we should just export the outdated actions list + + + + + An optional directory to copy crash dump files into + + + + + If specified, then only this type of action will execute + + + + + Main entry point + + Command-line arguments + One of the values of ECompilationResult + + + + + Creates scripts for executing the init scripts (only supported on project descriptors) + + The current target + List of created script files + + + + Write scripts containing the custom build steps for the given host platform + + The current target + The current host platform + The output directory for the scripts + Bare prefix for all the created script files + List of custom build steps + List of created script files + + + + Gets a list of variables that can be expanded in paths referenced by this target + + The current target + Map of variable names to values + + + + Build a list of targets + + Target descriptors + Current build configuration + The source file working set + Additional options for the build + Files to write the list of outdated actions to (rather than building them) + Logger for output + If true then only the current target descriptors will be built. + If specified, only actions of this type will be run + Result from the compilation + + + + Build a list of targets with a given set of makefiles. + + Makefiles created with CreateMakefiles + Target descriptors + Current build configuration + Additional options for the build + Files to write the list of outdated actions to (rather than building them) + Logger for output + If specified, only actions of this type will be run + Result from the compilation + + + + If there are headers in the specific list, this function will expand the list to include all files that include those headers + + List of files to compile + Project file if there is one + Actions to filter out expansion of files + Logger for output + + + + Outputs the toolchain used to build each target + + List of targets being built + Matching array of makefiles for each target + Logger for output + + + + Returns true if File is header + + File to check + + + + Creates the makefile for a target. If an existing, valid makefile already exists on disk, loads that instead. + + The build configuration + Target being built + Set of source files which are part of the working set + Logger for output + Makefile for the given target + + + + Determines all the actions that should be executed for a target (filtering for single module/file, etc..) + + The target being built + Makefile for the target + Set of all output items + List of actions that need to be executed + + + + Merge action graphs for multiple targets into a single set of actions. Sets group names on merged actions to indicate which target they belong to. + + List of target descriptors + Array of actions for each target + List of merged actions + + + + Cleans build products and intermediates for the target. This deletes files which are named consistently with the target being built + (e.g. UnrealEditor-Foo-Win64-Debug.dll) rather than an actual record of previous build products. + + + + + Whether to avoid cleaning targets + + + + + Skip pre build targets; just do the main target. + + + + + Main entry point + + Command-line arguments + One of the values of ECompilationResult + + + + + Invokes the deployment handler for a target. + + + + + If we are just running the deployment step, specifies the path to the given deployment settings + + + + + Execute the tool mode + + Command line arguments + Exit code + + + + + Builds a target + + + + + Whether we should just export the outdated actions list + + + + + Main entry point + + Command-line arguments + One of the values of ECompilationResult + + + + + Fixes the include paths found in a header and source file + + + + + Regex that matches #include statements. + + + + + Execute the command + + Command line arguments + Exit code + + + + + Generate a clang compile_commands file for a target + + + + + Optional set of source files to include in the compile database. If this is empty, all files will be included by default and -Exclude can be used to exclude some. + Relative to the root directory, or to the project file. + + + + + Optional set of source files to exclude from the compile database. + Relative to the root directory, or to the project file. + + + + + Execute any actions which result in code generation (eg. ISPC compilation) + + + + + Optionally override the output filename for handling multiple targets + + + + + Optionally overrite the output directory for the compile_commands file. + + + + + Execute the command + + Command line arguments + Exit code + + + + + Generates project files for one or more projects + + + + + Types of project files to generate + + + + + Disable native project file generators for platforms. Platforms with native project file generators typically require IDE extensions to be installed. + + + + + Whether this command is being run in an automated mode + + + + + Execute the tool mode + + Command line arguments + Exit code + + + + + Generate a clang compile_commands file for a target + + + + + Regex that matches #include statements. + + + + + Regex that matches #include generated header statements. + + + + + Regex that matches inline macro. + + + + + Execute the command + + Command line arguments + Exit code + + + + + Representing an #include inside a code file. + + + + + Full path using forward paths, eg: d:/dev/folder/file.h + + + + + Printable path for actual include. Does not include quotes or angle brackets. eg: folder/file.h + + + + + Reference to file info. Not populated with .iwyu file + + + + + Decides if printable should be #include quote or angle bracket + + + + + If true #include was found inside a declaration such as a namespace or class/struct/function + + + + + Comparer for include entries using printable to compare + + + + + Representing a forward declaration inside a code file. eg: class MyClass; + + + + + The string to add to the file + + + + + True if forward declaration has already been seen in the file + + + + + Representing an include that the code file needs that is missing in the include list + Note, in cpp files it is listing the includes that are in the matching h file + + + + + Full path using forward paths, eg: d:/dev/folder/file.h + + + + + Representing a file (header or source). Each .iwyu file has a list of these (most of the time only one) + + + + + Full path of file using forward paths, eg: d:/dev/folder/file.h + + + + + Includes that this file needs. This is what iwyu have decided is used. + + + + + Forward declarations that this file needs. This is what iwyu have decided is used. + + + + + Includes seen in the file. This is how it looked like on disk. + + + + + Includes that didnt end up in the Includes list but is needed by the code file + + + + + Transitive includes. This is all the includes that someone gets for free when including this file + Note, this is based on what iwyu believes should be in all includes. So it will not look at "seen includes" + and only use its generated list. + + + + + Transitive forward declarations. Same as transitive includes + + + + + Which .iwyu file that produced this info. Note, it might be null for some special cases (like .generated.h files) + + + + + Module that this file belongs to + + + + + Is true if this file was included inside a declaration such as a namespace or class/struct/function + + + + + Is true if this file ends with .cpp + + + + + This is what include-what-you-use.exe produces for each build. a .iwyu file that is parsed into these instances + + + + + The different headers and source files that was covered by this execution of iwyu. + + + + + Name of .iwyu file + + + + + Profiles different unity sizes and prints out the different size and its timings + + + + + Specifies the file to use for logging. + + + + + Will check out files from p4 and write to disk + + + + + Update only includes in cpp files and don't touch headers + + + + + Which module to run IWYU on. Will also include all modules depending on this module + + + + + Which directory to run IWYU on. Will search for modules that has module directory matching this string + If no module is found in -PathToUpdate it handles this for individual files instead. + Note this can be combined with -ModuleToUpdate to double filter + PathToUpdate supports multiple paths using semi colon separation + + + + + Same as PathToUpdate but provide the list of paths in a text file instead. + Add all the desired paths on a separate line + + + + + Also update modules that are depending on the module we are updating + + + + + Will check out files from p4 and write to disk + + + + + Allow files to not add includes if they are transitively included by other includes + + + + + Will remove headers that are needed but redundant because they are included through other needed includes + + + + + Will skip compiling before updating. Handle with care, this is dangerous since files might not match .iwyu files + + + + + Will ignore update check that .iwyu is newer than source files. + + + + + If set, this will keep removed includes in #if/#endif scope at the end of updated file. + Applied to non-private headers that are part of the Engine folder. + + + + + Compare current include structure with how it would look like if iwyu was applied on all files + + + + + For Development only - Will write a toc referencing all .iwyu files. Toc can be used by -ReadToc + + + + + For Development only - Will read a toc to find all .iwyu files instead of building the code. + + + + + Execute the command + + Command line arguments + Exit code + + + + + Calculate all indirect transitive includes for a file. This list contains does not contain itself and will handle circular dependencies + + + + + Exports a target as a JSON file + + + + + Execute any actions which result in code generation (eg. ISPC compilation) + + + + + Execute this command + + Command line arguments + Exit code (always zero) + + + + + Parses an MSVC timing info file generated from cl-filter to turn it into a form that can be used by other tooling. + This is implemented as a separate mode to allow it to be done as part of the action graph. + + + + + Generate a clang compile_commands file for a target + + + + + Execute the command + + Command line arguments + Exit code + + + + + Profiles different unity sizes and prints out the different size and its timings + + + + + Set of filters for files to include in the database. Relative to the root directory, or to the project file. + + + + + + + + + + + + + + Execute the command + + Command line arguments + Exit code + + + + + Compile the module multiple times looking for the best unity size + + + + + Print the timing data + + + + + Returns best compile timings after building the module times + + + + + Compiles the module and returns the timing information + + + + + Queries information about the targets supported by a project + + + + + Path to the project file to query + + + + + Path to the output file to receive information about the targets + + + + + Write out all targets, even if a default is specified in the BuildSettings section of the Default*.ini files. + + + + + Write all targets from parent assemblies (useful for EngineRules which can be chained) + + + + + Execute the mode + + Command line arguments + + + + + + Gets the path to the target info output file + + Project file being queried + Path to the output file + + + + Writes information about the targets in an assembly to a file + + The project file for the targets being built + The rules assembly for this target + Output file to write to + + Logger for output + Include all targets even if a default target is specified for a given target type. + Include all targets from parent assemblies (useful for EngineRules which can be chained) + + + + Register all platforms (and in the process, configure all autosdks) + + + + + Execute the tool mode + + Command line arguments + Exit code + + + + + Builds low level tests on one or more targets. + + + + + Whether we're building implicit tests (default is explicit) + + + + + Whether we're cleaning tests instead of just building + + + + + Whether we're rebuilding tests instead of just building + + + + + Updates tests' build graph metadata files for explicit tests + + + + + Specific project file to run tests on or update test metadata + + + + + Main entry point + + Command-line arguments + + + + + Validates the various platforms to determine if they are ready for building + + + + + Platforms to validate + + + + + Whether to validate all platforms + + + + + Whether to output SDK versions. + + + + + Executes the tool with the given arguments + + Command line arguments + Exit code + + + + + Generates documentation from reflection data + + + + + Enum for the type of documentation to generate + + + + + Type of documentation to generate + + + + + The HTML file to write to + + + + + Entry point for this command + + + + + + Parameters for the WriteMetadata mode + + + + + The project file + + + + + Output location for the version file + + + + + The new version to write. This should only be set on the engine step. + + + + + Output location for the target file + + + + + The new receipt to write. This should only be set on the target step. + + + + + Map of module manifest filenames to their location on disk. + + + + + Map of load order manifest filenames to their locations on disk (generally, at most one load oder manifest is expected). + + + + + Constructor + + + + + + + + + + + + Writes all metadata files at the end of a build (receipts, version files, etc...). This is implemented as a separate mode to allow it to be done as part of the action graph. + + + + + Version number for output files. This is not used directly, but can be appended to command-line invocations of the tool to ensure that actions to generate metadata are updated if the output format changes. + The action graph is regenerated whenever UBT is rebuilt, so this should always match. + + + + + Execute the command + + Command line arguments + Exit code + + + + + Execute the command, having obtained the appropriate mutex + + Command line arguments + Logger for output + Exit code + + + + Checks if this + + + + + + + + + Attempts to read a manifest from the given location + + Path to the manifest + + If successful, receives the manifest that was read + True if the manifest was read correctly, false otherwise + + + + Merge a manifest into another manifest + + The source manifest + The target manifest to merge into + + + + Handler for AAR and JAR dependency determination and staging + + + + + Add a new respository path to search for AAR and JAR files + + Directory containing the repository + Logger for output + + + + Add new respository paths to search for AAR and JAR files (recursive) + + Root directory containing the repository + Search pattern to match + Logger for output + + + + Adds a new required JAR file and resolves dependencies + + Name of the package the JAR belongs to in repository + Directory in repository containing the JAR + Version of the AAR to use + Logger instance + + + + Adds a new required AAR file and resolves dependencies + + Name of the package the AAR belongs to in repository + Directory in repository containing the AAR + Version of the AAR to use + Logger for output + Optionally process POM file for dependencies (default) + + + + Copies the required JAR files to the provided directory + + Destination path for JAR files + Logger for output + + + + Extracts the required AAR files to the provided directory + + Destination path for AAR files + Name of the package these AARs are being used with + Logger for output + + + + Extracts the contents of a zip file + + Name of the zip file + Output directory + Logger for output + List of files written + + + + Interface to allow exposing public methods from the toolchain to other assemblies + + + + + Returns the Android NDK Level + + The NDK Level + + + + Returns the Current NDK Version + + The NDK Version + + + + Interface to allow exposing public methods from the Android deployment context to other assemblies + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Public Android functions exposed to UAT + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Logger for output + + + + + + + + + + + + + + + + + + + + + + + checks if the sdk is installed or has been synced + + + + + + Base class for platform-specific project generators + + + + + Whether Android Game Development Extension is installed in the system. See https://developer.android.com/games/agde for more details. + May be disabled by using -noagde on commandline + + + + + Enumerate all the platforms that this generator supports + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Android-specific target settings + + + + + Enables address sanitizer (ASan) + + + + + Enables HW address sanitizer (HWASan) + + + + + Enables thread sanitizer (TSan) + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Enables minimal undefined behavior sanitizer (UBSan) + + + + + Enables runtime ray tracing support. + + + + + Enables the desktop renderer. + + + + + Enables ASIS plugin and STANDALONE support. + + + + + Read-only wrapper for Android-specific target settings + + + + + The private mutable settings object + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + + + + Internal usage for GetApiLevel + + + + + Determines whether we package data inside the APK. Based on and OR of "-ForcePackageData" being + false and bPackageDataInsideApk in /Script/AndroidRuntimeSettings.AndroidRuntimeSettings being true + + + + + Ignore AppBundle (AAB) generation setting if "-ForceAPKGeneration" specified + + + + + Do not use Gradle if previous APK exists and only libUnreal.so changed + + + + + Whether UBT is invoked from MSBuild. + If false will, disable bDontBundleLibrariesInAPK, unless forced . + + + + + Forcing bDontBundleLibrariesInAPK to "true" or "false" ignoring any other option. + + + + + Adds LD_PRELOAD'ed .so to capture all malloc/free/etc calls to libc.so and route them to our memory tracing. + + + + + Simple function to pipe output asynchronously + + + + + Reads the bPackageDataInsideApk from AndroidRuntimeSettings + + + + + + Public Apple functions exposed to UAT + + + + + True if we should force disable entitlements based on "-noEntitlements" + + bool + + + + Is the current project using modern xcode? + + + + + + + Get the given project's Swift settings + + + + + + + + + + This is a FilePath from UE settings, like /Game/Foo/Bar.txt + + Directory to use for /Game paths + + + + + + Convert UnrealTargetPlatform to the platform that Xcode uses for -destination + + + The architecture we are targeting (really, this is for Simulators) + + + + + Different ways that xcodebuild is run, so the scripts can behave appropriately + + + + + This is when hitting Build from in Xcode + + + + + This runs after building when building on commandline directly with UBT + + + + + This runs when making a fully made .app in the Staged directory + + + + + This runs when packaging a full made .app into Project/Binaries + + + + + This runs when packaging a .xcarchive for distribution + + + + + Gets the AppStoreConnect auth options for a given project. Will return empty string if the project isn't set up to use ASC + + + + + + + Generates a stub xcode project for the given project/platform/target combo, then builds or archives it + + Project to build + Platform to build + The architecture we are targeting (really, this is for Simulator to pass in the -destination field) + Configuration to build + Target to build + Sets an envvar used inside the xcode project to control certain features + + Any extra options to pass to xcodebuild + If true, force signing with the - identity + Optional list of devices to target, mainly for adding to provision if needed + xcode's exit code + + + + Genearate an run-only Xcode project, that is not meant to be used for anything else besides code-signing/running/etc of the native .app bundle + + Location of .uproject file (or null for the engine project + The platform to generate a project for + The name of the target being built, so we can generate a more minimal project + True if this is making a bild for uploading to app store + True if we should disable entitlements + Logging object + Returns the .xcworkspace that was made + + + + Version of FinalizeAppWithXcode that is meant for modern xcode mode, where we assume all codesigning is setup already in the project, so nothing else is needed + + The .xcworkspace file to build + THe platform to make the .app for + The architecture we are targeting (really, this is for Simulator to pass in the -destination field) + True when using automatic codesigning via xcodebuild + The name of the scheme (basically the target on the .xcworkspace) + Which configuration to make (Debug, etc) + Action (build, archive, etc) + Extra options to pass to xcodebuild + Logging object + Optional list of devices to target, mainly for adding to provision if needed + xcode's exit code + + + + Pass along the call to UEBuildTarget.MakeBinaryFileName, but taking an extension instead of a binary type, since the type is hidden + + + + + + + + + + + + + Finds the latest .xcarchive for a given Target name (the .xcarchive will start with this name then have a data appended) + + Name of the target to look for, this will be the prefix for the .xcarchive to search for + If null, look in Xcode Archives library, otherwiwse, look here + + + + + Returns the location of the Mobile Provisioning directory. Handles Mac and Windows. + On mac, this value changed starting with Xcode16 + + The location of the Mobile Provisioning directory + + + + Base class for Apple-based project generators + + + + + + + + + + + + + + + + + Utilities related to code sign for Apple Platforms + + + + + A logger + + + + + Constructor + + + + + The shared provision library directory (on PC) + + + + + Get the name from the Certificate + + + + + Get the friendly name from the Certificate + + + + + When receiving the cert tool process call + + + + + Finds all valid installed certificates + + + + + Finds all valid installed provisions + + + + + Tries to find a matching certificate on this machine from the the serial number of one of the + certificates in the mobile provision (the one in the mobileprovision is missing the public/private key pair) + + + + + Makes sure the required files for code signing exist and can be found + + + + + Find the certs and provision + + + + + Find a prefixable file (checks first with the prefix and then without it) + + The path that the file should be in + The filename to check for (with and without SigningPrefix prepended to it) + The path to the most desirable file (may still not exist) + + + + Finds the first file in the directory with a given extension (if it exists). This method is to provide some + idiot-proofing (for example, .mobileprovision files, which will be expected to be saved from the website as + GameName.mobileprovision or Distro_GameName.mobileprovision, but falling back to using the first one we find + if the correctly named one is not found helps the user if they mess up during the process. + + + + + Find a prefixable file or directory (checks first with the prefix and then without it) + + The path that the file should be in + The name to check for (with and without SigningPrefix prepended to it) + Is the desired name a directory? + + The path to the most desirable file (may still not exist) + + + + The constructor + + + + + Get the string from the plist + + + + + Get the precompile source plist filename + + + + Handle grabbing the initial plist + + + + The mobile provision + + + + + Tag + + + + + ApplicationIdentifierPrefix + + + + + ApplicationIdentifier + + + + + DeveloperCertificates + + + + + ProvisionedDeviceIDs + + + + + ProvisionName + + + + + bDebugn + + + + + Data + + + + + CreationDate + + + + + ExpirationDate + + + + + FileName + + + + + UUID + + + + + The Platform + + + + + The logger + + + + + The constructor + + + + + Cache the mobile provisions + + + + + Clean the mobile provisions + + + + + Fond compatible provision + + + + + Extracts the dict values for the Entitlements key and creates a new full .plist file + from them (with outer plist and dict keys as well as doctype, etc...) + + + + + Constructs a MobileProvision from an xml blob extracted from the real ASN.1 file + + + + + Does this provision contain the specified UDID? + + + + + This class understands how to get the embedded plist in a .mobileprovision file. It doesn't + understand the full format and is not capable of writing a new one out or anything similar. + + + + + The mobile provision parser + + + + + Parse the file + + + + + Parse the file + + + + + Parse the file + + + + + The code signing config class + + + + + The display name in title bars, popups, etc ... + + + + + The game directory + + + + + The binaries directory + + + + + Optional Prefix to append to .xcent and .mobileprovision files, for handling multiple certificates on same source game + + + + + PCStagingRootDir + + + + + The local staging directory for files needed by Xcode on the Mac (on PC) + + + + + The staging directory from UAT that is passed into IPP (for repackaging, etc...) + + + + + The delta manifest for deploying files for iterative deploy + + + + + The files to be retrieved from the device + + + + + The project file that is passed into IPP from UAT + + + + + The device to deploy or launch on + + + + + Determine whether to use RPC Util or not + + + + + Optional override for the dev root on the target mac for remote builds. + + + + + Optional value specifying that we are working with tvOS + + + + + The local build directory (on PC) + + + + + The shared (Engine) build directory (on PC) + + + + + The local build intermediate directory (on PC) + + + + + The local directory cooked files are placed (on PC) + + + + + The local directory config files are placed (on PC) + + + + + The engine config files are placed (on PC) + + + + + The engine directory + + + + + The local directory that a payload (GameName.app) is assembled into before being copied to the Mac (on PC) + + + + + Program_Architecture + + + + + Program_GameName + + + + + Returns the name of the file containing user overrides that will be applied when packaging on PC + + + + + GetPlistOverrideFilename + + + + + Whether or not to output extra information (like every file copy and date/time stamp) + + + + + Whether or not to output extra information in code signing + + + + + Whether or not non-critical files will be packaged (critical == required for signing or .app validation, the app may still fail to + run with only 'critical' files present). Also affects the name and location of the IPA back on the PC + + + + + Is this a distribution packaging build? Controls a number of aspects of packing (which signing prefix and provisioning profile to use, etc...) + + + + + Is this a c++ code based project? So far used on repackagefromstage to properly choose the .ipa name + + + + + Is this going to try automatic signing? + + + + + Whether or not to strip symbols (they will always be stripped when packaging for distribution) + + + + + Do a code signing update when repackaging? + + + + + Whether the cooked data will be cooked on the fly or was already cooked by the books. + + + + + Whether the install should be performed on a provision + + + + + provision to be installed + + + + + provision to be installed + + + + + provision to extract certificate for + + + + + target name specificied by the command line, if not set GameName + optional Client will be used + + + + + IOS Team ID to be used for automatic signing + + + + + Whether the install should be performed on a certificate + + + + + Certificate to be installed + + + + + Certificate to be output + + + + + An override server Mac name + + + + + A name to use for the bundle indentifier and display name when resigning + + + + + Whether to use None or Best for the compression setting when repackaging IPAs (int version of Ionic.Zlib.CompressionLevel) + By making this an int, we are able to delay load the Ionic assembly from a different path (which is required) + + + + + If the requirements blob is present in the existing executable when code signing, should it be carried forward + (true) or should a dummy requirements blob be created with no actual requirements (false) + + + + + The code signing identity to use when signing via RPC + + + + + The minimum OS version + + + + + Create an iterative IPA (i.e. a stub only with Icons and Splash images) + + + + + Returns a path to the place to back up documents from a device + + + + + + The init + + + + + Public IOS functions exposed to UAT + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Logger for output + + + + + + + + + + + + + + + + + Logger for output + + + + + + + + + + + + + + + + + + + + + + + + Set a secondary remote Mac to retrieve built data on a remote Mac. + + + + + + Prepare the build and project on a Remote Mac to be able to debug an iOS or tvOS package built remotely + + TargetPlatform, iOS or tvOS + Location of .uproject file + A logger + + + + + + + + + + + + + + + + Base class for platform-specific project generators + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Enumerate all the platforms that this generator supports + + + + + If this is set, then we do not do any post-compile steps -- except moving the executable into the proper spot on Mac. + + + + + Which compiler\linker frontend to use + + + + + Which library archiver to use + + + + + Adds a build product and its associated debug file to a receipt. + + Build product to add + Type of build product + + + + + + + + + + + + + + + + + + + + + + Generates debug info for a given executable + + FileItem describing the executable to generate debug info for + Was this build made with LTO enabled? + List of actions to be executed. Additional actions will be added to this list. + Logger for output + + + + Generates pseudo pdb info for a given executable + + FileItem describing the executable to generate debug info for + List of actions to be executed. Additional actions will be added to this list. + + + + Substrings that indicate a line contains an error + + + + + Helper function to sync source files to and from the local system and a remote Mac + + + + + Allows interrogating the contents of a .mobileprovision + + + + + The contents of the provision + + + + + Map of key names to XML elements holding their values + + + + + Constructor + + XML file to create the mobile provision from. Call Read() to read from a signed file on disk. + + + + Gets the unique id for this mobileprovision + + UUID for the provision + + + + Gets the bundle id for this mobileprovision + + Bundle Identifier for the provision + + + + Gets the team unique id for this mobileprovision + + Receives the team unique id + True if the team unique ID was found, false otherwise + + + + Reads a mobileprovision from a file on disk + + Path to the file + New mobile provision instance + + + + Reads the plist file inside a mobileprovision + + Path to the file + XML plist extracted from the mobile provision + + + + A helper class to handler modifying text based PList files + + + + + Helper for info plist + + + + + Set read only + + + + + constructor + + + + + Create plist from file + + + + + save the plist to file + + + + + Constructor + + + + + Convert value to plist format + + + + + Add key value pair + + + + + Add key value pair + + + + + Clones a dictionary from an existing .plist into a new one. Root should point to the dict key in the source plist. + + + + + Get String + + + + + Get date + + + + + Get bool + + + + + Process one node event + + + + + Process the value for the key + + + + + Merge two plists together. Whenever both have the same key, the value in the dominant source list wins. + + + + + Returns each of the entries in the value tag of type array for a given key + If the key is missing, an empty array is returned. + Only entries of a given type within the array are returned. + + + + + Returns true if the key exists (and has a value) and false otherwise + + + + + Remove the key value + + + + + Set the value for the key + + + + + Set the string + + + + + Save the string + + + + + IOS-specific target settings + + + + + Whether to strip iOS symbols or not (implied by Shipping config). + + + + + + + + + + If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA). + + + + + Whether to generate a native Xcode project as a wrapper for the framework. + + + + + Don't generate crashlytics data + + + + + Don't generate crashlytics data + + + + + Disables clang build verification checks on static libraries + + + + + Mark the build for distribution + + + + + Manual override for the provision to use. Should be a full path. + + + + + Imports the given certificate (inc private key) into a temporary keychain before signing. + + + + + Password for the imported certificate + + + + + Cached project settings for the target (set in ResetTarget) + + + + + Enables address sanitizer (ASan) + + + + + Enables thread sanitizer (TSan) + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Constructor + + + + + Read-only wrapper for IOS-specific target settings + + + + + The private mutable settings object + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Stores project-specific IOS settings. Instances of this object are cached by IOSPlatform. + + + + + The cached project file location + + + + + Whether to build the iOS project as a framework. + + + + + Whether to generate a native Xcode project as a wrapper for the framework. + + + + + Whether to generate a dSYM file or not. + + + + + Whether to generate a dSYM bundle (as opposed to single file dSYM) + + + + + Whether to generate a dSYM file or not. + + + + + The minimum supported version + + + + + Whether to support iPhone + + + + + Whether to support iPad + + + + + additional linker flags for shipping + + + + + additional linker flags for non-shipping + + + + + mobile provision to use for code signing + + + + + signing certificate to use for code signing + + + + + true if notifications are enabled + + + + + true if notifications are enabled + + + + + true if notifications are enabled + + + + + true if iTunes file sharing support is enabled + + + + + The bundle identifier + + + + + true if using Xcode managed provisioning, else false + + + + + The IOS Team ID + + + + + true to change FORCEINLINE to a regular INLINE. + + + + + true if IDFA are enabled + + + + + true when building for distribution + + + + + override for the app's display name if different from the project name + + + + + longer display name than BundleName if needed + + + + + Which version of the iOS to allow at run time + + + + + Enables iOS 16 dynamic linker workaround + + + + + which devices the game is allowed to run on + + + + + Constructor + + The project file to read settings for + Bundle identifier needed when project file is empty + + + + Protected constructor. Used by TVOSProjectSettings. + + The project file to read settings for + The platform to read settings for + Bundle identifier needed when project file is empty + + + + IOS provisioning data + + + + + Determines if the given name is a build product for a target. + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the string matches the name of a build product, false otherwise + + + + Get the extension to use for the given binary type + + The binary type being built + string The binary extenstion (ie 'exe' or 'dll') + + + + Check for the default configuration + return true if the project uses the default build config + + + + + Check for the build requirement due to platform requirements + return true if the project requires a build + + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Whether this platform should create debug information or not + + The target being built + bool true if debug info should be generated, false if not + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Setup the binaries for this specific platform. + + The target being built + + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + + + + Register the platform with the UEBuildPlatform class + + + + + Reads the GameName.PackageVersionCounter from disk and bumps the minor version number in it + + + + + + Pulls apart a version string of one of the two following formats: + "7301.15 11-01 10:28" (Major.Minor Date Time) + "7486.0" (Major.Minor) + + + + + + + + + Parses the version string (expected to be of the form major.minor or major) + Also parses the major.minor from the running version file and increments it's minor by 1. + + If the running version major matches and the running version minor is newer, then the bundle version is updated. + + In either case, the running version is set to the current bundle version number and written back out. + + The (possibly updated) bundle version + + + + Updates the minor version in the CFBundleVersion key of the specified PList if this is a new package. + Also updates the key EpicAppVersion with the bundle version and the current date/time (no year) + + + + + Public Linux functions exposed to UAT + + + + + + + + + Logger for output + + + + Platform name (embeds architecture for now) + + + + + Force using system compiler and error out if not possible + + + + + Force using legacy LibCxx in Engine/Source/ThirdParty/Unix + + + + + Whether to compile with the verbose flag + + + + + Whether to link with the verbose flag + + + + + Whether platform supports switching SDKs during runtime + + true if supports + + Returns a path to the internal SDK + + Valid path to the internal SDK, null otherwise + + + + Returns the in-tree root for the Linux Toolchain for this host platform. + + + + + Whether a host can use its system sdk for this platform + + + + + Force use of Legacy LibCxx in Engine/Source/ThirdParty/Unix, which will be deprecated in the future + + + + + Returns the root SDK path for all architectures + WARNING: Do not cache this value - it may be changed after sourcing OutputEnvVars.txt + + Valid SDK string + + + + Returns the SDK path for a specific architecture + WARNING: Do not cache this value - it may be changed after sourcing OutputEnvVars.txt + + Valid SDK DirectoryReference + + + + Whether the path contains a valid clang version + + + + + Whether the required external SDKs are installed for this platform + + + + + Base class for platform-specific project generators + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Enumerate all the platforms that this generator supports + + + + + + + + + + + Get clang toolchain version from full version string + v17_clang-10.0.1-centos7 -> 10.0.1 + v17_clang-16.0.1-centos7 -> 16 + + Full clang toolchain version string. Example: "v17_clang-10.0.1-centos7" + Clang toolchain version. Example: 10.0.1 or 16 + Starting with clang 16.x the directory naming changed to include major version only + + + Flavor of the current build (will map to target triplet) + + + Pass --gdb-index option to linker to generate .gdb_index section. + + + Allows you to override the maximum binary size allowed to be passed to objcopy.exe when cross building on Windows. + Max value is 2GB, due to bat file limitation + + + Platform SDK to use + + + + + + + + + + + + + + + + + + + + + + Contains converter from output file to temporary output file (the one that will be relinked) + + + + + Tracks that information about used C++ library is only printed once + + + + + Creates an action to archive all the .o files into single .a file + + + + + Linux-specific target settings + + + + + Constructor + + + + + Enables address sanitizer (ASan) + + + + + Enables LibFuzzer + + + + + Enables thread sanitizer (TSan) + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Enables memory sanitizer (MSan) + + + + + Whether or not to preserve the portable symbol file produced by dump_syms + + + + + Turns on tuning of debug info for LLDB + + + + + Whether to globally disable calling dump_syms + + + + + Enables runtime ray tracing support. + + + + + Read-only wrapper for Linux-specific target settings + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Linux host architecture (compiler target triplet) + @todo Remove this and get the actual Host architecture? + + + + + SDK in use by the platform + + + + + Constructor + + + + + Determines if the given name is a build product for a target. + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the string matches the name of a build product, false otherwise + + + + Get the extension to use for the given binary type + + The binary type being built + string The binary extension (i.e. 'exe' or 'dll') + + + + Get the extensions to use for debug info for the given binary type + + Rules for the target being built + The binary type being built + string[] The debug info extensions (i.e. 'pdb') + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + + + + Whether this platform should create debug information or not + + The target being built + bool true if debug info should be generated, false if not + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + + + + Register the platform with the UEBuildPlatform class + + + + + Pattern:
+ ^(\\d+).(\\d+)(.(\\d+))?(.(\\d+))?(.(\\d+))?$
+ Explanation:
+ + â—‹ Match if at the beginning of the string.
+ â—‹ 1st capture group.
+ â—‹ Match a Unicode digit greedily at least once.
+ â—‹ Match any character other than '\n'.
+ â—‹ 2nd capture group.
+ â—‹ Match a Unicode digit greedily at least once.
+ â—‹ Optional (greedy).
+ â—‹ 3rd capture group.
+ â—‹ Match any character other than '\n'.
+ â—‹ 4th capture group.
+ â—‹ Match a Unicode digit greedily at least once.
+ â—‹ Optional (greedy).
+ â—‹ 5th capture group.
+ â—‹ Match any character other than '\n'.
+ â—‹ 6th capture group.
+ â—‹ Match a Unicode digit greedily at least once.
+ â—‹ Optional (greedy).
+ â—‹ 7th capture group.
+ â—‹ Match any character other than '\n'.
+ â—‹ 8th capture group.
+ â—‹ Match a Unicode digit greedily at least once.
+ â—‹ Match if at the end of the string or if before an ending newline.
+
+
+
+ + + Get the default deployment target version for the given target type. This will be put into the .plist file for runtime check + Will be in the format A.B.C + + + + + + + Get the default build target version for the given target type. This will be passed to clang when compiling/linking + Will be in the format AA.BB + + + + + + + Public Mac functions exposed to UAT + + + + + Describes the architecture of the host. Note - this ignores translation. + IsRunningUnderRosetta can be used to detect that we're running under translation + + + + + Cached result for AppleArch check + + + + + Cached result for Rosetta check + + + + + Returns true if we're running under Rosetta + + + + + + Returns true if we're running on Apple architecture (either natively which dotnet will do, or under Rosetta) + + + + + + Strips symbols from a file + + The input file + The output file + + + + + Base class for platform-specific project generators + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Register the platform with the UEPlatformProjectGenerator class + + + + + Which version of the Mac OS X to allow at run time + + + + + Minimum version of Mac OS X to actually run on, running on earlier versions will display the system minimum version error dialog and exit. + + + + + Constructor + + Whether to output verbose logging + Logger for output + + + + Mac toolchain wrapper + + + + + Which compiler\linker frontend to use + + + + + Which archiver to use + + + + + + + + + + + + + + + + + Generates debug info for a given executable + + FileItem describing the executable or dylib to generate debug info for + + List of actions to be executed. Additional actions will be added to this list. + Logger for output + + + + Creates app bundle for a given executable + + + + FileItem describing the executable to generate app bundle for + List of actions to be executed. Additional actions will be added to this list. + + + + Mac-specific target settings + + + + + Enables address sanitizer (ASan). + + + + + Enables LibFuzzer. + + + + + Enables thread sanitizer (TSan). + + + + + Enables undefined behavior sanitizer (UBSan). + + + + + Enables the generation of .dsym files. This can be disabled to enable faster iteration times during development. + + + + + Disables clang build verification checks on static libraries + + + + + Enables runtime ray tracing support. + + + + + Constructor + + + + + Read-only wrapper for Mac-specific target settings + + + + + The private mutable settings object + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Determines if the given name is a build product for a target. + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the string matches the name of a build product, false otherwise + + + + Get the extension to use for the given binary type + + The binrary type being built + string The binary extenstion (ie 'exe' or 'dll') + + + + Get the extensions to use for debug info for the given binary type + + Rules for the target being built + The binary type being built + string[] The debug info extensions (i.e. 'pdb') + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + For platforms that need to output multiple files per binary (ie Android "fat" binaries) + this will emit multiple paths. By default, it simply makes an array from the input + + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Whether this platform should create debug information or not + + The target being built + true if debug info should be generated, false if not + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + + + + Register the platform with the UEBuildPlatform class + + + + + Public TVOS functions exposed to UAT + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Enumerate all the platforms that this generator supports + + + + + which devices the game is allowed to run on + + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + Register the platform with the UEBuildPlatform class + + + + + Base class for VC appx manifest generation + + + + config section for platform-specific target settings + + + config section for platform-specific general target settings (i.e. settings with are unrelated to manifest generation) + + + config section for general target settings + + + default subdirectory for build resources + + + default subdirectory for engine resources + + + Manifest compliance values + + + cached engine ini + + + cached game ini + + + AppX package resource generator + + + the default culture to use + + + lookup table for UE's CultureToStage StageId to AppX CultureId + + + the platform to generate the manifest for + + + project file to use + + + target name to use + + + Logger for output + + + Whether we have logged the deprecation warning for PerCultureResources CultureId being replaced by StageIdOverrides + + + CustomConfig to use when reading the ini files + + + + Create a manifest generator for the given platform variant. + + + + + Returns a valid version of the given package version string + + + + + Returns a valid version of the given application id + + + + + Reads an integer from the cached ini files + + + + + Reads a string from the cached ini files + + + + + Reads a bool from the cached ini files + + + + + Reads a color from the cached ini files + + + + + Create all the localization data. Returns whether there is any per-culture data set up + + + + + Register the locations where resource binary files can be found + + + + + Get the resources element + + + + + Get the package identity name string + + + + + Get the publisher name string + + + + + Get the package version string + + + + + Get the package identity element + + + + + Updates the given package version to include the engine build version, if requested + + + + + Get the path to the makepri.exe tool + + + + + Get any additional platform-specific parameters for makepri.exe + + + + + Return the entire manifest element + + + + + Perform any platform-specific processing on the manifest before it is saved + + + + + Perform any additional initialization once all parameters and configuration are ready + + + + + Create a manifest and return the list of modified files + + + + + Cache of Visual C++ installation directories + + + + + Cache of Windows SDK installation directories + + + + + Cache of Universal CRT installation directories + + + + + Cache of Visual Studio installation directories + + + + + Cache of DIA SDK installation directories + + + + + Finds all the installed Windows SDK versions + + Logger for output + Map of version number to Windows SDK directories + + + + List all the installed Windows SDK versions + + Logger for output + + + + Finds all the installed Universal CRT versions + + Logger for output + Map of version number to universal CRT directories + + + + Determines the directory containing the Windows SDK toolchain + + The desired Windows SDK version. This may be "Latest", a specific version number, or null. If null, the function will look for DefaultWindowsSdkVersion. Failing that, it will return the latest version. + Logger for output + Receives the version number of the selected Windows SDK + Receives the root directory for the selected SDK + Optional minimum required version. Ignored if DesiredVesrion is specified + Optional maximum required version. Ignored if DesiredVesrion is specified + True if the toolchain directory was found correctly + + + + Updates the CachedWindowsSdkDirs and CachedUniversalCrtDirs variables + + + + + Enumerates all the Windows 10 SDK root directories + + Receives all the Windows 10 sdk root directories + Logger for output + + + + Gets the installation directory for the NETFXSDK + + Receives the installation directory on success + True if the directory was found, false otherwise + + + + Reads an install directory for a 32-bit program from a registry key. This checks for per-user and machine wide settings, and under the Wow64 virtual keys (HKCU\SOFTWARE, HKLM\SOFTWARE, HKCU\SOFTWARE\Wow6432Node, HKLM\SOFTWARE\Wow6432Node). + + Path to the key to read, under one of the roots listed above. + Value to be read. + On success, the directory corresponding to the value read. + True if the key was read, false otherwise. + + + + For each root location relevant to install dirs, look for the given key and add its subkeys to the set of subkeys to return. + This checks for per-user and machine wide settings, and under the Wow64 virtual keys (HKCU\SOFTWARE, HKLM\SOFTWARE, HKCU\SOFTWARE\Wow6432Node, HKLM\SOFTWARE\Wow6432Node). + + The subkey to look for under each root location + A list of unique subkeys found under any of the existing subkeys + + + + Attempts to reads a directory name stored in a registry key + + Key to read from + Value within the key to read + The directory read from the registry key + True if the key was read, false if it was missing or empty + + + + Gets the MSBuild path, and throws an exception on failure. + + Path to MSBuild + + + + Determines if a given compiler is installed + + Compiler to check for + Architecture the compiler must support + Logger for output + True if the given compiler is installed + + + + Determines if a given compiler is installed and valid + + Compiler to check for + Architecture the compiler must support + Logger for output + True if the given compiler is installed and valid + + + + Determines the directory containing the MSVC toolchain + + Major version of the compiler to use + The minimum compiler version to use + Architecture that is required + Logger for output + Receives the chosen toolchain version + Receives the directory containing the toolchain + Receives the optional directory containing redistributable components + True if the toolchain directory was found correctly + + + + Returns the human-readable name of the given compiler + + The compiler value + Name of the compiler + + + + Select which toolchain to use, combining a custom preference with a default sort order + + + Ordering function + Architecture that must be supported + + + + + Dump all available toolchain info, combining a custom preference with a default sort order + + + Ordering function + Architecture that must be supported + The ILogger interface to write to + + + + Dump all available toolchain info for a compiler + + The compiler to filter by + Architecture that must be supported + The ILogger interface to write to + + + + Read the Visual Studio install directory for the given compiler version. Note that it is possible for the compiler toolchain to be installed without + Visual Studio, and vice versa. + + List of directories containing Visual Studio installations + + + + Read the Visual Studio install directory for the given compiler version. Note that it is possible for the compiler toolchain to be installed without + Visual Studio, and vice versa. + + List of directories containing Visual Studio installations + + + + Finds all the valid Visual Studio toolchains under the given base directory + + Base directory to search + Optional directory for redistributable components (DLLs etc) + The release channel of this installation + Map of tool chain version to installation info + Whether this folder contains AutoSDK entries + Logger for output + + + + Finds the most appropriate redist directory for the given toolchain version + + + + + + + + + Adds a Visual C++ toolchain to a list of installations + + + + + + + + + + + + + Add a Clang toolchain + + + + + + + + + + + Add a Clang toolchain + + + + + + + + + + Add an Intel OneAPI toolchain + + + + + + + + + Finds all the valid Intel oneAPI toolchains under the given base directory + + Base directory to search + Map of tool chain version to installation info + + Logger for output + + + + The compiler host directory name for the running process architecture. + + + + + The compiler host directory name for an UnrealArch. + + The binary architecture for the toolchain + + + + The compiler host directory name for the running process architecture. + + + + + Test whether an executable is a specific machine type + + Executable to test + The machine type to check + + + + + Test whether an executable is x64 + + Executable to test + + + + + Test whether an executable is arm64 + + Executable to test + + + + + Determines if the given path is a valid Visual C++ version number + + The toolchain directory + The binary architecture for the toolchain + The version number for the toolchain + True if the path is a valid version + + + + Checks if the given directory contains a x64 toolchain. + + Directory to check + The host binary architecture to check + True if the given directory contains a 64-bit toolchain + + + + Checks if the given directory contains an arm64 toolchain. + + Directory to check + The host binary architecture to check + True if the given directory contains the arm64 toolchain + + + + Checks if the given directory contains an arm64ec toolchain. + + Directory to check + True if the given directory contains the arm64ec toolchain + + + + Determines if an IDE for the given compiler is installed. + + Compiler to check for + Logger for output + True if the given compiler is installed + + + + Gets the path to MSBuild. This mirrors the logic in GetMSBuildPath.bat. + + Logger for output + On success, receives the path to the MSBuild executable. + True on success. + + + + Function to query the registry under HKCU/HKLM Win32/Wow64 software registry keys for a certain install directory. + This mirrors the logic in GetMSBuildPath.bat. + + + + + + Determines the directory containing the MSVC toolchain + + Major version of the compiler to use + Map of version number to directories + + + + Determines if a directory contains a valid DIA SDK + + The directory to check + True if it contains a valid DIA SDK + + + + The default compiler version to be used, if installed. + + + + + The minimum supported Clang compiler + + + + + Ranges of tested compiler toolchains to be used, in order of preference. If multiple toolchains in a range are present, the latest version will be preferred. + Note that the numbers here correspond to the installation *folders* rather than precise executable versions. + + + + + + Minimum Clang version required for MSVC toolchain versions + + + + + Tested compiler toolchains that should not be allowed. + + + + + The minimum supported MSVC compiler + + + + + The default compiler version to be used, if installed. + https://www.intel.com/content/www/us/en/developer/articles/tool/oneapi-standalone-components.html#dpcpp-cpp + + + + + The minimum supported Intel compiler + + + + + If a toolchain version is a preferred version + + The toolchain type + The version number + If the version is preferred + + + + Get the latest preferred toolchain version + + The toolchain type + The version number + + + + The minimum supported Clang version for a given MSVC toolchain + + + + + + + The base Clang version for a given Intel toolchain + + + + + + + Whether toolchain errors should be ignored. Enable to ignore banned toolchains when generating projects, + as components such as the recommended toolchain can be installed by opening the generated solution via the .vsconfig file. + If enabled the error will be downgraded to a warning. + + + + + The default set of components that should be suggested to be installed for Visual Studio + This or the 2022 specific components should be updated if the preferred visual cpp version changes + + + + + Additional set of components that should be suggested to be installed for Visual Studio + to support the Linux platform. + + + + + Additional set of components that should be suggested to be installed for Visual Studio 2022. + + + + + The minimum supported Visual Studio IDE version + + + + + Returns the list of suggested of components that should be suggested to be installed for Visual Studio. + Used to generate a .vsconfig file which will prompt Visual Studio to ask the user to install these components. + + + + + Information about a particular toolchain installation + + + + + The version "family" (ie. the nominal version number of the directory this toolchain is installed to) + + + + + Index into the preferred version range + + + + + The actual version number of this toolchain + + + + + The host architecture of this ToolChainInstallation (multiple ToolChainInstallation instances may be created, one per host architecture). + + + + + The release channel of this toolchain + + + + + The architecture of this ToolChainInstallation (multiple ToolChainInstallation instances may be created, one per architecture). + + + + + Reason for this toolchain not being compatible + + + + + Base directory for the toolchain + + + + + Base directory for the redistributable components + + + + + Whether this toolchain comes from AutoSDK. + + + + + Constructor + + + + + The architecture of the binaries in this toolchain + The release channel of this toolchain + The target architecture this toolchain can compile + + Base directory for the toolchain + Optional directory for redistributable components (DLLs etc) + Whether this toolchain comes from AutoSDK + + + + Flags for the PVS analyzer mode + + + + + Check for 64-bit portability issues + + + + + Enable general analysis + + + + + Check for optimizations + + + + + Enable customer-specific rules + + + + + Enable MISRA analysis + + + + + Flags for the PVS analyzer timeout + + + + + Analysis timeout for file 10 minutes (600 seconds) + + + + + Analysis timeout for file 30 minutes (1800 seconds) + + + + + Analysis timeout for file 60 minutes (3600 seconds) + + + + + Analysis timeout when not set (a lot of seconds) + + + + + Partial representation of PVS-Studio main settings file + + + + + Masks for paths excluded for analysis + + + + + Registered username + + + + + Registered serial number + + + + + Disable the 64-bit Analysis + + + + + Disable the General Analysis + + + + + Disable the Optimization Analysis + + + + + Disable the Customer's Specific diagnostic rules + + + + + Disable the MISRA Analysis + + + + + File analysis timeout + + + + + Disable analyzer Level 3 (Low) messages + + + + + Enable the display of analyzer rules exceptions which can be specified by comments and .pvsconfig files. + + + + + Gets the analysis mode flags from the settings + + Mode flags + + + + Attempts to read the application settings from the default location + + Application settings instance, or null if no file was present + + + + Settings for the PVS Studio analyzer + + + + + Returns the application settings + + + + + Whether to use application settings to determine the analysis mode + + + + + Override for the analysis mode to use + + + + + Private storage for the mode flags + + + + + Override for the analysis timeoutFlag to use + + + + + Private storage for the analysis timeout + + + + + Override for the disable Level 3 (Low) analyzer messages + + + + + Private storage for the NoNoise analyzer setting + + + + + Override for the enable the display of analyzer rules exceptions which can be specified by comments and .pvsconfig files. + + + + + Private storage for the ReportDisabledRules analyzer setting + + + + + Read-only version of the PVS toolchain settings + + + Constructor + + The inner object + + + + Read-only version of the PVS toolchain settings + + + Constructor + + The inner object + + + + Accessor for the Application settings + + + + + Whether to use the application settings for the mode + + + + + Override for the analysis mode to use + + + + + Override for the analysis timeout to use + + + + + Override NoNoise analysis setting to use + + + + + Override EnableReportDisabledRules analysis setting to use + + + + + Special mode for gathering all the messages into a single output file + + + + + Path to the input file list + + + + + Output file to generate + + + + + Path to file list of paths to ignore + + + + + Path to file list of rootpaths,realpath mapping + + + + + The maximum level of warnings to print + + + + + If all ThirdParty code should be ignored + + + + + Execute the command + + List of command line arguments + Always zero, or throws an exception + + + + + AppX Package Resource Index generator + + + + + Folders where binary resource files are located, in decreasing priority order + + + + + Folders where fallback binary resource files are located, in decreasing priority order + + + + + Target OS version + + + + + Create a new instance + + + + + Adds a reference to the given culture + + + + + Adds a reference to all of the given cultures + + + + + + Returns a collection of all registered cultures + + + + + + Add the given string to the default culture + + + + + Adds all of the given strings to the default culture + + + + + Add the given string to the given culture + + + + + Adds all of the given strings to the given culture + + + + + Returns whether the given string is known + + + + + Clear all stored strings for all cultures + + + + + Attempts to locate the given resource binary file in the previously-specified resource folders + + + + + Determines whether the given resource binary file can be found in one of the known folder locations for the given culture + + + + + Determines whether the given default resource binary file can be found in one of the known folder locations + + + + + Adds the given resource binary file(s) to the manifest files + + + + + Adds the given file to the manifest files + + + + + Copies all of the generated files to the output folder + + + + + Adds the given string to the culture string writers + + + + + Generate the package resource index and copies all resources files to the output + + + + + Intentionally unimplemented, but declared so that it's type can be included in generated resx files + + + + + Resource writer for VC app manifest generator + + + + + Create a new resource writer at the given path + + + + + Closes the writer + + + + + Add the given resource reference + + + + + Available compiler toolchains on Windows platform + + + + + Use the default compiler. A specific value will always be used outside of configuration classes. + + + + + Use Clang for Windows, using the clang-cl driver. + + + + + Use the RTFM (Rollback Transactions on Failure Memory) Clang variant for Verse on Windows, using the verse-clang-cl driver. + + + + + Use the Clang variant for instrumentation. + + + + + Use a custom version of Clang found using LLVM_CUSTOM_PATH environment variable. + + + + + Use the Intel oneAPI C++ compiler + + + + + Visual Studio 2022 (Visual C++ 17.0) + + + + + Unsupported Visual Studio + Must be the last entry in WindowsCompiler enum and should only be used in limited circumstances + + + + + Enum describing the release channel of a compiler + + + + + Extension methods for WindowsCompiler enum + + + + + Returns if this compiler toolchain based on Clang + + The compiler to check + true if Clang based + + + + Returns if this compiler toolchain based on Intel + + The compiler to check + true if Intel based + + + + Returns if this compiler toolchain based on MSVC + + The compiler to check + true if MSVC based + + + + Windows-specific target settings + + + + + The target rules which owns this object. Used to resolve some properties. + + + + + If enabled will set the ProductVersion embeded in windows executables and dlls to contain BUILT_FROM_CHANGELIST and BuildVersion + Enabled by default for all precompiled and Shipping configurations. Regardless of this setting, the versions from Build.version will be available via the BuildSettings module + Note: Embedding these versions will cause resource files to be recompiled whenever changelist is updated which will cause binaries to relink + + + + + If -PGOOptimize is specified but the linker flags have changed since the last -PGOProfile, this will emit a warning and build without PGO instead of failing during link with LNK1268. + + + + + If specified along with -PGOProfile, then /FASTGENPROFILE will be used instead of /GENPROFILE. This usually means that the PGO data is generated faster, but the resulting data may not yield as efficient optimizations during -PGOOptimize + + + + + If specified along with -PGOOptimize, will use the specified per-merged pgd file instead of the usual pgd file with loose pgc files. + + + + + If specified along with -PGOProfile, prevent the usage of extra counters. Please note that by default /FASTGENPROFILE doesnt use extra counters + + genprofile-fastgenprofile-generate-profiling-instrumented-build + + + + If specified along with -PGOProfile, use sample-based PGO instead of instrumented. Currently Intel oneAPI 2024.0+ only. + + + + + Which level to use for Inline Function Expansion when TargetRules.bUseInlining is enabled + + ob-inline-function-expansion + + + + If specificed Visual Studio Dynamic Debugging support will be enabled, unless the compiler or linker is not MSVC or LTCG is enabled + + + + + Version of the compiler toolchain to use on Windows platform. A value of "default" will be changed to a specific version at UBT start up. + + + + + Version of the toolchain to use on Windows platform when a non-msvc Compiler is in use, to locate include paths etc. + + + + + Order of preference when Compiler is set to Default. If populated and none listed are available this will cause a warning. + + + + + Default order of preference when Compiler is set to Default. If populated and none listed are available this will cause a warning. + + + + + Architecture of Target. + + + + + Warning level when reporting toolchains that are not in the preferred version list + + + + + + The specific compiler version to use. This may be a specific version number (for example, "14.13.26128"), the string "Latest" to select the newest available version, or + the string "Preview" to select the newest available preview version. By default, and if it is available, we use the toolchain version indicated by + WindowsPlatform.DefaultToolChainVersion (otherwise, we use the latest version). + + + + + The specific msvc toolchain version to use if the compiler is not msvc. This may be a specific version number (for example, "14.13.26128"), the string "Latest" to select the newest available version, or + the string "Preview" to select the newest available preview version. By default, and if it is available, we use the toolchain version indicated by + WindowsPlatform.DefaultToolChainVersion (otherwise, we use the latest version). + + + + + True if /fastfail should be passed to the msvc compiler and linker + + + + + True if /d2ExtendedWarningInfo should be passed to the compiler and /d2:-ExtendedWarningInfo to the linker + + + + + True if optimizations to reduce the size of debug information should be disabled + See https://clang.llvm.org/docs/UsersManual.html#cmdoption-fstandalone-debug for more information + + + + + True if we should use the Clang linker (LLD) when we are compiling with Clang or Intel oneAPI, otherwise we use the MSVC linker. + + + + + True if we should use the Rad linker + + + + + The specific Windows SDK version to use. This may be a specific version number (for example, "8.1", "10.0" or "10.0.10150.0"), or the string "Latest", to select the newest available version. + By default, and if it is available, we use the Windows SDK version indicated by WindowsPlatform.DefaultWindowsSdkVersion (otherwise, we use the latest version). + + + + + Value for the WINVER macro, defining the minimum supported Windows version. + + + + + Value for the NTDDI_VERSION macro, defining the minimum supported Windows version. + https://learn.microsoft.com/en-us/windows/win32/winprog/using-the-windows-headers?redirectedfrom=MSDN#macros-for-conditional-declarations + + + + + Enable PIX debugging (automatically disabled in Shipping and Test configs) + + + + + Enable building with the Win10 SDK instead of the older Win8.1 SDK + + + + + Enable building with the C++/WinRT language projection + + + + + Enables runtime ray tracing support. + + + + + The name of the company (author, provider) that created the project. + + + + + The project's copyright and/or trademark notices. + + + + + The product name. + + + + + Enables address sanitizer (ASan) + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Enables instrumentation. + + + + + Enables LibFuzzer. + + + + + Whether .sarif files containing errors and warnings are written alongside each .obj, if supported + + + + + Whether we should export a file containing .obj to source file mappings. + + + + + Whether to have the linker or library tool to generate a link repro in the specified directory + See https://learn.microsoft.com/en-us/cpp/build/reference/linkrepro for more information + + + + + Provides a Module Definition File (.def) to the linker to describe various attributes of a DLL. + Necessary when exporting functions by ordinal values instead of by name. + + + + + Specifies the path to a manifest file for the linker to embed. Defaults to the manifest in Engine/Build/Windows/Resources. Can be assigned to null + if the target wants to specify its own manifest. + + + + + Specifies the path to an .ico file to use as the appliction icon. Can be assigned to null and will default to Engine/Build/Windows/Resources/Default.ico for engine targets or Build/Windows/Application.ico for projects. + + + + + Enables strict standard conformance mode (/permissive-). + + + + + Enables updated __cplusplus macro (/Zc:__cplusplus). + + + + + Enables inline conformance (Remove unreferenced COMDAT) (/Zc:inline). + + + + + Enables new preprocessor conformance (/Zc:preprocessor). This is always enabled for C++20 modules. + + + + + Enables enum types conformance (/Zc:enumTypes) in VS2022 17.4 Preview 4.0+. + + + + + Enables enforcing standard C++ ODR violations (/Zc:checkGwOdr) in VS2022 17.5 Preview 2.0+ + + + + + Volatile Metadata is enabled by default and improves x64 emulation on arm64, but may come at a small perfomance cost (/volatileMetadata-). + + + + + Controls how the members of a structure are packed into memory and specifies the same packing for all structures in a module. + See https://learn.microsoft.com/en-us/cpp/build/reference/zp-struct-member-alignment + + + + + Whether to request the linker create a stripped pdb file as part of the build. + If enabled the full debug pdb will have the extension .full.pdb + + + + + If you supply -NoDebugInfo, windows platforms still create debug info while linking. Set this to true to not create debug info while linking in this circumstance + + + + + Set page size to allow for larger than 4GB PDBs to be generated by the msvc linker. + Will default to 16384 for monolithic editor builds. + Values should be a power of two such as 4096, 8192, 16384, or 32768 + + + + + Specify an alternate location for the PDB file. This option does not change the location of the generated PDB file, + it changes the name that is embedded into the executable. Path can contain %_PDB% which will be expanded to the original + PDB file name of the target, without the directory. + See https://learn.microsoft.com/en-us/cpp/build/reference/pdbaltpath-use-alternate-pdb-path + + + + VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match. + Microsoft provides legacy_stdio_definitions library to enable building with VS2015 until they fix everything up. + + + + The stack size when linking + + + + + The stack size to commit when linking + + + + + Max number of slots FWindowsPlatformTLS::AllocTlsSlot can allocate. + + + + + Max number threads that can use FWindowsPlatformTLS at one time. + + + + + Determines the amount of memory that the compiler allocates to construct precompiled headers (/Zm). + + + + + Allow the target to specify extra options for linking that aren't otherwise noted here + + + + + Create an image that can be hot patched (/FUNCTIONPADMIN) + + + + + Strip unreferenced symbols (/OPT:REF) + + + + + Merge identical COMDAT sections together (/OPT:ICF) + + + + + Whether to put global symbols in their own sections (/Gw), allowing the linker to discard any that are unused. + + + + + Whether to reduce optimizations for huge functions over an instruction threshold to improve compile time + https://devblogs.microsoft.com/cppblog/msvc-backend-updates-in-visual-studio-2019-versions-16-3-and-16-4/ + + + + + The instruction threshold to use when reducing optimizations for huge functions, default 20000. + + + + + (Experimental) Appends the -ftime-trace argument to the command line for Clang to output a JSON file containing a timeline for the compile. + See http://aras-p.info/blog/2019/01/16/time-trace-timeline-flame-chart-profiler-for-Clang/ for more info. + + + + + Outputs compile timing information so that it can be analyzed. + + + + + Print out files that are included by each source file + + + + + Bundle a working version of dbghelp.dll with the application, and use this to generate minidumps. This works around a bug with the Windows 10 Fall Creators Update (1709) + where rich PE headers larger than a certain size would result in corrupt minidumps. + + + + + Whether this build will use Microsoft's custom XCurl instead of libcurl + Note that XCurl is not part of the normal Windows SDK and will require additional downloads + + + + + Whether to enable the experimental remote debugging configuration. + + + + + Settings for PVS studio + + + + + The Visual C++ environment to use for this target. Only initialized after all the target settings are finalized, in ValidateTarget(). + + + + + Directory containing the NETFXSDK + + + + + Directory containing the DIA SDK + + + + + Directory containing the IDE package (Professional, Community, etc...) + + + + + Directory containing ThirdParty DirectX + + + + + Directory containing ThirdParty DirectX libs + + + + + Directory containing ThirdParty DirectX dlls + + + + + When using a Visual Studio compiler, returns the version name as a string + + The Visual Studio compiler version name (e.g. "2022") + + + + Determines if a given compiler is installed and valid + + Compiler to check for + Architecture the compiler must support + Logger for output + True if the given compiler is installed and valid + + + + Constructor + + The target rules which owns this object + + + + Read-only wrapper for Windows-specific target settings + + + + + The private mutable settings object + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Information about a particular Visual Studio installation + + + + + Compiler type + + + + + Version number for this installation + + + + + Base directory for the installation + + + + + Whether it's a community edition of Visual Studio. + + + + + The release channel of this installation + + + + + Constructor + + + + + Constructor + + Creates a windows platform with the given enum value + The installed Windows SDK + Logger instance + + + + Constructor that takes an archConfig (for use by subclasses) + + Creates a windows platform with the given enum value + The installed Windows SDK + Achitecture configuration + Logger instance + + + + Reset a target's settings to the default + + + + + + Creates the VCEnvironment object used to control compiling and other tools. Virtual to allow other platforms to override behavior + + Stanard target object + + + + + Validate a target's settings + + + + + Gets the default compiler which should be used, if it's not set explicitly by the target, command line, or config file. + + The default compiler version + + + + Gets the default compiler which should be used, if it's not set explicitly by the target, command line, or config file. + + The default compiler version + + + + Gets the default toolchain which should be used, if it's not set explicitly by the target, command line, or config file. + + The default toolchain version + + + + Returns the human-readable name of the given compiler + + The compiler value + Name of the compiler + + + + Get the first Visual Studio install directory for the given compiler version. Note that it is possible for the compiler toolchain to be installed without + Visual Studio. + + Version of the toolchain to look for. + Logger for output + True if the directory was found, false otherwise. + + + + Determines if a given compiler is installed and valid + + Compiler to check for + Architecture the compiler must support + Logger for output + True if the given compiler is installed and valid + + + + Determines the directory containing the MSVC toolchain + + Major version of the compiler to use + The minimum compiler version to use + Architecture that is required + Logger for output + Receives the chosen toolchain version + Receives the directory containing the toolchain + Receives the optional directory containing redistributable components + True if the toolchain directory was found correctly + + + + Determines if a directory contains a valid DIA SDK + + The directory to check + True if it contains a valid DIA SDK + + + + Gets the platform name that should be used. + + + + + If this platform can be compiled with SN-DBS + + + + + If this platform can be compiled with FASTBuild + + + + + Determines if the given name is a build product for a target. + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the string matches the name of a build product, false otherwise + + + + Get the extension to use for the given binary type + + The binrary type being built + string The binary extenstion (ie 'exe' or 'dll') + + + + Get the extensions to use for debug info for the given binary type + + The target being built + The binary type being built + string[] The debug info extensions (i.e. 'pdb') + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Gets the application icon for a given project + + The project file + The icon to use for this project + + + + Gets the application icon for a given project + + The project file + The icon to use for this project + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Setup the configuration environment for building + + The target being built + The global compile environment + The global link environment + + + + Whether this platform should create debug information or not + + The target being built + bool true if debug info should be generated, false if not + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + Allows the platform to return various build metadata that is not tracked by other means. If the returned string changes, the makefile will be invalidated. + + The project file being built + String builder to contain build metadata + + + + Deploys the given target + + Receipt for the target being deployed + + + + Allows the platform header name to be overridden to differ from the platform name. + + + + + Register the platform with the UEBuildPlatform class + + + + + Interface for an action that compiles C++ source code + + + + + Path to the compiled module interface file + + + + + Serializer which creates a portable object file and allows caching it + + + + + The action type + + + + + Artifact support for this step + + + + + Path to the compiler + + + + + The type of compiler being used + + + + + The version of the compiler being used + + + + + Source file to compile + + + + + The object file to output + + + + + The assembly file to output + + + + + The output preprocessed file + + + + + The output analyze warning and error log file + + + + + The output experimental warning and error log file + + + + + The dependency list file + + + + + Compiled module interface + + + + + For C++ source files, specifies a timing file used to track timing information. + + + + + Response file for the compiler + + + + + The precompiled header file + + + + + The precompiled header file + + + + + The header which matches the PCH + + + + + Response file for the compiler + + + + + List of additional response paths + + + + + List of include paths + + + + + List of system include paths + + + + + List of macro definitions + + + + + List of force included files + + + + + Every file this action depends on. These files need to exist and be up to date in order for this action to even be considered + + + + + The files that this action produces after completing + + + + + Arguments to pass to the compiler + + + + + Whether to show included files to the console + + + + + Whether to override the normal logic for UsingClFilter and force it on. + + + + + Architecture this is compiling for (used for display) + + + + + Whether this compile is static code analysis (used for display) + + + + + Items that should be deleted before running this action + + + + + Root paths for this action (generally engine root project root, toolchain root, sdk root) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Whether to use cl-filter + + + + + + + + + + + + + + Constructor + + Compiler executable + + + + Copy constructor + + Action to copy from + + + + Serialize a cache handler from an archive + + Reader to serialize from + + + + + + + Writes the response file with the action's arguments + + The graph builder + Logger for output + + + + Serializer for instances + + + + + + + + + + + Stores information about a Visual C++ installation and compile environment + + + + + The compiler version + + + + + The compiler directory + + + + + The compiler version + + + + + The compiler Architecture + + + + + The underlying toolchain to use. Using Clang/ICL will piggy-back on a Visual Studio toolchain for the CRT, linker, etc... + + + + + Root directory containing the toolchain + + + + + The toolchain version number + + + + + Root directory containing the Windows Sdk + + + + + Version number of the Windows Sdk + + + + + Use the CPP/WinRT language projection + + + + + Allow use of Clang linker + + + + + Allow use of Rad linker + + + + + The path to the compiler for compiling code + + + + + The path to the linker for linking executables + + + + + The path to the linker for linking libraries + + + + + Path to the resource compiler from the Windows SDK + + + + + The path to the toolchain compiler for compiling code + + + + + Optional directory containing redistributable items (DLLs etc) + + + + + The default system include paths + + + + + The default system library paths + + + + + Constructor + + Main constructor parameters + Logger for output + + + + Updates environment variables needed for running with this toolchain + + + + + Gets the path to the VC tool binaries. + + Base directory for the VC toolchain + Target Architecture + Directory containing the 64-bit toolchain binaries + + + + Gets the path to the Clang tool binaries. + + Base directory for the Clang toolchain + Directory containing the 64-bit toolchain binaries + + + + Gets the path to the compiler. + + + + + Gets the path to the linker. + + + + + Gets the path to the library linker. + + + + + Gets the path to the resource compiler. + + + + + Registers all SDK binaries with UBA for cross-architecture support + + + + + Return the standard Visual C++ library path. + + + + + Sets up the standard compile environment for the toolchain + + + + + Creates an environment with the given settings + + The compiler version to use + The toolchain version to use, when a non-msvc compiler is used + The platform to target + The Architecture to target + The specific compiler version to use + The specific toolchain version to use (if the compiler isn't msvc) + Version of the Windows SDK to use + If specified, this is the SDK directory to use, otherwise, attempt to look up via registry. If specified, the WindowsSdkVersion is used directly + Include the CPP/WinRT language projection + Allow use of Clang linker + Allow use of Rad linker + Logger for output + New environment object with paths for the given settings + + + + Creates an environment with the given parameters + + + + + Parameter structure for constructing VCEnvironment + + + + The platform to find the compiler for + + + The compiler to use + + + The compiler directory + + + The compiler version number + + + The compiler Architecture + + + The base toolchain version + + + Directory containing the toolchain + + + Version of the toolchain + + + Root directory containing the Windows Sdk + + + Version of the Windows Sdk + + + Optional directory for redistributable items (DLLs etc) + + + Include the CPP/WinRT language projection + + + Allow use of Clang linker + + + Allow use of Rad linker + + + + Creates VC environment construction parameters with the given settings + + The compiler version to use + The toolchain version to use, when a non-msvc compiler is used + The platform to target + The Architecture to target + The specific compiler version to use + The specific toolchain version to use (if the compiler isn't msvc) + Version of the Windows SDK to use + If specified, this is the SDK directory to use, otherwise, attempt to look up via registry. If specified, the WindowsSdkVersion is used directly + Include the CPP/WinRT language projection + Allow use of Clang linker + Allow use of Rad linker + Logger for output + Creation parameters for VC environment + + + + Caches predefined state ("prelude") for compiler versions and options + + + + + Set of options which can influence the prelude state. Any options matching entries in this set will be used to generate a separate prelude file. + + + + + Object used for ensuring only one thread can create items in the cache at once + + + + + File containing a list of macros to be used to generate a prelude file + + + + + Base directory for the cache + + + + + The parsed list of macros + + + + + Path to the file used to generate prelude headers + + + + + Cached mapping from compiler filename to its version string + + + + + Get the prelude file (or create it) for the given compiler executable and set of options + + Path to the compiler executable + Command line arguments for generating the prelude file + Path to the prelude file + + + + Creates a prelude header + + Path to the file to create + Path to the compiler + Version number of the compiler + Command line arguments used to generate the header + + + + + + + + + + The target being built + + + + + The Visual C++ environment + + + + + Prepares the environment for building + + + + + Returns the version info for the toolchain. This will be output before building. + + String describing the current toolchain + + + + Macros passed via the command line have their quotes stripped, and are tokenized before being re-stringized by the compiler. This conversion + back and forth is normally ok, but certain characters such as single quotes must always be paired. Remove any such characters here. + + The macro value + The sanitized value + + + + Gets the default include paths for the given platform. + + + + + Public Linux functions exposed to UAT + + + + + Tries to get the directory for an installed Visual Studio version + + The compiler version + True if successful + + + + Gets the path to MSBuild.exe + + Path to MSBuild.exe + + + + Returns the architecture name of the current architecture. + + The architecture enum + String with the name + + + + Tries to get the directory for an installed Windows SDK + + Receives the desired version on success + Version of SDK + Path to SDK root folder + String with the name + + + + Gets a list of Windows Sdk installation directories, ordered by preference + + String with the name + + + + Enumerates all the Windows 10 SDK root directories + + Receives all the Windows 10 sdk root directories + Logger for output + + + + Determines the directory containing the MSVC toolchain + + Major version of the compiler to use + The minimum compiler version to use + Architecture that is required + Logger for output + Receives the chosen toolchain version + Receives the directory containing the toolchain + Receives the optional directory containing redistributable components + True if the toolchain directory was found correctly + + + + Base class for platform-specific project generators + + + + + Whether to enable the experimental remote debugging support. + This will configure the project settings for remote debugging based on the fields below. + Refer to https://learn.microsoft.com/en-us/visualstudio/debugger/remote-debugging-cpp for details on setting up Visual Studio and the remote device for remote debugging. + + + + + When disabled, the remote debug directory is expected to be the root of a staged build. + When enabled, the project name and target will be appended to the remote debug directory, allowing multiple projects to be more easily debugged. + ...this can be used alongside RunUAT BuildCookRun [...] -archive -archivedirectory=\\remotepc\Share\MyProject\ + + + + + Remote machine name for Windows X64 remote debugging + + + + + Local shared folder path on the remote Windows X64 remote machine to deploy to. + + + + + Remote machine name for Windows Arm64 remote debugging + + + + + Local shared folder path on the remote Windows Arm64 remote machine to deploy to. + + + + + Remote machine name for Windows Arm64ec remote debugging + + + + + Local shared folder path on the remote Windows Arm64ec remote machine to deploy to. + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + + + + + + + + + + + + + + + + + + + + + + Contains the name of an identifier. Individual objects are unique. + + + + + The name of this identifier + + + + + Global map of name to identifier instance + + + + + Constructor + + Name of this identifier + + + + Finds or adds an identifier with the given name + + Name of the identifier + New Identifier instance + + + + Compares this identifier to another identifier + + Identifier to compare to + Value indicating which identifier should sort first + + + + Formats this identifier as a string for debugging + + Name of this identifier + + + + Well known predefined identifiers + + + + + Helper functions for serialization + + + + + Read an identifier from a binary archive + + Reader to serialize data from + Instance of the serialized identifier + + + + Write an identifier to a binary archive + + Writer to serialize data to + Identifier to write + + + + Exception class for the preprocessor, which contains the file and position of the code causing an error + + + + + The context when the error was encountered + + + + + Constructor + + The current preprocesor context + Format string, to be passed to String.Format + Optional argument list for the format string + + + + Implementation of a C++ preprocessor. + + + + + Type of an include path + + + + + Regular include path, enclosed by quotes + + + + + System include path, enclosed by angle brackets + + + + + Include paths to look in + + + + + Framework paths to look in + + + + + Set of all included files with the #pragma once directive + + + + + Set of any files that has been processed + + + + + The current state of the preprocessor + + + + + Predefined token containing the constant "0" + + + + + Predefined token containing the constant "1" + + + + + Value of the __COUNTER__ variable + + + + + List of files included by the preprocessor + + Enumerable of processed files + + + + Default constructor + + + + + Determines whether the current preprocessor branch is active + + True if the current branch is active + + + + Defines a macro. May have an optional '=Value' suffix. + + Macro to define + + + + Defines a macro + + Name of the macro + String to be parsed for the macro's value + + + + Defines a macro + + The macro definition + + + + Adds an include path to the preprocessor + + The include path + + + + Adds an include path to the preprocessor + + The include path + + + + Adds an include path to the preprocessor + + The include path + + + + Adds a framework path to the preprocessor + + The framework path + + + + Adds a framework path to the preprocessor + + The framework path + + + + Adds a framework path to the preprocessor + + The framework path + + + + Try to resolve an quoted include against the list of include directories. Uses search order described by https://msdn.microsoft.com/en-us/library/36k2cdd4.aspx. + + The current preprocessor context + The path appearing in an #include directive + Specifies rules for how to resolve the include path (normal/system) + If found, receives the resolved file + True if the The resolved file + + + + Try to resolve an quoted include against the list of include directories. Uses search order described by https://msdn.microsoft.com/en-us/library/36k2cdd4.aspx. + + The base directory to search from + Fragments of the relative path to follow + The file that was found, if successful + True if the The resolved file + + + + Parses a file recursively + + File to parse + Lists of fragments that are parsed + Outer context information, for error messages + Cache for source files + Logger for output + Show all the included files, in order + Suppress exceptions if an include path can not be resolved + + + + Parse an include directive and resolve the file it references + + Markup for the include directive + Current preprocessor context + Suppress exceptions if an include path can not be resolved + Included file + + + + Parse a source file fragment, using cached transforms if possible + + The source file being parsed + Fragment to parse + Current preprocessor context + + + + Validate and add a macro using the given parameter and token list + + The current preprocessor context + Name of the macro + Parameter list for the macro + List of tokens + + + + Set a predefined macro to a given value + + Name of the macro + Type of the macro token + Value of the macro + The created macro + + + + Parse a marked up directive from a file + + The markup type + Tokens for the directive + The context that this markup is being parsed in + + + + Read a macro definition + + List of tokens in the directive + The context that this directive is being parsed in + + + + Parse an #undef directive + + List of tokens in the directive + The context that this directive is being parsed in + + + + Parse an #if directive + + List of tokens in the directive + The context that this directive is being parsed in + + + + Parse an #ifdef directive + + List of tokens in the directive + The context that this directive is being parsed in + + + + Parse an #ifndef directive + + List of tokens for this directive + The context that this directive is being parsed in + + + + Parse an #elif directive + + List of tokens for this directive + The context that this directive is being parsed in + + + + Parse an #else directive + + List of tokens in the directive + The context that this directive is being parsed in + + + + Parse an #endif directive + + List of tokens in the directive + The context that this directive is being parsed in + + + + Parse a #pragma directive + + List of tokens in the directive + The context that this directive is being parsed in + + + + Expand macros in the given sequence. + + Sequence of input tokens + List to receive the expanded tokens + Whether a conditional expression is being evaluated (and 'defined' expressions are valid) + The context that this directive is being parsed in + + + + Expand macros in the given sequence, ignoring previously expanded macro names from a list. + + Sequence of input tokens + List to receive the expanded tokens + Whether a conditional expression is being evaluated (and 'defined' expressions are valid) + List of macros to ignore + The context that this directive is being parsed in + + + + Merges an optional leading space flag into the given token (recycling the original token if possible). + + The token to merge a leading space into + The leading space flag + New token with the leading space flag set, or the existing token + + + + Read a token from an enumerator and substitute it if it's a macro or 'defined' expression (reading more tokens as necessary to complete the expression). + + The enumerator of input tokens + List to receive the expanded tokens + Whether a conditional expression is being evaluated (and 'defined' expressions are valid) + List of macros to ignore + The context that this directive is being parsed in + Result from calling the enumerator's MoveNext() method + + + + Gets a string for the __FILE__ macro + + Context to scan to find the current file + String representing the current context + + + + Gets a string for the current file + + Context to scan to find the current file + Current source file being parsed + + + + Gets the current line number + + Context to scan to find the current file + Line number in the first file encountered + + + + Expand an object macro + + The functional macro + The list to receive the output tokens + Whether the macro is being expanded in a conditional context, allowing use of the 'defined' keyword + List of macros currently being expanded, which should be ignored for recursion + The context that this directive is being parsed in + + + + Expand a function macro + + The functional macro + Identifiers for each argument token + The list to receive the output tokens + Whether the macro is being expanded in a conditional context, allowing use of the 'defined' keyword + List of macros currently being expanded, which should be ignored for recursion + The context that this macro is being expanded + + + + Appends a list of tokens to another list, setting the leading whitespace flag to the given value + + List to receive the appended tokens + List of tokens to append + Whether there is space before the first token + + + + Copies a single token from one list of tokens to another, or if it's an opening parenthesis, the entire subexpression until the closing parenthesis. + + The input token list + First token index in the input token list. Set to the last uncopied token index on return. + List to recieve the output tokens + True if a balanced expression was read, or false if the end of the list was encountered before finding a matching token + + + + Copies a single token from one list of tokens to another, or if it's an opening parenthesis, the entire subexpression until the closing parenthesis. + + The input token list + List to recieve the output tokens + The context that the parser is in + True if a balanced expression was read, or false if the end of the list was encountered before finding a matching token + + + + Represents a context that the preprocessor is working in. Used to form error messages, and determine things like the __FILE__ and __LINE__ directives. + + + + + The outer context + + + + + Constructor + + The outer context + + + + Context for a command line argument + + + + + Constructor + + + + + Formats this context for error messages + + String describing this context + + + + Represents a context that the preprocessor is reading from + + + + + The source file being read + + + + + The directory containing this file. When searching for included files, MSVC will check this directory. + + + + + Index of the current markup object being processed + + + + + Index of the next fragment to be read + + + + + Constructor + + The source file being parsed + The outer context + + + + Format this file for the debugger, and error messages + + + + + + Class to allow evaluating a preprocessor expression + + + + + Precedence table for binary operators (indexed by TokenType). Lower values indicate higher precedence. + + + + + Static constructor. Initializes the Precedence table. + + + + + Evaluate a preprocessor expression + + The current preprocessor context + List of tokens in the expression + Value of the expression + + + + Evaluates a ternary expression (a? b :c) + + The current preprocessor context + List of tokens in the expression + Index into the token list of the next token to read + Value of the expression + + + + Recursive path for evaluating a sequence of binary operators, given a known LHS. Implementation of the shunting yard algorithm. + + The current preprocessor context + List of tokens in the expression + Index into the token list of the next token to read + The LHS value for the binary expression + Minimum precedence value to consume + Value of the expression + + + + Evaluates a unary expression (+, -, !, ~) + + The current preprocessor context + List of tokens in the expression + Index into the token list of the next token to read + Value of the expression + + + + Evaluates a primary expression + + The current preprocessor context + List of tokens in the expression + Index into the token list of the next token to read + Value of the expression + + + + Parse a numeric literal from the given token + + The current preprocessor context + The utf-8 literal characters + The literal value of the token + + + + Checks whether the given literal has a valid integer suffix, starting at the given position + + The literal token + Index within the literal to start reading + The literal value of the token + + + + Stores information about a defined preprocessor macro + + + + + Name of the macro + + + + + Parameter names for the macro. The '...' placeholder is represented by the __VA_ARGS__ string. + + + + + Raw list of tokens for this macro + + + + + Construct a preprocessor macro + + Name of the macro + Parameter list for the macro. Should be null for object macros. Ownership of this list is transferred. + Tokens for the macro. Ownership of this list is transferred. + + + + Read a macro from a binary archive + + Reader to serialize from + + + + Write a macro to a binary archive + + Writer to serialize to + + + + Finds the index of a parameter in the parameter list + + Parameter name to look for + Index of the parameter, or -1 if it's not found. + + + + Checks whether this macro definition is equivalent to another macro definition + + The macro definition to compare against + True if the macro definitions are equivalent + + + + True if the macro is an object macro + + + + + True if the macro is a function macro + + + + + The number of required parameters. For variadic macros, the last parameter is optional. + + + + + True if the macro has a variable argument list + + + + + Converts this macro to a string for debugging + + The tokens in this macro + + + + Flags indicating the state of each nested conditional block in a stack. + + + + + The current conditional branch is active. + + + + + A branch within the current conditional block has been taken. Any #else/#elif blocks will not be taken. + + + + + The #else directive for this conditional block has been encountered. An #endif directive is expected next. + + + + + The first condition in this branch was an #if directive (as opposed to an #ifdef or #ifndef directive) + + + + + The first condition in this branch was an #if directive (as opposed to an #ifdef or #ifndef directive) + + + + + The first condition in this branch was an #ifndef directive (as opposed to an #ifdef or #if directive) + + + + + The branch has an #elif directive + + + + + Marshals access to the preprocessor state, ensuring that any changes are tracked within the active transform + + + + + Stack of conditional branch states + + + + + Mapping of name to macro definition + + + + + The current transform. Any queries or state modifications will be recorded in this. + + + + + Enumerates the current branches. Do not use this for decision logic; any dependencies will not be tracked. + + + + + Enumerates the current macros. Do not use this for decision logic; any dependencies will not be tracked. + + + + + Initialize an empty preprocessor state + + + + + Duplicates another preprocessor state. Throws an exception if a transform is currently being built in the other state. + + The preprocessor state to copy + + + + Create a new transform object, and assign it to be current + + The new transform object + + + + Detach the current transform + + The transform object + + + + Sets a flag indicating that a #pragma once directive was encountered + + + + + Set a macro to a specific definition + + Macro definition + + + + Checks if a macro with the given name is defined + + The macro name + True if the macro is defined + + + + Removes a macro definition + + Name of the macro + + + + Attemps to get the definition for a macro + + Name of the macro + Receives the macro definition, or null if it's not defined + True if the macro is defined, otherwise false + + + + Pushes the preprocessor branch onto the stack + + The branch state + + + + Pops a preprocessor branch from the stack + + The popped branch state + + + + Attempts to pops a preprocessor branch from the stack + + On success, receives the preprocessor branch state + True if a branch was active, else false + + + + Determines if the branch that the preprocessor is in is active + + True if the branch is active, false otherwise + + + + Determines if the given transform can apply to the current preprocessor state + + The transform to test + True if the transform can be applied to the current state + + + + Apply the given transform to the current preprocessor state + + The transform to apply + True if the transform was applied to the current state + + + + Tracks dependencies for transforming the current preprocessor state + + + + + Whether the preprocessor must be in an active state after the branches below are popped. This cannot be treated as a 'pop', because it might be the global scope. + + + + + List of branch states that will be popped from the stack + + + + + Map of macro name to their required value + + + + + List of new branches that will be pushed onto the stack + + + + + List of new macros that will be defined + + + + + This fragment contains a pragma once directive + + + + + Constructor + + + + + Reads a transform from disk + + Archive to serialize from + + + + Writes a transform to disk + + Archive to serialize to + + + + Encapsulates metadata for a C++ source file + + + + + The corresponding file item + + + + + Hash of the source file data + + + + + Last write time of this file when constructed + + + + + Markup dividing up this source file + + + + + Macro which is defined as part of the header guard. If this macro is defined, we don't need to include the header more than once. + + + + + Parsed fragments in this file. Only set for files which are being optimized. + + + + + Gets the location of this file + + + + + Construct a SourceFile from a file on disk + + Location of the file + + + + Construct a SourceFile from a raw byte array + + Location of the file + Contents of the file + + + + Read a source file from a binary reader + + The reader to serialize from + + + + Read a source file from a binary reader + + The reader to serialize to + + + + Reads the contents of a file into a buffer, with a null terminator + + Location of the file + Array of bytes, with a null terminator + + + + Converts a buffer from a given encoding to UTF8, appending a null terminator + + The source data + Length of the data in the source buffer + Array of utf-8 encoded characters, with a null terminator + + + + Converts a buffer from a given encoding to UTF8, appending a null terminator + + The encoding to convert from + The source data + Length of the data in the source buffer + Array of utf-8 encoded characters, with a null terminator + + + + Checks whether the markup matches a C-style header guard + + + + + Converts a source file to a string for debugging + + The full path to the file + + + + Represents an fragment of a source file consisting of a sequence of includes followed by some arbitrary directives or source code. + + + + + The file that this fragment is part of + + + + + Index into the file's markup array of the start of this fragment (inclusive) + + + + + Index into the file's markup array of the end of this fragment (exclusive). Set to zero for external files. + + + + + List of known transforms for this fragment + + + + + Constructor + + The source file that this fragment is part of + Index into the file's markup array of the start of this fragment (inclusive) + Index into the file's markup array of the end of this fragment (exclusive) + + + + Constructor + + The source file that this fragment is part of + Reader to deserialize this object from + + + + Write this fragment to an archive + + The writer to serialize to + + + + Summarize this fragment for the debugger + + String representation of this fragment for the debugger + + + + Possible types of source file markup + + + + + A span of tokens which are not preprocessor directives + + + + + An #include directive + + + + + A #define directive + + + + + An #undef directive + + + + + An #if directive + + + + + An #ifdef directive + + + + + An #ifndef directive + + + + + An #elif directive + + + + + An #else directive + + + + + An #endif directive + + + + + A #pragma directive + + + + + An #error directive + + + + + A #warning directive + + + + + An empty '#' on a line of its own + + + + + Some other directive + + + + + Base class for an annotated section of a source file + + + + + The directive corresponding to this markup + + + + + The one-based line number of this markup + + + + + The tokens parsed for this markup. Set for directives. + + + + + Construct the annotation with the given range + + The type of this directive + The line number of this markup + List of tokens + + + + Constructs a markup object using data read from an archive + + The reader to deserialize from + + + + Serializes this object to a binary archive + + Writer to serialize to + + + + Determines if this markup indicates a conditional preprocessor directive + + True if this object is a conditional preprocessor directive + + + + How this condition modifies the condition depth. Opening "if" statements have a value of +1, "endif" statements have a value of -1, and "else" statements have a value of 0. + + + + + Generate a string describing this annotation + + String representation for debugging + + + + Create markup for the given file + + Reader for tokens in the file + Array of markup objects which split up the given text buffer + + + + Flags for a single token + + + + + No flags + + + + + The token has space before it + + + + + Do not replace any instances of this token with the corresponding macro. + + + + + Enumeration for token types + + + + + Single lexical token + + + + + Static token names + + + + + Contains the type of the token + + + + + Properties for this token + + + + + If this token is identifier, contains the identifier name + + + + + If this token is a literal, contains the raw utf-8 representation of it. + + + + + Constructor + + The token type + Flags for this token + + + + Constructor + + The token identifier + Flags for this token + + + + Constructs a literal token + + + + + Constructs a literal token + + + + + Reads a token from a binary archive + + Archive to read from + + + + Writes a token to a binary archive + + The writer to serialize to + + + + Checks if a token is equal to another object + + The object to compare against + True if the objects are equal, false otherwise + + + + Checks if two tokens are equivalent + + The object to compare against + True if the tokens are equal, false otherwise + + + + Compares two tokens for equality + + The first token to compare + The second token to compare + True if the objects are equal, false otherwise + + + + Compares two tokens for inequality + + The first token to compare + The second token to compare + True if the objects are not equal, false otherwise + + + + Gets a hash code for this object + + Hash code for the object + + + + Text corresponding to this token + + + + + Returns a new token with different flags + + Flags to add from the token + New token with updated flags + + + + Returns a new token with different flags + + Flags to remove from the token + New token with updated flags + + + + Accessor for whether this token has leading whitespace + + + + + Checks whether two tokens match + + The token to compare against + True if the tokens match, false otherwise + + + + Determines whether the given token type is a literal + + The type to test + True if the given type is a literal + + + + Concatenate a sequence of tokens into a string + + The sequence of tokens to concatenate + String containing the concatenated tokens + + + + Concatenate a sequence of tokens into a string + + The sequence of tokens to concatenate + Receives the formatted string + + + + Concatenate two tokens together + + The first token + The second token + Current preprocessor context + The combined token + + + + Static constructor. Initializes the StaticTokens array. + + + + + Helper functions for serialization + + + + + Read a token from a binary archive + + Reader to serialize data from + Token read from the archive + + + + Write a token to a binary archive + + Writer to serialize data to + Token to write + + + + Tokenizer for C++ source files. Provides functions for navigating a source file skipping whitespace, comments, and so on when required. + + + + + Flags used to classify the first character in a token + + + + + Flags used to classify subsequent characters in a token + + + + + Map of utf-8 leading bytes to their class + + + + + Array of flags for different leading utf-8 sequences + + + + + The current buffer being read from. Encoded as UTF-8 with a null terminator. + + + + + Current offset within the buffer + + + + + The current token + + + + + Constructor + + The raw byte stream to read from, encoded as UTF-8 + + + + Constructor + + The text to read from + + + + Copy constructor + + Token reader to copy from + + + + Gets a null terminated byte array from the given string + + String to convert into bytes + Array of bytes + + + + Tokenize an input string + + Text to tokenize + List of tokens parsed from the text + + + + Current line number (one-based) + + + + + Line number at the end of this token (one-based) + + + + + Returns the current token + + + + + Untyped implementation of Current for IEnumerator. + + + + + Override of IEnumerator.Dispose. Not required. + + + + + Move to the next token + + True if the reader could move to the next token, false otherwise + + + + Move to the next token, parsing a single literal token string until the end of the line (in the form used by error directives) + + True if a token was parsed + + + + Move to the next token, allowing include directives in triangle brackets in the style permitted by system include directives + + True if a token was read + + + + Creates a literal token + + Type of token to create + Flags for the token + Offset of the literal within the source data stream + Length of the literal + New token for the literal + + + + Scan ahead until we reach the next directive (a hash token after a newline). Assumes that the current line does not contain a directive. + + True if we were able to find another token + + + + Definition of IEnumerator.Reset(). Not supported. + + + + + Attempts to read a given character from the stream + + Character to read + True if the character was read (and the current position was updated) + + + + Advances the given position past any horizontal whitespace or comments + + Flags for the following token + + + + Skip past a text literal (a quoted character literal or string literal) + + The terminating character to look for, ignoring escape sequences + + + + Skips over a numeric literal after the initial digit or dot/digit pair. + + + + + Static constructor. Initializes the lookup tables used by the lexer. + + + + + Class that stores info about aliased file. + + + + + CLion project file generator which is just the CMakefileGenerator and only here for UBT to match against + + + + + Creates a new instance of the class. + + + + + CMakefile project file generator implementation + + + + + Creates a new instance of the class. + + + + + Determines whether or not we should generate code completion data whenever possible. + + true if we should generate code completion data; false otherwise. + + + + Is this a project build? + + + This determines if engine files are included in the source lists. + + true if we should treat this as a project build; false otherwise. + + + + The file extension for this project file. + + + + + The CMake helper file extension + + + + + The CMake file used to store the list of includes for the project. + + + + + The CMake file used to store the configuration files (INI) for the engine. + + + + + The CMake file used to store the configuration files (INI) for the project. + + + + + The CMake file used to store the additional build configuration files (CSharp) for the engine. + + + + + The CMake file used to store the additional configuration files (CSharp) for the project. + + + + + The CMake file used to store the additional shader files (usf/ush) for the engine. + + + + + The CMake file used to store the additional shader files (usf/ush) for the project. + + + + + The CMake file used to store the list of engine headers. + + + + + The CMake file used to store the list of engine headers. + + + + + The CMake file used to store the list of sources for the engine. + + + + + The CMake file used to store the list of sources for the project. + + + + + The CMake file used to store the list of definitions for the project. + + + + + Writes the primary project file (e.g. Visual Studio Solution file) + + The UnrealBuildTool project + The registered platform project generators + True if successful + + + + Adds the include directory to the list, after converting it to relative to Unreal root + + + + This will filter out numerous targets to speed up cmake processing + + + + + Whether to include iOS targets or not + + + + + Whether to include TVOS targets or not + + + + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + + Constructor + + + + + KDevelop project file generator implementation + + + + File extension for project files we'll be generating (e.g. ".vcxproj") + + + + Write the primare $ProjectName.kdev4 project file, the one that should be opened when loading the project + into KDevelop + + File content. + Name. + + + + Write the Command Sub section for .kdev4/$ProjectName.kdev4 file + + File content. + Target name. + Conf name. + Build config index. + Type. + + + + Write the Command section for a .kdev4/$ProjectName.kdev4 file. + + File content. + + + + Adds the include directory to the list, after converting it to an absolute path to UnrealEngine root directory. + + File content. + + + + + Splits the definition text into macro name and value (if any). + + Definition text + Out: The definition name + Out: The definition value or null if it has none + Pair representing macro name and value. + + + + Write the defines section to the .kdev4/$ProjectName.kdev4 project file. + + File content. + Logger for output + + + + Excludes list in one big ugly list. + + File content. + + + Simple Place to call all the Write*Section functions. + + + ProjectFileGenerator interface + + + ProjectFileGenerator interface + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + ProjectFileGenerator interface + + + + Makefile project file generator implementation + + + + True if intellisense data should be generated (takes a while longer) + Now this is needed for project target generation. + + + Default constructor + + + True if we should include IntelliSense data in the generated project files when possible + + + File extension for project files we'll be generating (e.g. ".vcxproj") + + + ProjectFileGenerator interface + + + ProjectFileGenerator interface + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + ProjectFileGenerator interface + + + + Base class for platform-specific project generators + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Register the platform with the UEPlatformProjectGenerator class + + + + + Checks the local VS install directories to see if the platform is supported. + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + bool true if native VisualStudio support (or custom VSI) is available + + + + Return the VisualStudio platform name for this build platform + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + string The name of the platform that VisualStudio recognizes + + + + Return whether we need a distinct platform name - for cases where there are two targets of the same VS solution platform + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + bool + + + + Return project configuration settings that must be included before the default props file for all configurations + + The UnrealTargetPlatform being built + String builder for the project file + string The custom configuration section for the project file; Empty string if it doesn't require one + + + + Return project configuration settings that must be included before the default props file + + The UnrealTargetPlatform being built + The UnrealTargetConfiguration being built + String builder for the project file + string The custom configuration section for the project file; Empty string if it doesn't require one + + + + Return the platform toolset string to write into the project configuration + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + String builder for the project file + string The custom configuration section for the project file; Empty string if it doesn't require one + + + + Return any custom property group lines + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + String builder for the project file + string The custom property import lines for the project file; Empty string if it doesn't require one + + + + Return any custom property group lines + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + string The platform configuration type. Defaults to "Makefile" unless overridden + + + + Return any custom paths for VisualStudio this platform requires + This include ReferencePath, LibraryPath, LibraryWPath, IncludePath and ExecutablePath. + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + The type of target (game or program) + Path to the .target.cs file + + + String builder for the project file + The custom path lines for the project file; Empty string if it doesn't require one + + + + Return any custom property settings. These will be included in the ImportGroup section + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + String builder for the project file + string The custom property import lines for the project file; Empty string if it doesn't require one + + + + Return any custom property settings. These will be included right after Global properties to make values available to all other imports. + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + String builder for the project file + string The custom property import lines for the project file; Empty string if it doesn't require one + + + + Return any custom target overrides. These will be included last in the project file so they have the opportunity to override any existing settings. + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + String builder for the project file + string The custom property import lines for the project file; Empty string if it doesn't require one + + + + Return any custom layout directory sections + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + + The type of target (game or program) + + + + string The custom property import lines for the project file; Empty string if it doesn't require one + + + + Get the output manifest section, if required + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + The type of the target being built + Path to the .target.cs file + Path to the project file + The output manifest section for the project file; Empty string if it doesn't require one + + + + Get whether this platform deploys + + bool true if the 'Deploy' option should be enabled + + + + Additional configuration related to Visual Studio user file (.vcxproj.user). + + + + + Patch existing .vcxproj.user file based on the new file content and corresponding patching settings, by doing the following: + - Go over every <PropertyGroup> in the new document. + - Finds <PropertyGroup> in the current document with matching "Condition" attribute. + - If no property group is found, appends property group from new document to the end of current document. + - Otherwise, saves values of properties configured with bPreserveExistingValue == true. + - Removes all properties flagged for patching from current document property group. + - Adds all properties required for patching from new document property group as declared in new document order. + + This makes possible to override some properties crucial for UE features while keeping rest of user configuration intact. + + Otherwise, if .vcxproj.user doesn't exist, patching do nothing and instead creates a new file based on new file content. + + Name of the property to patch. + If true, the value of the property will be taken from existing user file, but relative order will be taken from newly generated file. + + + + Get the text to insert into the user file for the given platform/configuration/target + + Configuration for user file creation/patching/etc. + The ProjectFileSettings that contains the project platform/configuration/etc info being built + The condition string + The target rules + The target rules path + The project file path + Output path for NMake + The name of the project + Path to foreign .uproject file, if any + The string to append to the user file + + + + For Additional Project Property files that need to be written out. This is currently used only on Android. + + + + + For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj.user) that needs to be written out. This is currently used only on Android. + + Project file this will be related to + + + + For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj) that needs to be written out. This is currently used only on Android. + + Project file this will be related to + Project file written out, Solution folder it should be put in + + + + Gets the text to insert into the UnrealVS configuration file + + + + + Gets the text to insert into the Project files as additional build arguments for given platform/configuration + + The ProjectFileSettings that contains the project platform/configuration/etc info being built + + + + Indicates whether this generator will be emitting additional build targets. + Functionally, it's fine to return true and not return any additional text in GetVisualStudioTargetsString, but doing + so may incur additional cost of preparing data for generation. + + The platform being added + True if Targets will be generate, false otherwise. If true is returned, GetVisualStudioTargetsString will be called next. + + + + + Get the text to insert into the Project files as additional build targets for the given platform. + + The platform being added + List of build configurations for the platform + String builder for the project file + + + + Get include paths to system headers (STL, SDK, ...) needed for coding assistance features in IDE + + Target for which include paths shall be returned + The list of include paths + + + + Stores all the registered platform project generators + + + + + Returns the list of platforms that have been registered in this collection + + Registered platforms + + + + Register the given platforms UEPlatformProjectGenerator instance + + The UnrealTargetPlatform to register with + The UEPlatformProjectGenerator instance to use for the InPlatform + Logger for output + + + + Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform + + The UnrealTargetPlatform being built + If true, do not throw an exception and return null + UEPlatformProjectGenerator The instance of the project generator + + + + Allow various platform project generators to generate stub projects if required + + + + + + + + + + + + Allow various platform project generators to generate any special project properties if required + + + + + + + + + + + + Data common to all generated Project entries + + + + Platforms supported by the target + + + Extra supported build configurations. Normally the target rules determines these, but for synthetic targets we'll add them here. + + + Extra supported build platforms. Normally the target rules determines these, but for synthetic targets we'll add them here. + + + If true, forces Development configuration regardless of which configuration is set as the Solution Configuration + + + Whether the project requires 'Deploy' option set (VC projects) + + + Optional target rules for this target. If the target came from a *.Target.cs file on disk, then it will have one of these. + For targets that are synthetic (like UnrealBuildTool or other manually added project files) we won't have a rules object for those. + Never set for an untargeted project + + + + Path to the .uproject file on disk + Never set for an untargeted project. + + + + + Description of a project build configuration provided during project generation by ProjectFile. + + + + + + Name of the build configuration as displayed in the IDE e.g. Debug_Client. + + + + + Build command associated with this build configuration (as generated by classes derived from ProjectFile). + + + + + Represents a single source file (or other type of file) in a project + + + + + Constructor + + Path to the source file on disk + The directory on this the path within the project will be relative to + + + + File path to file on disk + + + + + Optional directory that overrides where files in this project are relative to when displayed in the IDE. If null, will default to the project's BaseFolder. + + + + + Define ToString() so the debugger can show the name in watch windows + + + + + Constructs a new project file object + + The path to the project file, relative to the primary project file + The base directory for files within this project + + + Project file path + + + + The base directory for files within this project + + + + Returns true if this is a generated project (as opposed to an imported project) + + + Returns true if this is a "stub" project. Stub projects function as simple containers for source files + and are never actually "built" by the primary project. Stub projects are always "generated" projects. + + + Returns true if this is a foreign project, and requires UBT to be passed the path to the .uproject file + on the command line. + + + Returns true if this is a content only project, and will be re-using the engine targets + + + Returns true if this is a project without source code, but some build setting requires it to be compiled as code, which will make + a unique executable, instead of using UnrealGame, etc + @note: Currently unused by any generator, but a future generator may make use of it + + + Whether this project should be built for all solution targets + + + Whether this project should be built by default. Can still be built from the IDE through the context menu. + + + + C++ version which is used in this project. + + + + + Information for IntelliSense: whether coroutines are enabled + + + + All of the targets in this project. All non-stub projects must have at least one target. + + + + Checks if a file is already contained + + Files to check + + + + Adds a list of files to this project, ignoring dupes + + Files to add + The directory the path within the project will be relative to + + + + Set of all files that have been added + + + + Aliased (i.e. files is custom filter tree) in this project + + + + Adds aliased file to the project. + + Aliased file. + + + + Adds a file to this project, ignoring dupes + + Path to the file on disk + The directory the path within the project will be relative to + + + + Splits the definition text into macro name and value (if any). + + Definition text + Out: The definition name + Out: The definition value or null if it has none + Pair representing macro name and value. + + + + Adds information about a module to this project file + + The module to add + Compile environment for this module + + + + Adds all of the specified preprocessor definitions to this VCProject's list of preprocessor definitions for all modules in the project + + List of preprocessor definitons to add + + + + Adds all of the specified include paths to this VCProject's list of include paths for all modules in the project + + The collection to add to + List of include paths to add + + + + Sets highest C++ version which is used in this project + + Version + + + + Sets whether coroutines should be enabled or not + + Should enable them or not + + + + Add the given project to the DepondsOn project list. + + The project this project is dependent on + + + + Writes a project file to disk + + The platforms to write the project files for + The configurations to add to the project files + The registered platform project generators + Logger for output + True on success + + + + If found writes a debug project file to disk + + The platforms to write the project files for + The configurations to add to the project files + The registered platform project generators + Logger for output + List of project files written + + + + Allocates a generator-specific source file object + + Path to the source file on disk + Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file + The newly allocated source file object + + + + Takes the given path and tries to rebase it relative to the project or solution directory variables. + + + + + Takes the given path and tries to rebase it relative to the project. + + + + + Takes the given path, normalizes it, and quotes it if necessary. + + + + + Visualizer for the debugger + + + + + Map of file paths to files in the project. + + + + + Files in this project + + + + + Collection of include paths + + + + + Build environment for a particular module + + + + + Merged list of include paths for the project + + + + + Merged list of include paths for the project + + + + + Map of base directory to user include paths + + + + + Legacy accessor for user search paths + + + + + Legacy accessor for system include paths + + + + + List of preprocessor definitions for the project + + + + + Set of unique preprocessor definitions + + + + + Projects that this project is dependent on + + + + + Represents a folder within the primary project (e.g. Visual Studio solution) + + + + + Constructor + + Project file generator that owns this object + Name for this folder + + + Name of this folder + + + + Adds a new sub-folder to this folder + + Name of the new folder + The newly-added folder + + + + Recursively searches for the specified project and returns the folder that it lives in, or null if not found + + The project file to look for + The found folder that the project is in, or null + + + Owner project generator + + + Sub-folders + + + Child projects + + + Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder + and can be browsed/opened by the user easily in the user interface + + + + The type of project files to generate + + + + + Static class containing + + + + + Default list of project file formats to generate. + + + + + Parses a list of project file formats from a string + + + + Sequence of project file formats + + + + Base class for all project file generators + + + + + Global static that enables generation of project files. Doesn't actually compile anything. + This is enabled only via UnrealBuildTool command-line. + + + + + Current ProjectFileGenerator that is in the middle of generating project files. Set just before GenerateProjectFiles() is called. + + + + + True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc. + + + + + True if we're generating temporary solution/workspace that we want to put under Intermediate/ProjectFiles along with the projects to not dirty up the root dir + + + + + True will override any extra settings files like .vcxproj.user + + + + + Optional list of platforms to generate projects for + + + + + Whether to append the list of platform names after the solution + + + + + When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for + + + + + Whether we should include configurations for "Test" and "Shipping" in generated projects. Pass "-NoShippingConfigs" to disable this. + + + + + Whether we should include configurations for "Debug" and "DebugGame" in generated projects. Pass "-NoDebugConfigs" to disable this. + + + + + Whether we should include configurations for "Development" in generated projects. Pass "-NoDevelopmentConfigs" to disable this. + + + + + True if intellisense data should be generated (takes a while longer). + + + + + True if visual studio project should be generated in linux mode. + + + + + True if we should include documentation in the generated projects. + + + + + True if all documentation languages should be included in generated projects, otherwise only INT files will be included. + + + + + True if build targets should pass the -useprecompiled argument. + + + + + True if we should include engine source in the generated solution. + + + + + True if shader source files should be included in generated projects. + + + + + True if build system files should be included. + + + + + True if we should include config (.ini) files in the generated project. + + + + + True if we should include localization files in the generated project. + + + + + True if we should include template files in the generated project. + + + + + True if we should include program projects in the generated solution. + + + + + Whether to include C++ targets + + + + + True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this. + + + + + Whether to include temporary targets generated by UAT to support content only projects with non-default settings. + + + + + True if we should reflect "Source" sub-directories on disk in the primary project as project directories. + This (arguably) adds some visual clutter to the primary project but it is truer to the on-disk file organization. + + + + + Names of platforms to include in the generated project files + + + + + Names of configurations to include in the generated project files. + See UnrealTargetConfiguration for valid entries + + + + + If set, strip out other found Target.cs files + + + + + If true, this generator wants to have a project for each target type (UnrealGame, UnrealEditor, etc) and has only the straight configs (Debug, Development) + + + + + If true, this generator will add modules to multiple suitable projects (i.e. QAGame.Build.cs will be added to both QAGame and QAGameEditor), only makes sense when bMakeProjectPerTarget is true + + + + + If true, the project generator will allow conetnt-only projects for games with no targets, when generating for a single game target with -game + + + + + Relative path to the directory where the primary project file will be saved to + + + + + Name of the UE engine project that contains all of the engine code, config files and other files + + + + + Name of the UE engine project that contains all of the engine code, config files and other files + + + + + Name of the UE engine project that contains all of the engine code, config files and other files + + + + + When ProjectsAreIntermediate is true, this is the directory to store generated project files + @todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder! + + + + + Global static new line string used by ProjectFileGenerator to generate project files. + + + + + If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the + generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files + directly from the IDE. + + + + + Name of the primary project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac. + + + + + If true, sets the primary project name according to the name of the folder it is in. + + + + + If true, append the drive letter to the primary project name. + + + + + Maps all module files that were included in generated project files, to actual project file objects. + + + + + Maps all module files that were included in generated project files, to actual project file objects. + + + + + If generating project files for a single project, the path to its .uproject file. + + + + + Cache for GlobalCompileEnvironment, to reduce GPF time, currently only useful on Mac + + + + + File extension for project files we'll be generating (e.g. ".vcxproj") + + + + + True if we should include IntelliSense data in the generated project files when possible + + + + + True if this project generator requires a compile environment for Intellisense data. + + + + + Platforms we should generate IntelliSense data for, default is only build host platform. + + + + + Allows each project generator to indicate whether target rules should be used to explicitly enable or disable plugins. + Default is false - since usually not needed for project generation unless project files indicate whether referenced plugins should be built or not. + + + + + Default constructor. + + The project file passed in on the command line + + + + Adds all rules project files to the solution. + + + + + Adds all the DotNet folder to the solution. + + + + + Creates a .props file next to each project which specifies the path to the engine directory + + The properties file path + + + + Finds all csproj within Engine/Source/Programs, and add them if their .uprogram file exists. + + + + + Finds the game projects that we're generating project files for + + + List of project files + + + + Gets the user's preferred IDE from their editor settings + + Project file being built + Preferred format for the project being built + True if a preferred IDE was set, false otherwise + + + + Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets. + Does not actually build anything. + + The registered platform project generators + Command-line arguments + If true, write out target data for the editor + Logger for output + + + + Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets. + Does not actually build anything. + + The registered platform project generators + Command-line arguments + Logger for output + + + + Adds detected UBT configuration files (BuildConfiguration.xml) to engine project. + + Engine project to add files to. + + + + Clean project files + + The primary project directory + The name of the primary project + The intermediate path of project files + Logger for output + + + + Configures project generator based on command-line options + + Arguments passed into the program + True if all platforms should be included + Logger for output + + + + Adds all game project files, including target projects and config files + + + + Adds all engine localization text files to the specified project + + + Adds all engine template text files to the specified project + + + Adds all engine config files to the specified project + + + Adds all engine extras files to the specified project + + + Adds additional files from the platform extensions folder + + + Adds UnrealHeaderTool config files to the specified project + + + + Finds all module files (filtering by platform) + + Filtered list of module files + + + + List of non-redistributable folders + + + + + Checks if a module is in a non-redistributable folder + + + + + Finds all target files (filtering by platform) + + Filtered list of target files + + + + Returns a list of all sub-targets that are specialized for a given platform. + + List of target files to find sub-targets for + List of sub-targets in a flat list + List of sub-targets bucketed by their parent target + + + + Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding + files and projects to the primary project. + + The folder whose sub-folders we should potentially collapse into + + + + + Validate the specified Folder. Default implementation requires + for project file names to be unique! + + Folder. + Parent primary project folder path. + + + + Adds UnrealBuildTool to the primary project + + + + + Adds a C# project to the primary project + + Name of project file to add + Logger for output + + + + ProjectFile if the operation was successful, otherwise null. + + + + Adds all of the config files for program targets to their project files + + + + + Generates data for IntelliSense (compile definitions, include paths) + + Incoming command-line arguments to UBT + Targets to build for intellisense + Logger for output + Whether the process was successful or not + + + + Selects which platforms and build configurations we want in the project file + + True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included. + + Output string for supported platforms, returned as comma-separated values. + + + + Is this a valid platform. Used primarily for Installed vs non-Installed builds. + + + true if valid, false if not + + + + Find the game which contains a given input file. + + All game folders + Full path of the file to search for + + + + Finds all modules and code files, given a list of games to process + + All game folders + Map of generated Project File to the .uproject file for a given game. + All program projects + All mod projects + List of *.Build.cs files for all engine programs and games + + True to gather source code from third party projects too + Logger for output + + + + Creates project entries for all known targets (*.Target.cs files) + + The registered platform project generators + All game folders + All the target files to add + The commandline arguments used + The engine projects we created + Map of game folder name to all of the game projects we created + Map of generated Project File to the .uproject file for a given game. + Map of program names to all of the program projects we created + Map of RuleAssemblies to their base folders + Logger for output + + + + Adds separate project files for all mods + + List of game project files + Receives the list of mod projects on success + + + + Gets the location for a project file + + The base name for the project file + Full path to the project file + + + Adds shader source code to the specified project + + + Adds engine build infrastructure files to the specified project + + + Adds engine documentation to the specified project + + + + Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.) + + Full path to the project file + Base directory for files in this project + True if this project should be included in the set of generated projects. Only matters when actually generating project files. + True if we already had this project file + Object that represents this project file in Unreal Build Tool + + + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + + Returns a list of all the known project files + + Project file list + + + + Writes the project files to disk + + True if successful + + + + Writes the primary project file (e.g. Visual Studio Solution file) + + The UnrealBuildTool project + The platform project file generators + + True if successful + + + + Writes any additional solution-wide debug files (e.g. UnrealVS hints) + + The platform project generators + Intermediate project files folder + Logger for output + + + + Allows the generator to get additional info as needed, currently only used by Xcode projects for finding frameworks/dylibs/bundles + + + + + + + + Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed + + File to write + File content + + + True if the file was saved, or if it didn't need to be overwritten because the content was unchanged + + + + Adds the given project to the OtherProjects list + + The project to add + + + + + + True if successful + + + + Retrieves the user-set default target name for a given target type. This is used for cases where + a target type can have multiple target names but only one is used for default builds. + + The project directory to find the configuration files in + The target type to find a default value for. + The name of the default target, or null + + + The default project to be built for the solution. + + + The project for UnrealBuildTool. Note that when generating project files for installed builds, we won't have + an UnrealBuildTool project at all. + + + List of platforms that we'll support in the project files + + + List of build configurations that we'll support in the project files + + + Map of project file names to their project files. This includes every single project file in memory or otherwise that + we know about so far. Note that when generating project files, this map may even include project files that we won't + be including in the generated projects. + + + List of project files that we'll be generating + + + List of other project files that we want to include in a generated solution file, even though we + aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#) + + + List of top-level folders in the primary project file + + + + Helper class used for comparing the existing and generated project files. + + + + + Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored. + + Whitespace character. + true if the character can be ignored, false otherwise. + + + + Compares two project files ignoring whitespaces, case and GUIDs. + + + Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string. + Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and + differences in whitespace sequences between matching non-whitespace sub-strings. + + The first string to compare. + The second string to compare. + An integer that indicates the lexical relationship between the two comparands. + + + + Compares two project files ignoring case and GUIDs. + + The first string to compare. + The second string to compare. + An integer that indicates the lexical relationship between the two comparands. + + + + Compares two project files ignoring case and GUIDs. + + + The first string to compare. + The second string to compare. + True if whitsapces should be ignored. + An integer that indicates the lexical relationship between the two comparands. + + + + A single targeted (with a TargetFilePath) project within a project. A project may have any number of targets within it. + in themselves that the project wraps up. + + + + The target rules file path on disk, if we have one + + + The project file path on disk + + + Delegate for creating a rules instance for a given platform/configuration + + + Delegate for creating a rules instance for a given platform/configuration/architecture + + + + QMakefile project file generator implementation + + + + Default constructor + + + File extension for project files we'll be generating (e.g. ".vcxproj") + + + + Splits the definition text into macro name and value (if any). + + Definition text + Out: The definition name + Out: The definition value or null if it has none + Pair representing macro name and value. + + + Adds the include directory to the list, after converting it to relative to Unreal root + + + ProjectFileGenerator interface + + + ProjectFileGenerator interface + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + ProjectFileGenerator interface + + + + Write project file info in JSON file. + For every combination of UnrealTargetPlatform, UnrealTargetConfiguration and TargetType + will be generated separate JSON file. + Project file will be stored: + For UE: {UnrealRoot}/Engine/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json + For game: {GameRoot}/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json + + + * TargetType.Editor will be generated for current platform only and will ignore UnrealTargetConfiguration.Test and UnrealTargetConfiguration.Shipping configurations + * TargetType.Program will be generated for current platform only and UnrealTargetConfiguration.Development configuration only + + + + + + + + + + + Write a Target to a JSON writer. Is array is empty, don't write anything + + + Writer for the array data + + + Logger for output + + + + Write a Module to a JSON writer. If array is empty, don't write anything + + + + Writer for the array data + + + + + + Write an array of Modules to a JSON writer. If array is empty, don't write anything + + Writer for the array data + Name of the array property + Sequence of Modules to write. May be null. + + + + Write an array of strings to a JSON writer. Ifl array is empty, don't write anything + + Writer for the array data + Name of the array property + Sequence of strings to write. May be null. + + + + Write uplugin content to a JSON writer + + Uplugin description + JSON writer + + + + Setup plugins for Target and write plugins to JSON writer. Don't write anything if there are no plugins + + + + + + + + Write information about this binary to a JSON file + + + Writer for this binary's data + + + + Write C++ toolchain information to JSON writer + + + + + + + + + + List of deprecated platforms. + Don't generate project model for these platforms unless they are specified in "Platforms" console arguments. + + + + + + When specified only primary project file (root.json) will be generated. + Normally project files for specific configurations are generated together with primary project file. + + + + + Platforms to generate project files for + + + + + Target types to generate project files for + + + + + Target configurations to generate project files for + + + + + Projects to generate project files for + + + + + Should format JSON files in human readable form, or use packed one without indents + + + + + Includes all files in the generated workspace. + + + + + Whether VS Code project generation should include debug configurations to allow attaching to already running processes + + + + + Whether VS Code project generation should include debug configurations to allow core dump debugging + + + + + Do not create compile commands json files with compiler arguments for each file; works better with VS Code extension using + UBT server mode. + + + + + Create a workspace file for use with VS Code extension that communicates directly with UBT. + + + + + Visual Studio for Mac project file generator implementation + + + + + Default constructor + + The single project to generate project files for, or null + Additional command line arguments + + + True if we should include IntelliSense data in the generated project files when possible + + + + Writes the project files to disk + + True if successful + + + + Collection of output files for this project + + + + + Collect available configurations for the project storing it at availableConfigurations dictionary. + + + Keys for the dictionary are available project names. + + + + + + + + + + + Write project file info in JSON file. + For every combination of UnrealTargetPlatform, UnrealTargetConfiguration and TargetType + will be generated separate JSON file. + + + * TargetType.Editor will be generated for current platform only and will ignore UnrealTargetConfiguration.Test and UnrealTargetConfiguration.Shipping configurations + * TargetType.Program will be generated for current platform only and UnrealTargetConfiguration.Development configuration only + + + + + + + + + + + + + Filter configurations based on what is supported by the project. + + + + + + + + + + Write a Target to a JSON writer. Is array is empty, don't write anything + + + + + + Logger for output + Project file format. + + + + Write a Module to a JSON writer. If array is empty, don't write anything + + + + + + + + List of deprecated platforms. + Don't generate project model for these platforms unless they are specified in "Platforms" console arguments. + + + + + + Platforms to generate project files for + + + + + Target types to generate project files for + + + + + Target configurations to generate project files for + + + + + Projects to generate project files for + + + + + Should format JSON files in human readable form, or use packed one without indents + + + + + + + + Specifies the context for building an MSBuild project + + + + + Name of the configuration + + + + + Name of the platform + + + + + Whether this context should be built by default + + + + + Whether this context should be deployed by default + + + + + Constructor + + Name of this configuration + Name of this platform + + + + The name of this context + + + + + Serializes this context to a string for debugging + + Name of this context + + + + Represents an arbitrary MSBuild project + + + + The project file version string + + + The build configuration name to use for stub project configurations. These are projects whose purpose + is to make it easier for developers to find source files and to provide IntelliSense data for the module + to Visual Studio + + + The name of the Visual C++ platform to use for stub project configurations + NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio + + + + The Guid representing the project type e.g. C# or C++ + + + + + Constructs a new project file object + + The path to the project file on disk + The base directory for files within this project + + + + Attempts to load the project's GUID from an existing project file on disk + + + + + Get the project context for the given solution context + + The solution target type + The solution configuration + The solution platform + Set of platform project generators + The target architecture + Logger for output + Project context matching the given solution context + + + + Checks to see if the specified solution platform and configuration is able to map to this project + + The target that we're checking for a valid platform/config combination + Platform + Configuration + Logger for output + True if this is a valid combination for this project, otherwise false + + + + Escapes characters in a filename so they can be stored in an XML attribute + + The filename to escape + The escaped filename + + + + GUID for this Visual C++ project file + + + + This is the platform name that Visual Studio is always guaranteed to support. We'll use this as + a platform for any project configurations where our actual platform is not supported by the + installed version of Visual Studio (e.g, "iOS") + + + + Constructs a new project file object + + The path to the project file on disk + The base directory for files within this project + Visual C++ project file version + Whether to add the -UsePrecompiled argumemnt when building targets + Whether to add roll the target type into the config (ie "Development Editor") + Optional arguments to pass to UBT when building + Other settings + + + + + + + + + + Gets highest C++ version which is used in this project + + C++ standard version + + + + Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for specific C++ version + + + + + Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for coroutines support + + + + + If found writes a debug project file to disk + + True on success + + + + Append a list of include paths to a property list + + String builder for the property value + Collection of include paths + Set of paths to ignore + + + Implements Project interface + + + + Write additional Target elements if needed by per-platform generators. + + + + + + + + + Returns the VCFileType string based on the VCFileType enum. + + + Name of the element in MSBuild project file for this file type + + + + Returns the VCFileType enum value based on the file path. + + The path of the file to return type for. + VCFileType enum value for this file. + + + + A Visual C# project. + + + + + This is the GUID that Visual Studio uses to identify a C# project file in the solution + + + + + Platforms that this project supports + + + + + Configurations that this project supports + + + + + Constructs a new project file object + + The path to the project file on disk + Logger for output + The base directory for files within this project - if not specified, InitFilePath.Directory will be used + + + + Extract information from the csproj file based on the supplied configuration + + + + + Determine if this project is a .NET Core project + + + + + Gets a property from the project + + + + + + + + Basic csproj file support. Generates C# library project with one build config. + + Not used. + Not Used. + Set of platform project generators + + true if the opration was successful, false otherwise + + + Cache of parsed info about this project + + + + The version of Visual Studio to generate project files for. + + + + + Puts the most common include paths in the IncludePath property in the MSBuild project. This significantly reduces Visual Studio + memory usage (measured 1.1GB -> 500mb), but seems to be causing issues with Visual Assist. Value here specifies maximum length + of the include path list in KB. + + + + + Semi-colon separated list of paths that should not be added to the projects include paths. Useful for omitting third-party headers + (e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints. + + + + + Semi-colon separated list of paths that should not be added to the projects. Useful for omitting third-party files + (e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints. + + + + + Whether to write a solution option (suo) file for the sln. + + + + + Whether to write a .vsconfig file next to the sln to suggest components to install. + + + + + Forces UBT to be built in debug configuration, regardless of the solution configuration + + + + + Whether to add the -FastPDB option to build command lines by default. + + + + + Whether to generate per-file intellisense data. + + + + + Whether to treat headers as ClCompile. May cause intellisense issues but allows the VS Compile command to build headers. + + + + + Whether to include a dependency on ShaderCompileWorker when generating project files for the editor. + + + + + Whether to include a dependency on LiveCodingConsole when building targets that support live coding. + + + + + Whether to generate a project file for each individual target, and not include e.g. Editor/Client/Server in the Configuration. + + + + + Visual C++ project file generator implementation + + + + + The settings object + + + + + Set to true to enable a project for each target, and do not put the target type into the configuration + + + + + Override for the build tool to use in generated projects. If the compiler version is specified on the command line, we use the same argument on the + command line for generated projects. + + + + + Default constructor + + The single project to generate project files for, or null + Override the project file format to use + Additional command line arguments + + + File extension for project files we'll be generating (e.g. ".vcxproj") + + + + + + + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + "4.0", "12.0", or "14.0", etc... + + + for instance: v110 + + + + Returns a list of architectures to generate unique VS platforms for. + + + + + + + + Selects which platforms and build configurations we want in the project file + + True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included. + + Output string for supported platforms, returned as comma-separated values. + + + + Used to sort VC solution config names along with the config and platform values + + + + + Visual Studio solution configuration name for this config+platform + + + + + Configuration name + + + + + Platform name + + + + + The target type + + + + + The target architecture + + + + + Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name + + The build configuration + The type of target being built + True if we are making one project per target type, instead of rolling them into the configs + The generated solution configuration name + + + + Writes the project files to disk + + True if successful + + + + Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format + + String to clean up + The cleaned up string + + + + Generates an Xcode project that acts as a native wrapper for an Unreal Project built as a framework. + + + + + Recursively copies all of the files and directories that are inside into . + + The directory whose contents should be copied. + The directory into which the files should be copied. + + + + An enumeration specifying the type of a filesystem entry, either directory, file, or something else. + + + + + Gets the type of filesystem entry pointed to by . + + The type of filesystem entry pointed to by . + The path to a filesystem entry. + + + + Recursively renames all files and directories that contain in their name by replacing + with . + + Root directory. + Old value. + New value. + + + + Opens each file in and replaces all occurrences of + with . + + The directory in which all files should be subject to replacements. + Only replace text in files that match this pattern. Default is all files. + The value that should be replaced in all files. + The replacement value. + + + + Modifies the Xcode project file to change a few build settings. + + The root directory of the template project that was created. + The name of the framework that this project is wrapping. + The Bundle ID to give to the wrapper project. + The path to the directory containing the framework to be wrapped. + The path to the root Unreal Engine directory. + The path to the 'cookeddata' folder that accompanies the framework. + + + + + + Removes the readonly attribute from all files in a directory file while retaining all other attributes, thus making them writeable. + + The path to the directory that will be make writeable. + + + + Changes the value of a setting in a project file. + + The project file contents with the setting replaced. + The contents of a settings file. + The name of the setting to change. + The new value for the setting. + + + + There are some autogenerated directories that could have accidentally made it into the template. + This method tries to delete those directories as an extra precaution. + + The directory which should be recursively searched for unwanted directories. + + + + Generates an Xcode project that acts as a native wrapper around an Unreal Project built as a framework. + + Wrapper projects are generated by copying a template xcode project from the Build Resources directory, + deleting any user-specific or build files, renaming files and folders to match the framework, setting specific + settings in the project to accommodate the framework, and replacing text in all the files to match the framework. + + The directory in which to place the framework. The framework will be placed in 'outputDirectory/frameworkName/'. + The name of the project. If blueprint-only, use the actual name of the project, not just UnrealGame. + The name of the framework that this project is wrapping. + The Bundle ID to give to the wrapper project. + The path to the directory containing the framework to be wrapped. + The path to the root Unreal Engine directory. + The path to the 'cookeddata' folder that accompanies the framework. + + + + + + Used to mark the project for distribution (some platforms require this) + + + + + Used to force not using the entitlements + + + + + Override for bundle identifier + + + + + Override AppName + + + + + Architectures supported for iOS + + + + + UBT logger object + + + + + Abstract function the individual node classes must override to write out the node to the project file + + + + + + Walks the references of the given node to find all nodes of the given type. + + Parent class of the nodes to return + Root node to start with + Set of matching nodes + + + + THhis will walk the node reference tree and call WRite on each node to add all needed nodes to the xcode poject file + + + + + + + + + Let subclasses add extra properties into this target section + + + + + Write some scripts to do some fixup with how UBT links files. There is currently a difference between Mac and IOS/TVOS: + All: + - The staged files gets pulled into the .app for a self-contained app, created at Xcode build time, unless an envvar is set + that tells this script to skip the copy. This allows UAT to potentially skip copying staged files before we stage + ("BuildCookRun -build -cook -stage -package" can skip the copying until the -package step). + Also we don't copy anything if this is the engine, no-project, build, and an + Mac: + - UBT will link executable next to .app + - We will copy it into .app here, similar to iOS + - However, during Archiving, the .app is created in a intermediate location, so then here we copy from Binaries/Mac to the intermediate location + - Trying to have UBT link directly to the intermeidate location causes various issues, so we copy it like IOS does + IOS/TVOS: + - IOS will link to Binaries/IOS/Foo + - During normal operation, here we copy from Binaries/IOS/Foo to Binaries/IOS/Foo.app/Foo + - Note that IOS and Mac have different internal directory structures (which EXECUTABLE_PATH expresses) + - When Archiving, we copy from Binaries/IOS/Foo to the intermediate location's .app + All: + - At this point, the executable is in the correct spot, and so CONFIGURATION_BUILD_DIR/EXECUTABLE_PATH points to it + - So here we gneerate a dSYM from the executable, copying it to where Xcode wants it (DWARF_DSYM_FOLDER_PATH/DWARF_DSYM_FILE_NAME), and + then we strip the executable in place + + + + + + + + Constructs a new project file object + + The path to the project file on disk + The base directory for files within this project + True for distribution builds + True to force disable entitlements + Override option for bundle identifier + + + + + + + The PBXPRoject node, root of everything + + + + + Gathers the files and generates project sections + + + + + Allocates a generator-specific source file object + + Path to the source file on disk + Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file + The newly allocated source file object + + + + Generates bodies of all sections that contain a list of source files plus a dictionary of project navigator groups. + + + + Implements Project interface + + + + Info needed to make a file a member of specific group + + + + + Constructor + + + + + File Guid for use in Xcode project + + + + + File reference Guid for use in Xcode project + + + + + Represents a group of files shown in Xcode's project navigator as a folder + + + + + The project needs to point to the product group, so we expose the Guid here + + + + + + Gets Xcode file type based on its extension + + + + + Returns true if Extension is a known extension for files containing source code + + + + + Returns true if Extension is a known extension for files containing resource data + + + + + Cache the folders excluded by Mac + + + + + Returns a project navigator group to which the file should belong based on its path. + Creates a group tree if it doesn't exist yet. + + + + + Convert all paths to Apple/Unix format (with forward slashes) + + The path to convert + The normalized path + + + + Returns the Mac architectures that should be configured for the provided target. If the target has a project we'll adhere + to whether it's set as Intel/Universal/Apple unless the type is denied (pretty much just Editor) + + If the target has no project we'll support allow-listed targets for installed builds and all non-editor architectures + for source builds. Not all programs are going to compile for Apple Silicon, but being able to build and fail is useful... + + The target we're generatin forg + Path to the project file, or null if the target has no project + + + + + Xcode project file generator implementation + + + + + Xcode makes a project per target, for modern to be able to pull in Cooked data + + + + + Mark for distribution builds + + + + + Don't use entitlements + + + + + Override BundleID + + + + + Override AppName + + + + + Store the single game project (when using -game -project=...) to a place that XcodeProjectLegacy can easily retrieve it + + + + + Shared file that the project agnostic projects can point to to get content only projects working nicely in Xcode + + + + + A static copy of ProjectPlatforms from the base class + + + + + Should we generate only a run project (no build/index targets) + + + + + Platforms we should generate IntelliSense data for, Xcode projects should index for each Apple platform. + + + + + Make a random Guid string usable by Xcode (24 characters exactly) + + + + File extension for project files we'll be generating (e.g. ".vcxproj") + + + + + + + + Allocates a generator-specific project file object + + Path to the project file + The base directory for files within this project + The newly allocated project file object + + + + + + + Represents a group of files shown in Xcode's project navigator as a folder + + + + + Constructs a new project file object + + The path to the project file on disk + The base directory for files within this project + True for distribution builds + Override option for bundle identifier + + + + + + Temporary for developing this feature + + + + + Used to mark the project for distribution (some platforms require this) + + + + + Override for bundle identifier + + + + + Override AppName + + + + + Architectures supported for iOS + + + + + Gets Xcode file category based on its extension + + + + + Gets Xcode file type based on its extension + + + + + Returns true if Extension is a known extension for files containing source code + + + + + Returns a project navigator group to which the file should belong based on its path. + Creates a group tree if it doesn't exist yet. + + + + + Convert all paths to Apple/Unix format (with forward slashes) + + The path to convert + The normalized path + + + + Allocates a generator-specific source file object + + Path to the source file on disk + Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file + The newly allocated source file object + + + + Generates bodies of all sections that contain a list of source files plus a dictionary of project navigator groups. + + + + + Returns the Mac architectures that should be configured for the provided target. If the target has a project we'll adhere + to whether it's set as Intel/Universal/Apple unless the type is denied (pretty much just Editor) + + If the target has no project we'll support allow-listed targets for installed builds and all non-editor architectures + for source builds. Not all programs are going to compile for Apple Silicon, but being able to build and fail is useful... + + Build config for the target we're generating + Path to the project file, or null if the target has no project + + + + Implements Project interface + + + + Storage provider which uses the filesystem + + + + + Cached copy of the current process id + + + + + Implements for writes to the backing storage + + + + + Represents a write transaction to the cache. Commit() should be called once the transaction is complete. + + + + + Attempts to open a file from the output cache + + Digest of the item to retrieve + Reader interface for the file + + + + Opens a stream for writing into the cache. The digest + + + + + + Gets the filename on disk to use for a particular digest + + The digest to find a filename for + Filename to use for the given digest + + + + Interface for reads from content-addressible storage + + + + + Accessor for the read stream + + + + + Whether the reader contains any data + + + + + Interface for writes to content-addressible storage + + + + + Accessor for the write stream + + + + + Commits the written data to the cache + + + + + Interface for an artifact cache + + + + + Attempts to open a file from the output cache + + Digest of the item to retrieve + True if the item exists in the cache, false otherwise + + + + Opens a stream for writing into the cache. The digest + + + + + + Enumerates build action types. + + + + + Defines the action's support for artifacts + + + + + Cached artifacts aren't enabled + + + + + If set, the outputs should be cached but respect the flags below + + + + + Absolute file paths must be used when recording inputs and outputs + + + + + For actions that can't be cached, by setting this flag, the inputs for the action in question + will be used as additional inputs for any action that references outputs of this action. + For example, PCH files shouldn't be cached, but compiles that use the PCH should still be + valid if consider the inputs used to create the PCH file. + + + + + The type of this action (for debugging purposes). + + + + + Artifact support for this step + + + + + Every file this action depends on. These files need to exist and be up to date in order for this action to even be considered + + + + + The files that this action produces after completing + + + + + Items that should be deleted before running this action + + + + + Root paths for this action (generally engine root project root, toolchain root, sdk root) + + + + + For C++ source files, specifies a dependency list file used to check changes to header files + + + + + Directory from which to execute the program to create produced items + + + + + The command to run to create produced items + + + + + Command-line parameters to pass to the program + + + + + Version of the command used for this action. This will be considered a dependency. + + + + + Optional friendly description of the type of command being performed, for example "Compile" or "Link". Displayed by some executors. + + + + + Human-readable description of this action that may be displayed as status while invoking the action. This is often the name of the file being compiled, or an executable file name being linked. Displayed by some executors. + + + + + True if this action is allowed to be run on a remote machine when a distributed build system is being used, such as XGE + + + + + True if this action is allowed to be run on a remote machine with SNDBS. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true. + + + + + True if this action is allowed to be run on a remote machine with XGE. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true. + + + + + True if this action can be executed by Unreal Build Accelerator + + + + + True if this action can be executed on a cross-architecture Unreal Build Accelerator helper. If no cross-architecture toolchain is found this setting has no effect + + + + + True if this action is using the GCC compiler. Some build systems may be able to optimize for this case. + + + + + True if the action executor should delete output files on an error. + May not work for XGE, SN-DBS, and FASTBuild executors. + + + + + True if the action executor should force warning output to fail the action when the exit code would otherwise be zero. + Used if the command to be run does not support a warnings as error flag. + May not work for XGE, SN-DBS, and FASTBuild executors. + + + + + Whether we should log this action, whether executed locally or remotely. This is useful for actions that take time + but invoke tools without any console output. + + + + + Whether we should output log of this action, whether executed locally or remotely. This is useful for actions that spam + logs to console output with non critical data + + + + + True if any libraries produced by this action should be considered 'import libraries' + + + + + Whether changes in the command line used to generate these produced items should invalidate the action + + + + + True if this action should be scheduled early. Some actions can take a long time (pch) and need to start very early + If set to true it will propagate high priority to all its prerequisite tasks + + + + + Used to determine how much weight(CPU and Memory work) this action is. + + + + + Used to determine which cache bucket should be used for this action + Using different cache buckets is an optimization where we want one build to use as few buckets as possible while + two different builds should not use the same bucket if there is no chance their cache entries will be the same + + + + + A build action. + + + + + Preparation and Assembly (serialized) + + + The type of this action (for debugging purposes). + + + + + Artifact support for this step + + + + + Every file this action depends on. These files need to exist and be up to date in order for this action to even be considered + + + + + The files that this action produces after completing + + + + + Items that should be deleted before running this action + + + + + Root paths for this action (generally engine root project root, toolchain root, sdk root) + Order needs to be mainted, so a list is used + + + + + For C++ source files, specifies a dependency list file used to check changes to header files + + + + + Directory from which to execute the program to create produced items + + + + + The command to run to create produced items + + + + + Command-line parameters to pass to the program + + + + + Version of the command used for this action. This will be considered a dependency. + + + + + Optional friendly description of the type of command being performed, for example "Compile" or "Link". Displayed by some executors. + + + + + Human-readable description of this action that may be displayed as status while invoking the action. This is often the name of the file being compiled, or an executable file name being linked. Displayed by some executors. + + + + + True if this action is allowed to be run on a remote machine when a distributed build system is being used, such as XGE + + + + + True if this action is allowed to be run on a remote machine with SNDBS. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true. + + + + + True if this action is allowed to be run on a remote machine with XGE. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true. + + + + + True if this action can be executed in box + + + + + True if this action can be executed on a cross-architecture Unreal Build Accelerator helper. If no cross-architecture toolchain is found this setting has no effect + + + + + True if this action is using the GCC compiler. Some build systems may be able to optimize for this case. + + + + + True if the action executor should delete output files on an error. + May not work for XGE, SN-DBS, and FASTBuild executors. + + + + + True if the action executor should force warning output to fail the action when the exit code would otherwise be zero. + Used if the command to be run does not support a warnings as error flag. + May not work for XGE, SN-DBS, and FASTBuild executors. + + + + + Whether we should log this action, whether executed locally or remotely. This is useful for actions that take time + but invoke tools without any console output. + + + + + + + + True if any libraries produced by this action should be considered 'import libraries' + + + + + + + + + + + + + + + + + ISerializable: Called when serialized to report additional properties that should be saved + + + + + Writes an action to a json file + + The object to parse + + + + Interface that is used when -SingleFile=xx is used on the cmd line to make specific files compile + Actions that has this interface can be used to create real actions that can compile the specific files + + + + + The directory this action can create actions for + + + + + Creates an action for a specific file. It can return null if for example file extension is not handled + + + + + Extension methods for action classes + + + + + Writes an action to a json file + + The action to write + Map of action to unique id + Writer to receive the output + + + + Determine if this Action ignores output conficts. + + The Action to check + True if conflicts are ignored, else false. + + + + Default serializer for instances + + + + + + + + + + + Information about an action queued to be executed + + + + + The inner action instance + + + + + A target that this action contributes to + + + + + Set of other actions that this action depends on. This set is built when the action graph is linked. + + + + + Total number of actions depending on this one. + + + + + Additional field used for sorting that can be used to control sorting of link actions from outside + + + + + True if this action should be scheduled early. Some actions can take a long time (pch) and need to start very early + If set to 1 it will propagate high priority to all its prerequisite tasks. (Note it is an int to be able to do interlocked operations) + + + + + If set, will be output whenever the group differs to the last executed action. Set when executing multiple targets at once. + + + + + Constructor + + The inner action instance + + + + + Increment the number of dependents, recursively + + Set of visited actions + Propagate high priority to this and prerequisite actions + + + + Compares two actions based on total number of sort index, priority and dependent items, descending. + + Action to compare + Action to compare + + + + Allow targets to override the expected amount of memory required for compiles, used to control the number + of parallel action processes. + + + + + + Execute the given actions + + Actions to be executed + Logger for output + Cache used to read/write action outputs. + True if the build succeeded, false otherwise + + + + When completed, get a populated telemetry event for this executor + + + + + + Post a telemetry event if enabled + + + + + Will verify that produced items exists on disk + + + + + Enum describing why an Action is in conflict with another Action + + + + + Links the actions together and sets up their dependencies + + List of actions in the graph + Logger for output + Optional sorting of actions + + + + Checks a set of actions for conflicts (ie. different actions producing the same output items) + + The set of actions to check + Logger for output + + + + Finds conflicts between two actions, and prints them to the log + + The first action + The second action + Logger for output + True if no conflicts were found, false otherwise. + + + + Adds the description of a merge error to an output message + + The first action with the conflict + The second action with the conflict + Enum flags for which properties are in conflict + Logger for output + + + + Builds a list of actions that need to be executed to produce the specified output items. + + + + + Checks that there aren't any intermediate files longer than the max allowed path length + + The build configuration + List of actions in the graph + + + + + Selects an ActionExecutor + + + + + Executes a list of actions. + + + + + Sorts the action list for improved parallelism with local execution. + + + + + Checks for cycles in the action graph. + + + + + Determines the full set of actions that must be built to produce an item. + + All the actions in the graph + Set of output items to be built + Set of prerequisite actions + + + + Determines the full set of actions that must be built to produce an item. + + The root action to scan + Set of prerequisite actions + + + + Determines whether an action is outdated based on the modification times for its prerequisite + and produced items, without considering the full set of prerequisites. + Writes to OutdatedActionDictionary iff the action is found to be outdated. + Safe to run in parallel, but only with different RootActions. + + - The action being considered. + - + + + + + true if outdated + + + + Determines whether an action is outdated by examining the up-to-date state of all of its prerequisites, recursively. + Not thread safe. Typically very fast. + + - The action being considered. + - + + Logger instance + true if outdated + + + + Determines if the dependency between two actions is only for an import library + + The action to check + The action that it depends on + True if the only dependency between two actions is for an import library + + + + Determines if the dependency on a between two actions is only for an import library + + The action to check + The dependency that is out of date + True if the only dependency between two actions is for an import library + + + + Test to see if the given file is a library file (or in the case of linux/mac, a dynamic library) + + File to test + True if the file is a library file + + + + Builds a dictionary containing the actions from AllActions that are outdated by calling + IsActionOutdated. + + + + + Deletes all the items produced by actions in the provided outdated action dictionary. + + List of outdated actions + Logger for output + + + + Creates directories for all the items produced by actions in the provided outdated action + dictionary. + + + + + Imports an action graph from a JSON file + + The file to read from + List of actions + + + + Exports an action graph to a JSON file + + The actions to write + Output file to write the actions to + + + + Interface for toolchain operations that produce output + + + + + Adds an action to this graph + + Action to add + + + + Creates a response file for use in the action graph + + Location of the response file + Contents of the file + Allows the backend to write the file in a separate task. + New file item + + + + Creates a response file for use in the action graph, with a newline between each string in ContentLines + + Location of the response file + Contents of the file + Allows the backend to write the file in a separate task. + New file item + + + + Adds a file which is in the non-unity working set + + The file to add to the working set + + + + Adds a file which is a candidate for being in the non-unity working set + + The file to add to the working set + + + + Adds a source directory. These folders are scanned recursively for C++ source files. + + Base source directory + + + + Adds the given source files as dependencies + + Source directory containing files to build + Contents of the directory + + + + Adds a list of known header files + + List of header files to track + + + + Sets the output items which belong to a particular module + + Name of the module + Array of output items for this module + + + + Adds a diagnostic message + + Message to display + + + + Implementation of IActionGraphBuilder which discards all unnecessary operations + + + + + Constructor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Implementation of IActionGraphBuilder which forwards calls to an underlying implementation, allowing derived classes to intercept certain calls + + + + + The inner graph builder + + + + + Constructor + + Builder to pass all calls to + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Extension methods for IActionGraphBuilder classes + + + + + Creates a new action to be built as part of this target + + Graph to add the action to + Type of action to create + New action + + + + Creates an action which copies a file from one location to another + + The action graph + The source file location + The target file location + File item for the output file + + + + Creates an action which copies a file from one location to another + + List of actions to be executed. Additional actions will be added to this list. + The source file location + The target file location + File item for the output file + + + + Creates an action which calls UBT recursively + + The action graph + Type of the action + Arguments for the action + New action instance + + + + Creates a text file with the given contents. If the contents of the text file aren't changed, it won't write the new contents to + the file to avoid causing an action to be considered outdated. + + The action graph + Path to the intermediate file to create + Contents of the new file + Allows the backend to write the file in a separate task. + File item for the newly created file + + + + Creates a text file with the given contents. If the contents of the text file aren't changed, it won't write the new contents to + the file to avoid causing an action to be considered outdated. + + The action graph + Path to the intermediate file to create + Contents of the new file + Allows the backend to write the file in a separate task. + File item for the newly created file + + + + Caches include dependency information to speed up preprocessing on subsequent runs. + + + + + Version number to check + + + + + Path to store the cache data to. + + + + + The Attributes used to produce files, keyed by the absolute file paths. + + + + + Whether the dependency cache is dirty and needs to be saved. + + + + + Constructor + + File to store this history in + Logger for output + + + + Attempts to load this action history from disk + + + + + Saves this action history to disk + + + + + Computes the case-invariant IoHash for a string + + The text to hash + IoHash of the string + + + + Gets the producing attributes for the given file + + The output file to look for + Receives the Attributes used to produce this file + True if Attributes have changed and is updated, false otherwise + + + + Gets the location for the engine action history + + Target name being built + The platform being built + Type of the target being built + The target architecture(s) + Path to the engine action history for this target + + + + Gets the location of the project action history + + Path to the project file + Platform being built + Name of the target being built + The target architecture(s) + Path to the project action history + + + + Enumerates all the locations of action history files for the given target + + Project file for the target being built + Name of the target + Platform being built + The target type + The target architecture(s) + Dependency cache hierarchy for the given project + + + + Information about actions producing artifacts under a particular directory + + + + + The base directory for this partition + + + + + Used to ensure exclusive access to the layers list + + + + + Map of filename to layer + + + + + Construct a new partition + + The base directory for this partition + + + + Attempt to update the producing command line for the given file + + The file to update + The new attributes + Logger for output + True if the attributes were updated, false otherwise + + + + Get the path to the action history layer to use for the given file + + Path to the file to use + Path to the file + + + + Attempts to match a substring of a path with the given fragment + + Path to match against + Offset of the substring to match + Length of the substring to match + The path fragment + True if the substring matches + + + + Saves the modified layers + + + + + A collection of ActionHistory layers + + + + + The lock object for this history + + + + + List of partitions + + + + + Constructor + + + + + Reads a cache from the given location, or creates it with the given settings + + Base directory for files that this cache should store data for + Reference to a dependency cache with the given settings + + + + Gets the producing command line for the given file + + The output file to look for + Receives the Attributes used to produce this file + Logger for output + True if the output item exists + + + + Saves all layers of this action history + + + + + Interface for a class that can serialize an action type + + + + + The action type + + + + + Read the action from an archive + + Reader for the action + New action + + + + Writes an action to an archive + + Writer for the archive + The action to write + + + + Generic base class for an action serializer + + + + + + + + + + + + + + + Read the action from an archive + + Reader for the action + New action + + + + Writes an action to an archive + + Writer for the archive + The action to write + + + + Helper methods for registering serializers and serializing actions + + + + + Map from type name to deserializing constructor + + + + + Map from serializer name to instance + + + + + Creates a map of type name to constructor + + + + + + Read an action from the given archive + + Reader to deserialize from + New action + + + + Reads a type name and find its registered constructor from an archive + + Archive to read from + New constructor info + + + + Writes an action to the given archive + + Writer to serialize the action to + Action to serialize + + + + Parser for ASN.1 BER formats (eg. iOS mobile provisions) + + + + + The type of shell supported by this platform. Used to configure command line arguments. + + + + + The Bourne shell + + + + + Windows command interpreter + + + + + Host platform abstraction + + + + + Host platform singleton. + + + + + Gets the current host platform type. + + + + + Gets the path to the shell for this platform + + + + + The type of shell returned by the Shell parameter + + + + + The executable binary suffix for this platform + + + + + Class that holds information about a running process + + + + + Process ID + + + + + Name of the process + + + + + Filename of the process binary + + + + + Constructor + + The process ID + The process name + The process filename + + + + Constructor + + Process to take information from + + + + Format as a string for debugging + + String containing process info + + + + Gets all currently running processes. + + + + + + Gets a process by name. + + Name of the process to get information for. + + + + + Gets processes by name. + + Name of the process to get information for. + + + + + Gets the filenames of all modules associated with a process + + Process ID + Filename of the binary associated with the process. + An array of all module filenames associated with the process. Can be empty of the process is no longer running. + + + + Determines if the UBT process is running through WINE + + Sequence of project file formats + + + + Determines the default project file formats for this platform + + Sequence of project file formats + + + + (needs confirmation) Currently returns incomplete process names in Process.GetProcesses() so we need to parse 'ps' output. + + + + + + (needs confirmation) Currently returns incomplete list of modules for Process.Modules so we need to parse vmmap output. + + + + + + + + (needs confirmation) Currently returns incomplete process names in Process.GetProcesses() so we need to use /proc + (also, locks up during process traversal sometimes, trying to open /dev/snd/pcm*) + + + + + + (needs confirmation) Currently returns incomplete list of modules for Process.Modules so we need to parse /proc/PID/maps. + (also, locks up during process traversal sometimes, trying to open /dev/snd/pcm*) + + + + + + + + Holds information about the current engine version + + + + + The major engine version (5 for UE5) + + + + + The minor engine version + + + + + The hotfix/patch version + + + + + The changelist that the engine is being built from + + + + + The changelist that the engine maintains compatibility with + + + + + Whether the changelist numbers are a licensee changelist + + + + + Whether the current build is a promoted build, that is, built strictly from a clean sync of the given changelist + + + + + Name of the current branch, with '/' characters escaped as '+' + + + + + The current build id. This will be generated automatically whenever engine binaries change if not set in the default Engine/Build/Build.version. + + + + + The build version string + + + + + Optional URL for a continuous integration job associated with this build version. (e.g. the job that build a set of binaries) + + + + + Returns the value which can be used as the compatible changelist. Requires that the regular changelist is also set, and defaults to the + regular changelist if a specific compatible changelist is not set. + + + + + Try to read a version file from disk + + Path to the version file + The version information + True if the version was read successfully, false otherwise + + + + Get the default path to the build.version file on disk + + Path to the Build.version file + + + + Get the default path for a target's version file. + + The output directory for the executable. For MacOS, this is the directory containing the app bundle. + Name of the target being built + Platform the target is being built for + The configuration being built + Architecture of the target being built + Path to the target's version file + + + + Parses a build version from a JsonObject + + The object to read from + The resulting version field + True if the build version could be read, false otherwise + + + + Exports this object as Json + + The filename to write to + + + + Exports this object as Json + + The filename to write to + Logger for output + + + + Exports this object as Json + + Writer for output text + + + + Exports this object as Json + + The json writer to receive the version settings + True if the build version could be read, false otherwise + + + + Read-only wrapper for a BuildVersion instance + + + + + The inner build version + + + + + Cached copy of the current build version + + + + + Constructor + + The writable build version instance + + + + Gets the current build version + + + + + Accessors for fields on the inner BuildVersion instance + + + + + Functions for parsing command line arguments + + + + + Stores information about the field to receive command line arguments + + + + + Prefix for the argument. + + + + + Field to receive values for this argument + + + + + The attribute containing this argument's info + + + + + Constructor + + + + + + + + Parse the given list of arguments and apply them to the given object + + List of arguments. Parsed arguments will be removed from this list when the function returns. + Object to receive the parsed arguments. Fields in this object should be marked up with CommandLineArgumentAttribute's to indicate how they should be parsed. + + + + Parse the given list of arguments and apply them to the given object + + List of arguments. Parsed arguments will be removed from this list when the function returns. + Object to receive the parsed arguments. Fields in this object should be marked up with CommandLineArgumentAttribute's to indicate how they should be parsed. + Logger for output + + + + Parse the given list of arguments, and remove any that are parsed successfully + + List of arguments. Parsed arguments will be removed from this list when the function returns. + Object to receive the parsed arguments. Fields in this object should be marked up with CommandLineArgumentAttribute's to indicate how they should be parsed. + Logger for output + + + + Checks that the list of arguments is empty. If not, throws an exception listing them. + + List of remaining arguments + Logger for output + + + + Parses and assigns a value to a field + + The parameter being parsed + Argument text + The target object to assign values to + Maps assigned fields to the parameter that wrote to it. Used to detect duplicate and conflicting arguments. + Logger for output + + + + Attempts to parse the given string to a value + + Type of the field to convert to + The value text + On success, contains the parsed object + True if the text could be parsed, false otherwise + + + + Caches config files and config file hierarchies + + + + + Delegate to add a value to an ICollection in a target object + + The object containing the field to be modified + The value to add + + + + Caches information about a member with a [ConfigFile] attribute in a type + + + + + The attribute instance + + + + + For fields implementing ICollection, specifies the element type + + + + + For fields implementing ICollection, a callback to add an element type. + + + + + Constructor + + + + + + Returns Reflection.MemberInfo describing the target class member. + + + + + Returns Reflection.Type of the target class member. + + + + + Returns the value setter of the target class member. + + + + + Returns the value getter of the target class member. + + + + + Caches information about a field with a [ConfigFile] attribute in a type + + + + + Reflection description of the field with the config attribute. + + + + + Constructor + + + + + + + Caches information about a property with a [ConfigFile] attribute in a type + + + + + Reflection description of the property with the config attribute. + + + + + Constructor + + + + + + + Allowed modification types allowed for default config files + + + + + Used for non-array types, this will replace a setting, or it will add a setting if it doesn't exist + + + + + Used to add an array entry to the end of any existing array entries, or will add to the end of the section + + + + + Stores information identifying a unique config hierarchy + + + + + The hierarchy type + + + + + The project directory to read from + + + + + Which platform-specific files to read + + + + + Custom config subdirectory to load + + + + + Custom override strings + + + + + A hotfix directory where modifications/additions to config files can be read from + + + + + If specified, this hierarchy will include plugins enabled for the given target type + + + + + Constructor + + The hierarchy type + The project directory to read from + Which platform-specific files to read + Custom config subdirectory to load + Custom override strings + A hotfix directory where modifications/additions to config files can be read from + If specified, this hierarchy will unclude plugins enabled for the given target type + + + + Test whether this key is equal to another object + + The object to compare against + True if the objects match, false otherwise + + + + Returns a stable hash of this object + + Hash value for this object + + + + Cache of individual config files + + + + + Cache of config hierarchies by project + + + + + Cache of config fields by type + + + + + Attempts to read a config file (or retrieve it from the cache) + + Location of the file to read + On success, receives the parsed config file + True if the file exists and was read, false otherwise + + + + Reads a config hierarchy (or retrieve it from the cache) + + The type of hierarchy to read + The project directory to read the hierarchy for + Which platform to read platform-specific config files for + Optional override config directory to search, for support of multiple target types + Optional list of command line arguments added to the existing command line arguments + A hotfix directory where modifications/additions to config files can be read from + If specified, this hierarchy will unclude plugins enabled for the given target type + The requested config hierarchy + + + + Reads a config hierarchy (or retrieve it from the cache) + + The type of hierarchy to read + The project directory to read the hierarchy for + Which platform to read platform-specific config files for + Optional override config directory to search, for support of multiple target types + The command line arguments to parse + A hotfix directory where modifications/additions to config files can be read from + If specified, this hierarchy will unclude plugins enabled for the given target type + The requested config hierarchy + + + + Gets a list of ConfigFields for the given type + + Type to get configurable fields for + List of config fields for the given type + + + + Read config settings for the given object + + Path to the project directory + The platform being built + Object to receive the settings + Optional override config directory to search, for support of multiple target types + + + + Read config settings for the given object + + Path to the project directory + The platform being built + Object to receive the settings + Will be populated with config values that were retrieved. May be null. + Command line arguments, if null the application's command line arguments will be used + Optional override config directory to search, for support of multiple target types + + + + Attempts to parse the given text into an object which matches a specific field type + + The text to parse + The type of field to parse + If successful, a value of type 'FieldType' + True if the value could be parsed, false otherwise + + + + Calculates the path to where the project's Default config of the type given (ie DefaultEngine.ini) + + Game, Engine, etc + Project directory, used to find Config/Default[Type].ini + + + + Calculates the path to where the project's platform specific config of the type given (ie DefaultEngine.ini) + + Game, Engine, etc + Project directory, used to find Config/Default[Type].ini + Platform name + + + + Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out. + + Game, Engine, etc + Project directory, used to find Config/Default[Type].ini + How to modify the secion + Name of the section with the Key in it + Key to update + Value to write for te Key + Logger for output + + + + + Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out. + + Game, Engine, etc + Project directory, used to find Config/Default[Type].ini + Platform name. Must have a directory under projects Platforms subdirectory + How to modify the secion + Name of the section with the Key in it + Key to update + Value to write for te Key + Logger for output + + + + + Updates a section in config file, and will write it out. If the file is not writable, p4 can attempt to check it out. + + Config file (.ini) name + How to modify the secion + Name of the section with the Key in it + Key to update + Value to write for te Key + Logger for output + + + + + Invalidates the hierarchy internal caches so that next call to ReadHierarchy will re-read from disk + but existing ones will still be valid with old values + + + + + Specifies the action to take for a config line, as denoted by its prefix. + + + + + Assign the value to the key + + + + + Add the value to the key (denoted with +X=Y in config files) + + + + + Remove the key without having to match value (denoted with !X in config files) + + + + + Remove the matching key and value (denoted with -X=Y in config files) + + + + + Contains a pre-parsed raw config line, consisting of action, key and value components. + + + + + The action to take when merging this key/value pair with an existing value + + + + + Name of the key to modify + + + + + Value to assign to the key + + + + + Whether to preserve enclosing quotations around + + + + + Constructor. + + Action to take when merging this key/value pair with an existing value + Name of the key to modify + Value to assign + + + + Constructor. + + Action to take when merging this key/value pair with an existing value + Name of the key to modify + Value to assign + Whether to preserve enclosing quotations around + + + + Formats this object for the debugger + + The original config line + + + + Contains the lines which appeared in a config section, with all comments and whitespace removed + + + + + Name of the section + + + + + Lines which appeared in the config section + + + + + Construct an empty config section with the given name + + Name of the config section + + + + try to get a line using it's name, if the line doesn't exist returns false + + Name of the line you want to get + The result of the operation + return true if the line is retrieved return false and null OutLine if Name isn't found in this section + + + + Represents a single config file as stored on disk. + + + + + Maps names to config sections + + + + + Static (class) constructor which is called before any ConfigFile instance is created + + + + + Constructs a new, empty config file + + The default action to take when encountering arrays without a '+' prefix + + + + Reads config data from the given file. + + File to read from + The default action to take when encountering arrays without a '+' prefix + + + + Reads config data from the given string. + + Single line string of config settings in the format [Section1]:Key1=Value1,[Section2]:Key2=Value2 + The default action to take when encountering arrays without a '+' prefix + + + + Try to parse a key/value pair from the given line, and add it to a config section + + The section to receive the parsed config line + Optional map to change names of keys on read + Optional map to change names of keys on read + Text to parse + Index of the first non-whitespace character in this line + Index of the last (exclusive) non-whitespace character in this line + The default action to take if '+' or '-' is not specified on a config line + The sections to find the redirected section for receiving the config line + True if the line was parsed correctly, false otherwise + + + + Names of sections in this file + + + + + Tries to get a config section by name, or creates one if it doesn't exist + + Name of the section to look for + The config section + + + + Tries to get a config section by name + + Name of the section to look for + On success, the config section that was found + True if the section was found, false otherwise + + + + Write the config file out to the given location. Useful for debugging. + + The file to write + + + + Attribute indicating a value which should be populated from a UE .ini config file + + + + + Name of the config hierarchy to read from + + + + + Section containing the setting + + + + + Key name to search for + + + + + Constructor + + Type of the config hierarchy to read from + Section containing the setting + Key name to search for. Optional; uses the name of the field if not set. + + + + Types of config file hierarchy + + + + + BaseGame.ini, DefaultGame.ini, etc... + + + + + BaseEngine.ini, DefaultEngine.ini, etc... + + + + + BaseEditor.ini, DefaultEditor.ini, etc... + + + + + BaseEditorPerProjectUserSettings.ini, DefaultEditorPerProjectUserSettings.ini, etc.. + + + + + BaseEncryption.ini, DefaultEncryption.ini, etc.. + + + + + BaseCrypto.ini, DefaultCrypto.ini, etc.. + + + + + BaseEditorSettings.ini, DefaultEditorSettings.ini, etc... + + + + + BaseInstallBundle.ini, DefaultInstallBundle.ini, etc... + + + + + BasePakFileRules.ini, DefaultPakFileRules.ini, etc, etc.... + + + + + Stores a set of merged key/value pairs for a config section + + + + + Map of key names to their values + + + + + Construct a merged config section from the given per-file config sections + + Config sections from individual files + + + + Returns a list of key names + + + + + Tries to find the value for a given key + + The key name to search for + On success, receives the corresponding value + True if the key was found, false otherwise + + + + Tries to find the values for a given key + + The key name to search for + On success, receives a list of the corresponding values + True if the key was found, false otherwise + + + + Encapsulates a hierarchy of config files, merging sections from them together on request + + + + + Array of + + + + + Cache of requested config sections + + + + + Lock for NameToSection + + + + + Construct a config hierarchy from the given files + + Set of files to include (in order) + + + + + + + Names of all sections in all config files + + + + + + Finds a config section with the given name + + Name of the section to look for + The merged config section + + + + Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a bool with the given key name. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an array with the given key name, returning null on failure. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a string with the given key name, returning an empty string on failure. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an int with the given key name. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single string value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single bool value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single Int32 value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single GUID value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single-precision floating point value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a double-precision floating point value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets an enumeration value associated with the specified key. + + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets all values associated with the specified key + + Section where the key is located + Key name + Copy of the list containing all values associated with the specified key + True if the key exists + + + + Gets the value for the given type. Can return a full struct hierarchy. + + Section where the key is located + Key name + Value hierarchy associated with the specified key. All field names must exist + True if the key exists and could be parsed + + + + Gets the array of values for the given type. Can return a full struct hierarchy. + + Section where the key is located + Key name + Array of values associated with the specified key. All field names must exist + True if the key exists and could be parsed + + + + Parse a string as a boolean value + + The text to parse + The parsed value, if successful + True if the text was parsed, false otherwise + + + + Parse a string as an integer value + + The text to parse + The parsed value, if successful + True if the text was parsed, false otherwise + + + + Parse a string as a GUID value + + The text to parse + The parsed value, if successful + True if the text was parsed, false otherwise + + + + Parse a string as a single-precision floating point value + + The text to parse + The parsed value, if successful + True if the text was parsed, false otherwise + + + + Parse a string as a double-precision floating point value + + The text to parse + The parsed value, if successful + True if the text was parsed, false otherwise + + + + Attempts to parse the given line as a UE config object (eg. (Name="Foo",Number=1234)). + + Line of text to parse + Receives key/value pairs for the config object + True if an object was parsed, false otherwise + + + + Attempts to parse the given line as a UE config array (eg. ("one", "two", "three") ). + + Line of text to parse + Receives array for the config array + True if an array was parsed, false otherwise + + + + Attempts to parse the given line as a UE map (eg. (("key1","value1"), ("key2","value2")). + + Line of text to parse + Receives dictionary for the config map + True if a map was parsed, false otherwise + + + + Returns a list of INI filenames for the given project + + + + + Returns a list of INI filenames for the given project + + + + + Determines the path to the generated config directory (same as FPaths::GeneratedConfigDir()) + + + + + + Determes the path to the game-agnostic saved directory (same as FPaths::GameAgnosticSavedDir()) + + + + + + Returns the platform name to use as part of platform-specific config files + + + + + Gets an ini setting, and then pulls the value for a property out of a struct, in the format: + [SomeSection] + SomeStruct=(Foo=Bar,Prop="My Value") + + Ini section ('SomeSection' in this example) + Name of the struct setting ('SomeStruct' in this example) + Name of the property inside the struct ('Prop' in this example) + The value retrieved from the struct ('My Value' in this example), or null if anything was not found + + + + Pulls the value for a property out of a struct in the given input, in the format: + (Foo=Bar,Prop="My Value") + + The entire struct as retrieved from the ini via GetString() + Name of the property inside the struct ('Prop' in this example) + Pass true when the value pulled is an array, like (Foo=(X=1,Y=2)), this would return X=1,Y=2 + The value retrieved from the struct ('My Value' in this example), or null if anything was not found + + + + Gets an ini setting, and then pulls the value for a property out of a map, in the format: + [SomeSection] + SomeMap=((Foo=Bar),(SomeKey="My Value")) + + Ini section ('SomeSection' in this example) + Name of the struct setting ('SomeMap' in this example) + Name of the key inside the struct ('SomeKey' in this example) + The value retrieved from the map ('My Value' in this example), or null if anything was not found + + + + Pulls the value for a property out of a struct in the given input, in the format: + ((Foo=Bar),(SomeKey="My Value")) + + The entire struct as retrieved from the ini via GetString() + Name of the key inside the struct ('SomeKey' in this example). Key cannot have escaped quotes or commas + The value retrieved from the map ('My Value' in this example), or null if anything was not found + + + + Load a ini value for the given key, then use GetStructKeyValuePairs to return the key/value pairs of the struct + + Ini section to read from + Name of the ini key to read from + Dictionary of struct vars/values + + + + Given a string input (a struct loaded from a .ini file usually), like (Foo=A, Bar="Hello world"), this will return a dictionary of all values, with quotes trimmed off + In this example, { { Foo, A } , { Bar, Hello world } } + + String containing a struct representation + Dictionary of struct vars/values + + + + Functionality for parsing values from a config value + + + + + Attempts to parse the given line as the given type. Struct member variables are expected to match + + Type to attempt to parse + Line of text to parse + Receives parse result + True if the parse was successful, false otherwise + + + + Attempts to parse the given line as the given template type + + Line of text to parse + Receives parse result + True if the parse was successful, false otherwise + + + + Attempts to parse the given array of lines as array of the given template type + + Line of text to parse + Receives parse result + True if the parse was successful, false otherwise + + + + Identifier for a config file key, including information about the hierarchy used to read it + + + + + The config hierarchy type + + + + + Project directory to read config files from + + + + + The platform being built + + + + + The section name + + + + + The key name + + + + + Constructor + + The config hierarchy type + Project directory to read config files from + The platform being built + The section name + The key name + + + + Construct a key from an archive + + Archive to read from + + + + Writes this key to an archive + + Archive to write to + + + + Tests whether this key is equal to another object + + The object to compare to + True if the keys are equal, false otherwise + + + + Tests whether this key is equal to another key + + The key to compare to + True if the keys are equal, false otherwise + + + + Gets a hash code for this object + + Hash code for the object + + + + Stores a list of config key/value pairs that have been read + + + + + The dependencies list + + + + + Constructor + + + + + Construct an object from an archive on disk + + Archive to read from + + + + Write the dependencies object to disk + + Archive to write to + + + + Checks whether the list of dependencies is still valid + + + + + + Compiler configuration. This controls whether to use define debug macros and other compiler settings. Note that optimization level should be based on the bOptimizeCode variable rather than + this setting, so it can be modified on a per-module basis without introducing an incompatibility between object files or PCHs. + + + + + Specifies which language standard to use. This enum should be kept in order, so that toolchains can check whether the requested setting is >= values that they support. + + + + + Obsolete C++14 standard. No longer allowed, code will not compile with this version. + + + + + C++17 standard. No longer supported, code may not compile with this version. + + + + + C++20 standard + + + + + Latest standard supported by the compiler + + + + + Use the default standard version (BuildSettingsVersion.V1-V3: Cpp17, V4: Cpp20) + + + + + Use the default standard version for engine modules + + + + + The minimum allowed C++ standard version. Lower values than this will cause a build error. + + + + + Specifies which C language standard to use. This enum should be kept in order, so that toolchains can check whether the requested setting is >= values that they support. + + + + + Supports no additional standard version flag + + + + + Supports C89 + + + + + Supports C99 + + + + + Supports C11 + + + + + Supports C17 + + + + + Latest standard supported by the compiler + + + + + Use the default standard version + + + + + Specifies the architecture for code generation on x64 for windows platforms. + Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support. + For more details please see https://learn.microsoft.com/en-us/cpp/build/reference/arch-x64 + + + + + No minimum architecure + + + + + Enables the use of Intel Advanced Vector Extensions instructions + + + + + Enables the use of Intel Advanced Vector Extensions 2 instructions + + + + + Enables the use of Intel Advanced Vector Extensions 512 instructions + + + + + Use the default minimum architecture + + + + + Target ARM64 CPU for codegen. This defines different ARM ISA and extension targets + + + + + Default ARMv8.0-A ISA target CPU, supported by every 64 bit ARM CPU + + + + + AWS Graviton2 CPU - ARM Neoverse N1 uArch with ARMv8.2-A ISA + FP16 + rcpc + dotprod + crypto extensions + + + + + AWS Graviton3 CPU - ARM Neoverse V1 uArch with AMRv8.4-A ISA + SVE + bf16 + rng + crypto extensions + + + + + The optimization level that may be compilation targets for C# files. + + + + + The possible interactions between a precompiled header and a C++ file being compiled. + + + + + Encapsulates the compilation output of compiling a set of C++ files. + + + + + Encapsulates the environment that a C++ file is compiled in. + + + + + The platform to be compiled/linked for. + + + + + The configuration to be compiled/linked for. + + + + + The architecture that is being compiled/linked (empty string by default) + + + + + Gets the Architecture in the normal case where there is a single Architecture in Architectures + + + + + Cache of source file metadata + + + + + Root paths for this environment. Used for Clang VFS and UBA + + + + + Templates for shared precompiled headers + + + + + The name of the header file which is precompiled. + + + + + Whether the compilation should create, use, or do nothing with the precompiled header. + + + + + Will replace pch with ifc and use header units instead + + + + + Whether artifacts from this compile are shared with other targets. If so, we should not apply any target-wide modifications to the compile environment. + + + + + Use run time type information + + + + + Whether to direct MSVC to remove unreferenced COMDAT functions and data. + + zc-inline-remove-unreferenced-comdat + + + + Use Position Independent Executable (PIE). Has an overhead cost + + + + + Use Stack Protection. Has an overhead cost + + + + + Enable inlining. + + + + + Whether to compile ISPC files. + + + + + Enable buffer security checks. This should usually be enabled as it prevents severe security risks. + + + + + Whether the AutoRTFM compiler is being used or not. + + + + + Disables AutoRTFM instrumentation to this cpp file only when AutoRTFMCompiler is enabled + + + + + Whether AutoRTFM instrumentation is enabled or not. + + + + + Whether AutoRTFM verification is enabled or not. + + + + + Whether we should run an extra LLVM verification pass after the AutoRTFM compiler pass. + + + + + Whether we should link closed function declarations statically. + + + + + If unity builds are enabled this can be used to override if this specific module will build using Unity. + This is set using the per module configurations in BuildConfiguration. + + + + + The number of source files in this module before unity build will be activated for that module. If set to + anything besides -1, will override the default setting which is controlled by MinGameModuleSourceFilesForUnityBuild + + + + + The minimum number of files that must use a pre-compiled header before it will be created and used. + + + + + Module uses a #import so must be built locally when compiling with SN-DBS + + + + + Whether to retain frame pointers + + + + + Enable exception handling + + + + + Enable objective C exception handling + + + + + Enable objective C automatic reference counting (ARC) + If you set this to true you should not use shared PCHs for this module. The engine won't be extensively using ARC in the short term + Not doing this will result in a compile errors because shared PCHs were compiled with different flags than consumer + + + + + How to treat any warnings in the code + + + + + The compiler warnings associacted with the compile environment. + + + + + Whether to treat all warnings as errors + + + + + Whether to disable all static analysis - Clang, MSVC, PVS-Studio. + + + + + Enable additional analyzer extension warnings using the EspXEngine plugin. This is only supported for MSVC. + See https://learn.microsoft.com/en-us/cpp/code-quality/using-the-cpp-core-guidelines-checkers + This will add a large number of warnings by default. It's recommended to use StaticAnalyzerRulesets if this is enabled. + + + + + The static analyzer rulesets that should be used to filter warnings. This is only supported for MSVC. + See https://learn.microsoft.com/en-us/cpp/code-quality/using-rule-sets-to-specify-the-cpp-rules-to-run + + + + + The static analyzer checkers that should be enabled rather than the defaults. This is only supported for Clang. + + + + + The static analyzer default checkers that should be disabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang. + + + + + The static analyzer non-default checkers that should be enabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang. + + + + + The PVS Studio analysis warnings that should be disabled. + + + + + True if compiler optimizations should be enabled. This setting is distinct from the configuration (see CPPTargetConfiguration). + + + + + True if the compilation should produce tracing output for code coverage. + + + + + Allows to fine tune optimizations level for speed and\or code size + + + + + Determines the FP semantics. + + + + + True if debug info should be created. + + + + + True if debug info should only generate line number tables (clang) + + + + + True if we're compiling .cpp files that will go into a library (.lib file) + + + + + True if we're compiling a DLL + + + + + Whether we should compile using the statically-linked CRT. This is not widely supported for the whole engine, but is required for programs that need to run without dependencies. + + + + + Whether to use the debug CRT in debug configurations + + + + + Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC + + + + + Whether we should compile with support for OS X 10.9 Mavericks. Used for some tools that we need to be compatible with this version of OS X. + + + + + Whether PDB files should be used for Visual C++ builds. + + + + + Whether to just preprocess source files + + + + + Should an assembly file be generated while compiling. Works exclusively on MSVC compilers for now. + + + + + Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles. + + + + + Whether to use incremental linking or not. + + + + + Whether to allow the use of LTCG (link time code generation) + + + + + Whether to enable Profile Guided Optimization (PGO) instrumentation in this build. + + + + + Whether to optimize this build with Profile Guided Optimization (PGO). + + + + + Platform specific directory where PGO profiling data is stored. + + + + + Platform specific filename where PGO profiling data is saved. + + + + + Whether to log detailed timing info from the compiler + + + + + When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally. + + + + + Ordered list of include paths for the module + + + + + The include paths where changes to contained files won't cause dependent C++ source files to + be recompiled, unless BuildConfiguration.bCheckSystemHeadersForModification==true. + + + + + The include paths which were previously in UserIncludePaths, but are now in a shared response file, persisted in the environment for validation. + Do not add to this set unless a shared response is in use, and only when removing those headers from UserIncludePaths. + + + + + The include paths which were previously in SystemIncludePaths, but are now in a shared response file, persisted in the environment for validation. + Do not add to this set unless a shared response is in use, and only when removing those headers from SystemIncludePaths. + + + + + Enumerable of all possible include paths + + + + + List of paths to search for compiled module interface (*.ifc) files + + + + + Whether headers in system paths should be checked for modification when determining outdated actions. + + + + + List of header files to force include + + + + + List of files that need to be up to date before compile can proceed + + + + + A dictionary of the source file items and the inlined gen.cpp files contained in it + + + + + Non-default naming conventions that generated CPP files can have (this uses a filter to check the file name for matches) + + + + + FileItems with colliding names. (Which means they would overwrite each other in intermediate folder + + + + + The C++ preprocessor definitions to use. + + + + + Additional response files that will be used by main response file + + + + + Whether the compile environment has a response file in AdditionalResponseFiles that contains global compiler arguments. + + + + + Additional arguments to pass to the compiler. + + + + + A list of additional frameworks whose include paths are needed. + + + + + A dictionary of PCH files for multiple architectures + + + + + The instance containing the precompiled header data. + + + + + The file containing the precompiled header data. + + + + + The parent PCH instance used when creating this PCH. + + + + + The parent's PCH header file. + + + + + True if a single PRecompiledHeader exists, or at least one PerArchPrecompiledHeaderFile exists + + + + + Whether or not UHT is being built + + + + + Whether to hide symbols by default + + + + + Whether this environment should be treated as an engine module. + + + + + Which C++ standard to support for engine modules. CppStandard will be set to this for engine modules and CppStandardEngine should not be checked in any toolchain. May not be compatible with all platforms. + + + + + Which C++ standard to support. May not be compatible with all platforms. + + + + + Which C standard to support. May not be compatible with all platforms. + + + + + Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used. + Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support. + + + + + Select a minimum ARM64 target CPU. This will change what ARMv8(9)-A ISA + extension code will be compiled for. + Changing it from default will guarantee not to work on all ARM64 CPUs. + Currently supported by clang compiler only + + + + + The amount of the stack usage to report static analysis warnings. + + + + + Enable C++ coroutine support. + For MSVC, adds "/await:strict" to the command line. Program should #include <coroutine> + For Clang, adds "-fcoroutines-ts" to the command line. Program should #include <experimental/coroutine> (not supported in every clang toolchain) + + + + + What version of include order specified by the module rules. Used to determine shared PCH variants. + + + + + Set flags for determinstic compiles. + + + + + Set flags for determinstic compile warnings. + + + + + Emits compilation errors for incorrect UE_LOG format strings. + + + + + Emits deprecated warnings\errors for internal API usage for non-engine modules. + + + + + Emits deprecated warnings\errors for experimental API usage for non-engine modules. + + + + + Directory where to put crash report files for platforms that support it + + + + + File to use as an LLVM FPass Plugin: + 'clang -fpass-plugin=[FPassPlugin]' + + + + + Default constructor. + + + + + Copy constructor. + + Environment to copy settings from + + + + Reads the contents of C++ dependency files, and caches them for future iterations. + + + + + Contents of a single dependency file + + + + + The current file version + + + + + Location of this dependency cache + + + + + Directory for files to cache dependencies for. + + + + + Map from file item to dependency info + + + + + Whether the cache has been modified and needs to be saved + + + + + Constructs a dependency cache. This method is private; call CppDependencyCache.Create() to create a cache hierarchy for a given project. + + File to store the cache + Base directory for files that this cache should store data for + Logger for output + + + + Reads data for this dependency cache from disk + + + + + Writes data for this dependency cache to disk + + + + + List of partitions + + + + + Static cache of all constructed dependency caches + + + + + Minimum version of a MSVC source dependency json + + + + + Minimum version of a MSVC source dependency json that supports additional module info + + + + + Constructs a dependency cache. This method is private; call CppDependencyCache.Create() to create a cache hierarchy for a given project. + + + + + Gets the produced module from a dependencies file + + The dependencies file + Logger for output + The produced module name + True if a produced module was found + + + + Attempts to get a list of imported modules for the given file + + The dependency file to query + Logger for output + List of imported modules + True if a list of imported modules was obtained + + + + Attempts to read the dependencies from the given input file + + File to be read + Logger for output + Receives a list of output items + True if the input file exists and the dependencies were read + + + + Attempts to read the dependencies from the given input file + + File to be read + Logger for output + The dependency info + True if the input file exists and the dependencies were read + + + + Attempts to read dependencies from the given file. + + File to be read + The dependency info + True if the input file exists and the dependencies were read + + + + Attempts to read the dependencies from the given input file. This static version will not use any caches. + + File to be read + Receives a list of output items + True if the input file exists and the dependencies were read + + + + Creates a cache hierarchy for a particular target + + Target descriptor being built + The target type + Logger for output + Dependency cache hierarchy for the given project + + + + Creates a cache hierarchy for a particular target + + Project file for the target being built + Name of the target + Platform being built + Configuration being built + The target type + The target architectures + Intermediate environment to use + Logger for output + Dependency cache hierarchy for the given project + + + + Reads a cache from the given location, or creates it with the given settings + + File to store the cache + Base directory for files that this cache should store data for + Logger for output + Reference to a dependency cache with the given settings + + + + Save all the caches that have been modified + + + + + Reads dependencies from the given file. + + The file to read from + List of included dependencies + + + + Attempts to read a single token from a makefile + + Text to read from + Current position within the file + Receives the token characters + True if a token was read, false if the end of the buffer was reached + + + + Builds a reverse lookup table for finding all source files that includes a set of headers + + + + + Parses include directives from cpp source files, to make dedicated PCHs + + + + + Copies include directives from one file to another, until an unsafe directive (or non-#include line) is found. + + Stream to read from + Stream to write directives to + + + + Reads an individual token from the input stream + + Stream to read from + Buffer to store token read from the stream + True if a token was read, false otherwise + + + + Named cpp root folders + + + + + Project folder. Can be both inside and outside Root so this must be first + + + + + UE Root folder + + + + + Compiler folder + + + + + Toolchain folder (if needed) + + + + + WindowsSDK folder (if needed) + + + + + Additional platform SDK folder (if needed) + + + + + Number of entries in enum + + + + + Encapsulates the roots used for cache and vfs + + + + + Default constructor + + + + + Archive reader constructor + + + + + Copy constructor + + + + + Write root paths to archive + + + + + Set path for named roots + + + + + Enumerator for all roots + + + + + Enumerator for all roots + + + + + Adds extra root path to the RootPaths table + + + + + Get a virtual filesystem overlay path if in use for a local path + + The path to convert + Out param, the converted path + True if the local path can be mapped to a virtual path when enabled, false otherwise + + + + Always return a local file reference (convert from vfs if needed) + + + + + Populate from json objects + + + + + Writing json objects to json writer + + + + + Add an optional folder name to use in VFS paths rather than the enum name + + The folder enum to update + The new string name + + + + Set to true to make sure all created paths are using virtual path + + + + + Stores custom build steps to be executed by a project or plugin + + + + + Construct a custom build steps object from a Json object. + + + + + Reads a list of build steps from a Json project or plugin descriptor + + The json descriptor object + Name of the field to read + Output variable to store the sorted dictionary that was read + True if the field was read (and OutBuildSteps is set), false otherwise. + + + + Reads a list of build steps from a Json project or plugin descriptor + + Writer to receive json output + Name of the field to read + True if the field was read (and OutBuildSteps is set), false otherwise. + + + + Converts this object to a JsonObject to be saved or manipulated. + + The JsonObject representation of this object. + + + + Tries to get the commands for a given host platform + + The host platform to look for + Array of commands + True if a list of commands was generated + + + + Class to manage looking up data driven platform information (loaded from .ini files instead of in code) + + + + + All data driven information about a platform + + + + + Is the platform a confidential ("console-style") platform + + + + + Is the platform enabled on this host platform + + + + + If true, this platform can stage the crashreporter + + + + + Additional restricted folders for this platform. + + + + + the compression format that this platform wants; overrides game unless bForceUseProjectCompressionFormat + + + + + The online account can't be set from the command line + + + + + Entire ini parent chain, ending with this platform + + + + + The raw DataDrivenPlatformInfo.ini file + + + + + Return all data driven infos found + + + + + + Return the data driven info for the given platform name + + + + + + + Return the data driven info for the given UnrealTargetPlatform + + + + + + + General deploy support functions, exported for UAT + + + + + The max length of the deploy folder name. + + + + + Gets the default deploy folder name on the format ShortProjectName-RootDirectoryName-UserName, + truncated to DeployFolderMaxLength characters, with dots '.' and whitespace ' ' stripped. + + Project to deploy + The default deploy folder name. + + + + Methods for dynamically compiling C# source files + + + + + Checks to see if the assembly needs compilation + + Set of source files + File containing information about this assembly, like which source files it was built with and engine version + Output path for the assembly + Logger for output + True if the assembly needs to be built + + + + Dynamically compiles an assembly async for the specified source file and loads that assembly into the application's + current domain. If an assembly has already been compiled and is not out of date, then it will be loaded and + no compilation is necessary. + + Full path to the assembly to be created + List of source file name + Logger for output + + + + + + The assembly that was loaded + + + + Dynamically compiles an assembly for the specified source file and loads that assembly into the application's + current domain. If an assembly has already been compiled and is not out of date, then it will be loaded and + no compilation is necessary. + + Full path to the assembly to be created + List of source file name + Logger for output + + + + + + The assembly that was loaded + + + + Helper functions for dealing with encryption and pak signing + + + + + Wrapper class for a single RSA key + + + + + Exponent + + + + + Modulus + + + + + Determine if this key is valid + + + + + Wrapper class for an RSA public/private key pair + + + + + Public key + + + + + Private key + + + + + Determine if this key is valid + + + + + Returns TRUE if this is a short key from the old 256-bit system + + + + + Wrapper class for a 128 bit AES encryption key + + + + + Optional name for this encryption key + + + + + Optional guid for this encryption key + + + + + AES key + + + + + Determine if this key is valid + + + + + Wrapper class for all crypto settings + + + + + AES encyption key + + + + + RSA public/private key + + + + + Enable pak signature checking + + + + + Encrypt the index of the pak file. Stops the pak file being easily accessible by unrealpak + + + + + Encrypt all ini files in the pak. Good for game data obsfucation + + + + + Encrypt the uasset files in the pak file. After cooking, uasset files only contain package metadata / nametables / export and import tables. Provides good string data obsfucation without + the downsides of full package encryption, with the security drawbacks of still having some data stored unencrypted + + + + + Encrypt all assets data files (including exp and ubulk) in the pak file. Likely to be slow, and to cause high data entropy (bad for delta patching) + + + + + Some platforms have their own data crypto systems, so allow the config settings to totally disable our own crypto + + + + + Config setting to enable pak encryption + + + + + Config setting to enable pak signing + + + + + A set of named encryption keys that can be used to encrypt different sets of data with a different key that is delivered dynamically (i.e. not embedded within the game executable) + + + + + + + + + + + + + + + + + + + + Returns whether the specified encryption key exist. + + + + + Helper class for formatting incoming hex signing key strings + + + + + Helper function for comparing two AES keys + + + + + Parse crypto settings from INI file + + + + + Take a hex string and parse into an array of bytes + + + + + Information about a module that needs to be passed to UnrealHeaderTool for code generation + + + + + Module name + + + + + Path to the module rules file + + + + + Paths to all potential module source directories (with platform extension directories added in) + + + + + The include search path for generated headers to include other headers + + + + + Module type + + + + + Overridden package module type to add more flags + + + + + Public UObject headers found in the Classes directory (legacy) + + + + + Public headers with UObjects + + + + + Internal headers with UObjects + + + + + Private headers with UObjects + + + + + Directory containing generated code + + + + + Collection of the module's public defines + + + + + Path and base filename, without extension, of the .gen files + + + + + Version of code generated by UHT + + + + + Whether this module is read-only + + + + + Path of the verse generated types + + + + + Scope of the verse definitions + + + + + Mount point for UE definitions + + + + + If true, verse scripts were found + + + + + If true, autogenerated functions of USTRUCTS are always exported + + + + + If true, autogenerated functions of UENUMS are always exported + + + + + This handles all running of the UnrealHeaderTool + + + + + Return the mount point for the given module + + + + + + + + Gets the module type for a given rules object + + The rules object + Descriptor for the project being built + The module type + + + + Find all the headers under the given base directory, excluding any other platform folders. + + Base directory to search + Array of folders to exclude + Receives the list of headers that was found + + + + Gets UnrealHeaderTool.exe path. Does not care if UnrealheaderTool was build as a monolithic exe or not. + + + + + Gets the latest write time of any of the UnrealHeaderTool binaries (including DLLs and Plugins) or DateTime.MaxValue if UnrealHeaderTool does not exist + + Latest timestamp of UHT binaries or DateTime.MaxValue if UnrealHeaderTool is out of date and needs to be rebuilt. + + + + Gets the timestamp of CoreUObject.gen.cpp file. + + Last write time of CoreUObject.gen.cpp or DateTime.MaxValue if it doesn't exist. + + + + Gets the timestamp of the Version.h header file. Throws an exception if not found. + + Last write time of Version.h + + + + Checks the class header files and determines if generated UObject code files are out of date in comparison. + + Build configuration + Modules that we generate headers for + Timestamp for UHT + Logger for output + True if the code files are out of date + + + + Determines if any external dependencies for generated code is out of date + + Path to the external dependencies file + True if any external dependencies are out of date + + + + Updates the recorded timestamps of all the passed in UObject modules + + + + + Run an external native executable (and capture the output), given the executable path and the commandline. + + + + + Simple function to pipe output asynchronously + + + + + Builds and runs the header tool and touches the header directories. + Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration + + + + + Return the file reference for the UHT manifest file + + Input makefile + Name of the target + Manifest file name + + + + Return the file reference for the UHT deps file + + Manifest info file name + UHT dependency file name + + + + Convert the makefile to a UHTManifest object + + Input makefile + Name of the target + Name of the dependencies file. + Output UHT manifest + + + + Write the manifest to disk + + Input makefile + Name of the target + Destination file name. If not supplied, it will be generated. + Name of the dependencies file. If not supplied, it will be generated. + + + + Return the latest of two date/times + + First date/time to compare + Second date/time to compare + Latest of the two dates + + + + Builds and runs the header tool and touches the header directories. + Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration + + + + + Prefetches metadata from the filesystem, by populating FileItem and DirectoryItem objects for requested directory trees. Since + + + + + Queue for tasks added to the thread pool + + + + + Used to cancel any queued tasks + + + + + The cancellation token + + + + + Set of all the directory trees that have been queued up, to save adding any more than once. + + + + + Enqueue the engine directory for prefetching + + + + + Enqueue a project directory for prefetching + + The project directory to prefetch + + + + Enqueue a directory tree for prefetching + + Directory to start searching from + + + + Wait for the prefetcher to complete all reqeusted tasks + + + + + Stop prefetching items, and cancel all pending tasks. synchronous. + + + + + Enqueue a task which checks for the cancellation token first + + Action to enqueue + + + + Scans the engine directory, adding tasks for subdirectories + + + + + Scans a project directory, adding tasks for subdirectories + + The project directory to search + + + + Scans a plugin parent directory, adding tasks for subdirectories + + The directory which may contain plugin directories + + + + Scans an arbitrary directory tree + + Root of the directory tree + + + + A single "node" in a directed graph + + + + + Describes an edge in the directed graph + + + + + Attribute for a graph node + + + + Gexf ID for this attribute + + + Name of the attribute + + + Gexf type name + + + + Writes a GEXF graph file for the specified graph nodes and edges + + The file name to write + The description to include in the graph file's metadata + List of all graph nodes. Index order is important and must match with the individual node Id members! + List of all graph edges. Index order is important and must match with the individual edge Id members! + + + + The current hot reload mode + + + + + Stores the current hot reload state, tracking temporary files created by previous invocations. + + + + + Suffix to use for the next hot reload invocation + + + + + Map from original filename in the action graph to hot reload file + + + + + Set of all temporary files created for hot reload + + + + + Adds all the actions into the hot reload state, so we can restore the action graph on next iteration + + The actions being executed + Mapping from file from their original location (either a previously hot-reloaded file, or an originally compiled file) + + + + Gets the location of the hot-reload state file for a particular target + + Descriptor for the target + Location of the hot reload state file + + + + Gets the location of the hot-reload state file for a particular target + + Project containing the target + Name of the target + Platform being built + Configuration being built + Architecture(s) being built + Location of the hot reload state file + + + + Read the hot reload state from the given location + + Location to read from + New hot reload state instance + + + + Writes the state to disk + + Location to write to + + + + Contents of the JSON version of the live coding modules file + + + + + These modules have been loaded by a process and are enabled for patching + + + + + These modules have been loaded by a process, but not explicitly enabled + + + + + Getts the default hot reload mode for the given target + + The target being built + Makefile for the target + Global build configuration + Logger for output + Default hotreload mode + + + + Sets the appropriate hot reload mode for a target, and cleans up old state. + + The target being built + Makefile for the target + Actions for this target + Global build configuration + Logger for output + + + + Checks whether a live coding session is currently active for a target. If so, we don't want to allow modifying any object files before they're loaded. + + Makefile for the target being built + Logger for output + True if a live coding session is active, false otherwise + + + + Checks if the editor is currently running and this is a hot-reload + + + + + Delete all temporary files created by previous hot reload invocations + + Location of the state file + Logger for output + + + + Apply a saved hot reload state to a makefile + + The hot-reload state + Makefile to apply the state + Actions for this makefile + + + + Given a collection of strings which are file paths, create a hash set from the file name and extension. + Empty strings are eliminated. + + Source collection + Trimmed and unique collection + + + + Determine what needs to be built for a target + + The build configuration + Target being built + Makefile generated for this target + The actions to execute + Actions to execute for this target + Collection of all the renamed as part of module reload requests. Can be null + Logger for output + Set of actions to execute + + + + Replaces a hot reload suffix in a filename. + + + + + Replaces a base filename within a string. Ensures that the filename is not a substring of another longer string (eg. replacing "Foo" will match "Foo.Bar" but not "FooBar" or "BarFooBar"). + + Text to replace within + Old filename + New filename + Text with file names replaced + + + + Determines if a character should be treated as part of a base filename, when updating strings for hot reload + + The character to check + True if the character is part of a base filename, false otherwise + + + + Test to see if the action is an action live coding supports. All other actions will be filtered + + Action in question + True if the action is a compile action for the compiler. This filters out RC compiles. + + + + Patches a set of actions for use with live coding. The new action list will output object files to a different location. + + Set of actions + Dictionary that receives a map of original object file to patched object file + Requested hot reload mode + + + + + Patch the action graph for hot reloading, mapping files according to the given dictionary. + + + + + Patches a set of actions to use a specific list of suffixes for each module name + + Map of module name to suffix + Makefile for the target being built + Actions to be executed for this makefile + Collection of file names patched. Can be null. + + + + Writes a manifest containing all the information needed to create a live coding patch + + File to write to + List of actions that are part of the graph + Map of original object files to patched object files + + + + The project type that support is required for + + + + + + + + + + + + + + + Support for code projects + + + + + Support for deploying content projects + + + + + The state of a downloaded platform + + + + + Query whether the platform is supported + + + + + Query whether the platform has been downloaded + + + + + Contains methods to allow querying the available installed platforms + + + + + Information about a single installed platform configuration + + + + + Build Configuration of this combination + + + + + Platform for this combination + + + + + Type of Platform for this combination + + + + + Architecture for this combination + + + + + Location of a file that must exist for this combination to be valid (optional) + + + + + Type of project this configuration can be used for + + + + + Whether to display this platform as an option even if it is not valid + + + + + Constructor + + + + + + + + + + + + Initializes the InstalledPlatformInfo. While this is not necessary to be called, it allows timing the static constructor call. + + + + + Determine if the given configuration is available for any platform + + Configuration type to check + The type of project + True if supported + + + + Determine if the given platform is available + + Platform to check + The type of project + True if supported + + + + Determine whether the given platform/configuration/project type combination is supported + + Configuration for the project + Platform for the project + Type of the project + True if the combination is supported + + + + Determines whether the given target type is supported + + The target type being built + The platform being built + The configuration being built + The project type required + State of the given platform support + True if the target can be built + + + + + + + + + + + Loads JunkManifest.txt file and removes all junk files/folders defined in it. + + + + + Loads JunkManifest.txt file. + + Junk manifest file contents. + + + + Goes through each entry from the junk manifest and deletes it. + + JunkManifest.txt entries. + Logger for output + + + + Deletes a directory recursively gracefully handling all exceptions. + + Path. + Logger for output + + + + Deletes a file gracefully handling all exceptions. + + Filename. + Logger for output + + + + Encapsulates the environment that is used to link object files. + + + + + The platform to be compiled/linked for. + + + + + The configuration to be compiled/linked for. + + + + + The architecture that is being compiled/linked (empty string by default) + + + + + Gets the Architecture in the normal case where there is a single Architecture in Architectures + + + + + Root paths for this environment. Used for Clang VFS and UBA + + + + + On Mac, indicates the path to the target's application bundle + + + + + The directory to put the non-executable files in (PDBs, import library, etc) + + + + + Intermediate file directory + + + + + The directory to shadow source files in for syncing to remote compile servers + + + + + The file path for the executable file that is output by the linker. + + + + + Returns the OutputFilePath is there is only one entry in OutputFilePaths + + + + + List of libraries to link in + + + + + A list of additional libraries to link in (using the list of library search paths) + + + + + A list of the paths used to find libraries. + + + + + A list of libraries to exclude from linking. + + + + + Paths to add as search paths for runtime libraries + + + + + A list of additional frameworks to link in. + + + + + The iOS/Mac frameworks to link in + + + + + iOS/Mac resources that should be copied to the app bundle + + + + + A list of the dynamically linked libraries that shouldn't be loaded until they are first called + into. + + + + + Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this + + + + + Additional arguments to pass to the linker. + + + + + True if debug info should be created. + + + + + True if runtime symbols files should be generated as a post build step for some platforms. + These files are used by the engine to resolve symbol names of callstack backtraces in logs. + + + + + True if debug symbols that are cached for some platforms should not be created. + + + + + True if we're compiling .cpp files that will go into a library (.lib file) + + + + + True if we're compiling a DLL + + + + + The method of linking the target uses + + + + + Whether we should compile using the statically-linked CRT. This is not widely supported for the whole engine, but is required for programs that need to run without dependencies. + + + + + Whether to use the debug CRT in debug configurations + + + + + True if this is a console application that's being build + + + + + If set, overrides the program entry function on Windows platform. This is used by the base Unreal + program so we can link in either command-line mode or windowed mode without having to recompile the Launch module. + + + + + True if we're building a EXE/DLL target with an import library, and that library is needed by a dependency that + we're directly dependent on. + + + + + True if the application we're linking has any exports, and we should be expecting the linker to + generate a .lib and/or .exp file along with the target output file + + + + + True if we're building a .NET assembly (e.g. C# project) + + + + + The default stack memory size allocation + + + + + The amount of the default stack size to commit initially. Set to 0 to allow the OS to decide. + + + + + Wether to link code coverage / tracing libs + + + + + Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC + + + + + Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles. + + + + + Whether to use incremental linking or not. + + + + + Whether to allow the use of LTCG (link time code generation) + + + + + Whether to enable Profile Guided Optimization (PGO) instrumentation in this build. + + + + + Whether to optimize this build with Profile Guided Optimization (PGO). + + + + + Platform specific directory where PGO profiling data is stored. + + + + + Platform specific filename where PGO profiling data is saved. + + + + + Platform specific filename where pre-merged PGO profiling data is saved. + + + + + Whether to request the linker create a map file as part of the build + + + + + Whether PDB files should be used for Visual C++ builds. + + + + + Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs + + + + + Use Position Independent Executable (PIE). Has an overhead cost + + + + + Whether to ignore dangling (i.e. unresolved external) symbols in modules + + + + + Set flags for determinstic compiles. + + + + + Whether to log detailed timing information + + + + + Package full path (directory + filename) where to store input files used at link time + Normally used to debug a linker crash for platforms that support it + + + + + Directory where to put crash report files for platforms that support it + + + + + Directory where to put the ThinLTO cache for platforms that support it + + + + + Arguments that will be applied to prune the ThinLTO cache for platforms that support it. + The arguments will only be applied if ThinLTOCacheDirectory is set. + + + + + Bundle version for Mac apps + + + + + When building a dynamic library on Apple platforms, specifies the installed name for other binaries that link against it. + + + + + A list of the object files to be linked. + + + + + The default resource file to link in to every binary if a custom one is not provided + + + + + Resource files which should be compiled into every binary + + + + + List of functions that should be exported from this module + + + + + Debugger visualizer files to build into debug info for this binary. + + + + + Provides a Module Definition File (.def) to the linker to describe various attributes of a DLL. + Necessary when exporting functions by ordinal values instead of by name. + + + + + All the additional properties from the modules linked into this binary + + + + + List of all of the runtime dependencies. + + + + + Default constructor. + + + + + Copy constructor. + + + + + Construct a LinkEnvironment from another, and filter it down to only files/dependencies that apply to the given architecture + + Parent LinkEnvironment to start with that may have been created from multiple architectures (arch1+arch2) + The single architecture to filter down to + + + + Manifest file (.loadorder) describing the order in which all dynamic modules should be loaded. + For this reason, it's only relevant to modular builds on some platforms. + + This file exists because on some non-Windows platforms dynamic modules (such as DLLs) don't support + dependencies and it's our responsibility to load them in the right order (Windows DLLs know which other + DLLs they rely on and these dependencies are guaranteed to be loaded first). + If we fail respect this order, we're likely to get crashes e.g. when global statics are being initialized + because some dereferenced globals may not be available yet (null). + + + + + List of all project's dynamic modules in the order in which they should be loaded. + All paths are relative to the main binary's directory. + + + + + Gets a filename for a load order manifest for a build with the given platform/configuration. + + The modular app name being built + The target configuration + The target platform + The architecture of the target platform + Filename for the app receipt + + + + Read the load order manifest from a file. + + Filename to read from + The receipt that was read + + + + Write the load order manifest to a file. + + Filename to write to + + + + Write the load order manifest to a text writer. + + The writer to output to + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + How this localization target should be generated during the localization gather pipeline + + + + + This localization target should never have localization config files associated with it during the localization gather pipeline. + + + + + This localization target should only use user generated localization config files during the localization gather pipeline. + + + + + Default auto-generated localization config files will be used to generate the localization target and localization content files during the localization gather pipeline + + + + + Description of a localization target. + + + + + Name of this target + + + + + When should the localization data associated with a target should be loaded? + + + + + How should this localization target's localization config files be generated during a localization gather. + + + + + Constructor + + Name of the target + When should the localization data associated with a target should be loaded? + + + + Constructor + + The name of the localization target. + When the localization data associated with this localization target should be loaded. + How the localization config files should be generated during a localization gather to create the localization data files. + + + + Constructs a LocalizationTargetDescriptor from a Json object + + + The new localization target descriptor + + + + Write this target to a JsonWriter + + Writer to output to + + + + Write an array of target descriptors + + The Json writer to output to + Name of the array + Array of targets + + + + Updates a JsonObject with an array of localization target descriptors. + + The Json object to update. + Name of the array + Array of targets + + + + The type of host that can load a module + + + + + + + + + + Any target using the UE runtime + + + + + Any target except for commandlet + + + + + Any target or program + + + + + Loaded only in cooked builds + + + + + Loaded only in uncooked builds + + + + + Loaded only when the engine has support for developer tools enabled + + + + + Loads on any targets where bBuildDeveloperTools is enabled + + + + + Loaded only by the editor + + + + + Loaded only by the editor, except when running commandlets + + + + + Loaded by the editor or program targets + + + + + Loaded only by programs + + + + + Loaded only by servers + + + + + Loaded only by clients, and commandlets, and editor.... + + + + + Loaded only by clients and editor (editor can run PIE which is kinda a commandlet) + + + + + External module, should never be loaded automatically only referenced + + + + + Indicates when the engine should attempt to load this module + + + + + Loaded at the default loading point during startup (during engine init, after game modules are loaded.) + + + + + Right after the default phase + + + + + Right before the default phase + + + + + Loaded as soon as plugins can possibly be loaded (need GConfig) + + + + + Loaded before the engine is fully initialized, immediately after the config system has been initialized. Necessary only for very low-level hooks + + + + + The first screen to be rendered after system splash screen + + + + + After PostConfigInit and before coreUobject initialized. used for early boot loading screens before the uobjects are initialized + + + + + Loaded before the engine is fully initialized for modules that need to hook into the loading screen before it triggers + + + + + After the engine has been initialized + + + + + Do not automatically load this module + + + + + Class containing information about a code module + + + + + Name of this module + + + + + Usage type of module + + + + + When should the module be loaded during the startup sequence? This is sort of an advanced setting. + + + + + List of allowed platforms + + + + + List of disallowed platforms + + + + + List of allowed targets + + + + + List of disallowed targets + + + + + List of allowed target configurations + + + + + List of disallowed target configurations + + + + + List of allowed programs + + + + + List of disallowed programs + + + + + List of allowed game targets + + + + + List of disallowed game targets + + + + + List of additional dependencies for building this module. + + + + + When true, an empty PlatformAllowList is interpreted as 'no platforms' with the expectation that explicit platforms will be added in plugin extensions */ + + + + + Constructor + + Name of the module + Type of target that can host this module + + + + Constructs a ModuleDescriptor from a Json object + + + + The new module descriptor + + + + Write this module to a JsonWriter + + Writer to output to + + + + Write an array of module descriptors + + The Json writer to output to + Name of the array + Array of modules + + + + Updates a JsonObject with an array of module descriptors + + The JsonObject to update. + Name of the array + Array of modules + + + + Produces any warnings and errors for the module settings + + File containing the module declaration + + + + Determines whether the given plugin module is part of the current build. + + The platform being compiled for + The target configuration being compiled for + Name of the target being built + The type of the target being compiled + Whether the configuration includes developer tools (typically UEBuildConfiguration.bBuildDeveloperTools for UBT callers) + Whether the configuration requires cooked content (typically UEBuildConfiguration.bBuildRequiresCookedData for UBT callers) + + + + Determines whether the given plugin module is part of the current build. + + The platform being compiled for + The target configuration being compiled for + Name of the target being built + The type of the target being compiled + Whether the configuration includes developer tools (typically UEBuildConfiguration.bBuildDeveloperTools for UBT callers) + Whether the configuration requires cooked content (typically UEBuildConfiguration.bBuildRequiresCookedData for UBT callers) + Out parameter, reason why this plugin module is invalid + + + + Attribute which can be applied to a ModuleRules-dervied class to indicate which module groups it belongs to + + + + + Array of module group names + + + + + Initialize the attribute with a list of module groups + + Variable-length array of module group arguments + + + + Stores the version (or a unique build ID) for the modules for a target in a certain folder. + + This allows the runtime to identify which modules are used for which files, and which version they're at. This prevents stale binaries from being + loaded by the runtime when making a local unversioned build, and allows faster incremental builds than compiling the build changelist into every + module when making versioned builds. + + + + + Unique build id for the modules described in the manifest. + + + + + Map of module name to file name. + + + + + Constructs the module map with the given changelist + + The unique build id + + + + Merge another manifest into this one + + The manifest to merge in + + + + Gets the standard path for an manifest + + The modular app name being built + The target configuration + The target platform + The architecture of the target platform + + Filename for the app receipt + + + + Read an app receipt from disk + + Filename to read from + The receipt that was read + + + + Tries to read a receipt from disk. + + The filename that was read + If successful, the receipt that was read. Null otherwise. + True if the file was read succesfully. + + + + Write the receipt to disk. + + The file to write to + + + + Write the receipt to disk. + + The writer to output to + + + + Utility functions for querying native projects (ie. those found via a .uprojectdirs query) + + + + + Cached map of target names to the project file they belong to + + + + + Clear our cached properties. Generally only needed if your script has modified local files... + + + + + Get the project folder for the given target name + + Name of the target of interest + Logger for output + The project filename + True if the target was found + + + + Returns true if this project is a Hybrid content only project that requires it to be built as code + + + + + + + + + Creates temporary target files, if needed, for a hybrid content only project + + + + True if the project is hybrid + + + + Determines if a project (given a .uproject file) has source code. This is determined by finding at least one .Target.cs file + + Path to a .uproject file + If true, search Intermediate/Source for target files + True if this is a source-based project + + + + NOTE: This function must mirror the functionality of TargetPlatformBase::RequiresTempTarget + + + + + NOTE: This function must mirror FPluginManager::RequiresTempTargetForCodePlugin + + + + + NOTE: This function must mirror FPluginManager::GetCodePluginsForTarget + + + + + NOTE: This function should mirror FPluginManager::ConfigureEnabledPluginForTarget + + + + + Attribute used to denote that a method should no longer be overriden. Used by RulesCompiler. + + + + + Message to display to the user if the method is overridden. + + + + + Constructor + + Message to display to the user if the method is overridden + + + + General platform support functions, exported for UAT + + + + + Checks whether the given platform is available + + Platform to check + True if the platform is available, false otherwise + + + + Gets a list of the registered platforms + + List of platforms + + + + Checks whether the given project has a default build configuration + + The project file + Platform to check settings for + True if the project uses the default build configuration + + + + Checks whether the given project requires a build because of platform needs + + The project file + Platform to check settings for + True if the project requires a build for the platform + + + + Returns an array of all platform folder names + + All platform folder names + + + + Returns an array of all platform folder names + + The platform to get the included folder names for + All platform folder names + + + + Returns all the excluded folder names for a given platform + + The platform to get the excluded folder names for + Array of folder names + + + + Check whether the given platform supports XGE + + Platform to check + Logger for output + True if the platform supports XGE + + + + Check whether the given platform supports the parallel executor in UAT + + Platform to check + Logger for output + True if the platform supports the parallel executor in UAT + + + + Gets the path for the XGE console executable + + On success, receives the path to the XGE console executable + True if the path was found, false otherwise + + + + + + + + + + + + + + + Initialize UBT in the context of another host process (presumably UAT) + + Command Line arguments that UBT may need access to for initializing platforms + Logger for output + True if initialization was successful + + + + The version format for .uplugin files. This rarely changes now; plugin descriptors should maintain backwards compatibility automatically. + + + + + Invalid + + + + + Initial version + + + + + Adding SampleNameHash + + + + + Unifying plugin/project files (since abandoned, but backwards compatibility maintained) + + + + + This needs to be the last line, so we can calculate the value of Latest below + + + + + The latest plugin descriptor version + + + + + In-memory representation of a .uplugin file + + + + + Descriptor version number + + + + + Version number for the plugin. The version number must increase with every version of the plugin, so that the system + can determine whether one version of a plugin is newer than another, or to enforce other requirements. This version + number is not displayed in front-facing UI. Use the VersionName for that. + + + + + Name of the version for this plugin. This is the front-facing part of the version number. It doesn't need to match + the version number numerically, but should be updated when the version number is increased accordingly. + + + + + Friendly name of the plugin + + + + + Description of the plugin + + + + + The name of the category this plugin + + + + + The company or individual who created this plugin. This is an optional field that may be displayed in the user interface. + + + + + Hyperlink URL string for the company or individual who created this plugin. This is optional. + + + + + Documentation URL string. + + + + + Marketplace URL for this plugin. This URL will be embedded into projects that enable this plugin, so we can redirect to the marketplace if a user doesn't have it installed. + + + + + Support URL/email for this plugin. + + + + + Sets the version of the engine that this plugin is compatible with. + + + + + Sets the version of the engine at which this plugin has been deprecated. + + + + 4 + If true, this plugin from a platform extension extending another plugin */ + + + + + List of platforms supported by this plugin. This list will be copied to any plugin reference from a project file, to allow filtering entire plugins from staged builds. + + + + + List of programs supported by this plugin. + + + + + List of all modules associated with this plugin + + + + + List of all localization targets associated with this plugin + + + + + The Verse path to the root of this plugin's content directory + + + + + Origin/visibility of Verse code in this plugin's Content/Verse folder + + + + + The version of the Verse language that this plugin targets. + If no value is specified, the latest stable version is used. + + + + + Whether this plugin has SceneGraph enabled, which impacts the generated Verse Asset Digest. + + + + + If to generate Verse source code definitions from assets contained in this plugin + + + + + Whether this plugin should be enabled by default for all projects + + + + + Can this plugin contain content? + + + + + Can this plugin contain Verse code (either in content directory or in any of its modules)? + + + + + Marks the plugin as beta in the UI + + + + + Marks the plugin as experimental in the UI + + + + + Set for plugins which are installed + + + + + For plugins that are under a platform folder (eg. /IOS/), determines whether compiling the plugin requires the build platform and/or SDK to be available + + + + + When true, prevents other plugins from depending on this plugin + + + + + When true, this plugin should not contain any code or modules. + + + + + When true, this plugin's modules will not be loaded automatically nor will it's content be mounted automatically. It will load/mount when explicitly requested and LoadingPhases will be ignored + + + + + When true, an empty SupportedTargetPlatforms is interpreted as 'no platforms' with the expectation that explicit platforms will be added in plugin platform extensions + + + + + Set of pre-build steps to execute, keyed by host platform name. + + + + + Set of post-build steps to execute, keyed by host platform name. + + + + + Additional plugins that this plugin depends on + + + + + Plugins that this plugin should never depend on + + + + + The JsonObject created from reading a .uplugin on disk or from parsing a json text + This preserves the order of all the fields from the source json as well as account for any custom fields. + + + + + Reads a plugin descriptor from a json object + + The object to read from + + New plugin descriptor + + + + Creates a plugin descriptor from a file on disk preserving all custom fields in the file. + + The filename to read + New plugin descriptor + + + + Saves the descriptor to disk. This only saves the default fields in a .uplugin and does not account for cusotm fields. + + The filename to write to + + + + Saves the descriptor to disk preserving all custom fields that were read in. + + The filename to write to + + + + Writes the plugin descriptor to an existing Json writer + + The writer to receive plugin data + + + + Produces any warnings and errors for the plugin descriptor + + File containing the plugin + + + + Determines if this reference enables the plugin for a given platform + + The platform to check + True if the plugin should be enabled + + + + Retrieve the list of supported target platforms as a string list + + String list of supported target platforms + + + + Indicates whether it is acceptable for the given platform to be missing + Typically for platform extensions that are not covered by NDA in third party plugins + + + + + + + Determines whether the given plugin module is part of the current build. + + The name of the module + The platform being compiled for + The target configuration being compiled for + Name of the target being built + The type of the target being compiled + Whether the configuration includes developer tools (typically UEBuildConfiguration.bBuildDeveloperTools for UBT callers) + Whether the configuration requires cooked content (typically UEBuildConfiguration.bBuildRequiresCookedData for UBT callers) + Out parameter, reason why this plugin module is invalid + + + + Representation of a reference to a plugin from a project file + + + + + Name of the plugin + + + + + Whether it should be enabled by default + + + + + Whether this plugin is optional, and the game should silently ignore it not being present + + + + + Whether this plugin should be activated, if it is a Game Feature Plugin + + + + + Description of the plugin for users that do not have it installed. + + + + + URL for this plugin on the marketplace, if the user doesn't have it installed. + + + + + If enabled, list of platforms for which the plugin should be enabled (or all platforms if blank). + + + + + If enabled, list of platforms for which the plugin should be disabled. + + + + + If enabled, list of target configurations for which the plugin should be enabled (or all target configurations if blank). + + + + + If enabled, list of target configurations for which the plugin should be disabled. + + + + + If enabled, list of targets for which the plugin should be enabled (or all targets if blank). + + + + + If enabled, list of targets for which the plugin should be disabled. + + + + + The list of supported platforms for this plugin. This field is copied from the plugin descriptor, and supplements the user's allowed/denied platforms. + + + + + When true, empty SupportedTargetPlatforms and PlatformAllowList are interpreted as 'no platforms' with the expectation that explicit platforms will be added in plugin platform extensions + + + + + When set, specifies a specific version of the plugin that this references. + + + + + Constructor + + Name of the plugin + The marketplace URL for plugins which are not installed + Whether the plugin is enabled + + + + Construct a PluginReferenceDescriptor from a Json object + + The writer for output fields + + + + Write an array of module descriptors + + The Json writer to output to + Name of the array + Array of plugins + + + + Updates the json object with an array of plugin descriptors. + + The Json object to update. + Name of the array + Array of plugins + + + + Checks the given platform names array and logs a message about any that are not known. This may simply be due to not having the platform synced in Engine/Platforms/[PlatformName]. + + + + + + Construct a PluginReferenceDescriptor from a Json object + + The Json object containing a plugin reference descriptor + New PluginReferenceDescriptor object + + + + Determines if this reference enables the plugin for a given platform + + The platform to check + True if the plugin should be enabled + + + + Determines if this reference enables the plugin for a given target configuration + + The target configuration to check + True if the plugin should be enabled + + + + Determines if this reference enables the plugin for a given target + + The target to check + True if the plugin should be enabled + + + + Determines if this reference is valid for the given target platform. + + The platform to check + True if the plugin for this target platform + + + + Where a plugin was loaded from + + + + + Plugin is built-in to the engine + + + + + Project-specific plugin, stored within a game project directory + + + + + Where a plugin was loaded from. The order of this enum is important; in the case of name collisions, larger-valued types will take precedence. Plugins of the same type may not be duplicated. + + + + + Plugin is built-in to the engine + + + + + Project-specific plugin, stored within a game project directory + + + + + Plugin found in an external directory (found in an AdditionalPluginDirectory listed in the project file, or referenced on the command line) + + + + + Project-specific mod plugin + + + + + Information about a single plugin + + + + + Plugin name + + + + + Path to the plugin + + + + + Path to the plugin's root directory + + + + + Children plugin files that can be added to this plugin (platform extensions) + + + + + The plugin descriptor + + + + + The type of this plugin + + + + + Used to indicate whether a plugin is being explicitly packaged via the -plugin command line + + + + + Constructs a PluginInfo object + + Path to the plugin descriptor + The type of this plugin + + + + Determines whether the plugin should be enabled by default + + + + + Determines where the plugin was loaded from + + + + + Represents a group of plugins all sharing the same name -- notionally all different versions of the same plugin. + Since UE can only manage a single plugin of a given name (to avoid module conflicts, etc.), this object + prioritizes and bubbles up a single "choice" plugin from the set -- see `ChoiceVersion`. + + + + + Shared name that all the plugins in the set go by. + + + + + Unordered list of all the discovered plugins matching the above name. + + + + + Constructor which takes the specified PluginInfo and adds it to the set. + + The fist plugin discovered for this set -- will automatically be prioritized as the "choice" plugin. + + + + Pushes the specified PluginInfo into the set, and optionally promotes it to the new "choice" version. + + The new plugin to add to this set (its name should match this set's name) + Whether or not to make this the new prioritized "choice" plugin in the set. + + + + The single plugin, out of the entire set, that we prioritize to be built and utilized by UE. + + + + + An index that we use to identify which plugin in the list is the prioritized "choice" version. + + + + + Class for enumerating plugin metadata + + + + + Cache of plugins under each directory + + + + + Invalidate cached plugin data so that we can pickup new things + Warning: Will make subsequent plugin lookups and directory scans slow until the caches are repopulated + + + + + Add a means to retrieve a plugin to determine if it is present. + + The name of the plugin. + The cached plugin info, or null if not found. + + + + Returns a filtered list of plugins as a name:plugin dictionary to ensure that any game plugins override engine plugins with the same + name, and otherwise that no two plugins with the same name exist. + + List of plugins to filter + Filtered Dictionary of plugins + + + + Filters the list of plugins to ensure that any game plugins override engine plugins with the same name, and otherwise that no two + plugins with the same name exist. + + List of plugins to filter + Filtered list of plugins in the original order + + + + Read all the plugins available to a given project + + Path to the engine directory + Path to the project directory (or null) + List of additional directories to scan for available plugins + Sequence of PluginInfo objects, one for each discovered plugin + + + + Read all the plugin descriptors under the given engine directory + + The parent directory to look in. + Sequence of the found PluginInfo object. + + + + Read all the plugin descriptors under the given project directory + + The parent directory to look in. + Sequence of the found PluginInfo object. + + + + Read all of the plugins found in the project specified additional plugin directories + + The additional directory to scan + Logger for output + List of the found PluginInfo objects + + + + Determines whether the given suffix is valid for a child plugin + + + Whether the suffix is appopriate + + + + Attempt to merge a child plugin up into a parent plugin (via file naming scheme). Very little merging happens + but it does allow for platform extensions to extend a plugin with module files + + Child plugin that needs to merge to a main, parent plugin + Child plugin's filename, used to determine the parent's name + + + + Read all the plugin descriptors under the given directory + + The directory to look in. + A subdirectory to look in in RootDirectory and any other Platform directories under Root + The plugin type + Sequence of the found PluginInfo object. + + + + Determine if a plugin is enabled for a given project + + The project to check. May be null. + Information about the plugin + The target platform + The target configuration + The type of target being built + True if the plugin should be enabled for this project + + + + Determine if a plugin is enabled for a given project + + The project to check. May be null. + Information about the plugin + The target platform + The target configuration + The type of target being built + Whether the target requires cooked data + True if the plugin should be enabled for this project + + + + Information about a PCH instance + + + + + The file to include to use this shared PCH + + + + + The definitions file + + + + + The compile environment for this shared PCH + + + + + The output files for the shared PCH + + + + + List of modules using this instance + + + + + These are definitions that are immutable and should never be #undef. There are a few exceptions and we make sure those are not ending up in this list + + + + + Parent PCH instance used in PCH chaining + + + + + Constructor + + + + + Return a string representation of this object for debugging + + String representation of the object + + + + A template for creating a shared PCH. Instances of it are created depending on the configurations required. + + + + + Module providing this PCH. + + + + + The base compile environment, including all the public compile environment that all consuming modules inherit. + + + + + The header file + + + + + Output directory for instances of this PCH. + + + + + Instances of this PCH + + + + + All the module dependencies this template has + + + + + Constructor + + The module with a valid shared PCH + The compile environment to use + The header file to generate a PCH from + Output directory for instances of this PCH + All the module dependencies this template has + + + + Checks whether this template is valid for the given compile environment + + Compile environment to check with + True if the template is compatible with the given compile environment + + + + Return a string representation of this object for debugging + + String representation of the object + + + + Stores information about a compiled binary or module, including the build products and intermediate folders. + + + + + List of files produced by compiling the module. These are within the module output directory. + + + + + Default constructor + + + + + Read a receipt from disk. + + Filename to read from + + + + Try to read a manifest from disk, failing gracefully if it can't be read. + + Filename to read from + If successful, the manifest that was read + True if successful + + + + Write the receipt to disk. + + Output filename + + + + Class to display an incrementing progress percentage. Handles progress markup and direct console output. + + + + + Global setting controlling whether to output markup + + + + + Logger for output + + + + + The name to include with the status message + + + + + The inner scope object + + + + + The current progress message + + + + + Constructor + + The message to display before the progress percentage + Whether to write messages to the console + Logger for output + + + + Write the terminating newline + + + + + Writes the current progress + + Numerator for the progress fraction + Denominator for the progress fraction + + + + The version format for .uproject files. This rarely changes now; project descriptors should maintain backwards compatibility automatically. + + + + + Invalid + + + + + Initial version + + + + + Adding SampleNameHash + + + + + Unifying plugin/project files (since abandoned, but backwards compatibility maintained) + + + + + This needs to be the last line, so we can calculate the value of Latest below + + + + + The latest plugin descriptor version + + + + + In-memory representation of a .uproject file + + + + + Descriptor version number. + + + + + The engine to open this project with. + + + + + Category to show under the project browser + + + + + Description to show in the project browser + + + + + List of all modules associated with this project + + + + + List of plugins for this project (may be enabled/disabled) + + + + + Array of additional root directories + + + + + List of additional plugin directories to scan for available plugins + + + + + Array of platforms that this project is targeting + + + + + A hash that is used to determine if the project was forked from a sample + + + + + Steps to execute before creating rules assemblies in this project + + + + + Steps to execute before building targets in this project + + + + + Steps to execute before building targets in this project + + + + + Indicates if this project is an Enterprise project + + + + + Indicates that enabled by default engine plugins should not be enabled unless explicitly enabled by the project or target files. + + + + + Constructor. + + + + + Constructor + + Raw JSON object to parse + Base directory for resolving relative paths + + + + + Creates a plugin descriptor from a file on disk + + The filename to read + New plugin descriptor + + + + Creates a plugin descriptor based on a directory, searching for best uproject + + The directory to search for a uproject + New plugin descriptor + + + + If the descriptor has either additional plugin directories or additional root directories + then it is considered to have additional paths. The additional paths will be relative + to the provided directory. + + The directory set to add the paths too. + The directory which is used to setup the additional paths + + + + Saves the descriptor to disk + + The filename to write to + + + + Writes the plugin descriptor to an existing Json writer + + The writer to receive plugin data + Base directory to save paths relative to + + + + Names of restricted folders. Note: The name of each entry is used to search for/create folders + + + Values for RestrictedFolder + + + + + Unique Id for this folder + + + + + Mapping for unique ids + + + + + Array of all restricted folder names + + + + + Array of all restricted folders + + + + + Set of permitted references for each restricted folder. Determined via data-driven platform info. + + + + + Constructor + + Id of the string + + + + Creates a restricted folder instance from a string + + Name of the folder + New restricted folder instance + + + + Tests for equality between two restricted folder instances + + First instance + Second instance + True if the two instances are equal + + + + Tests for inequality between two restricted folder instances + + First instance + Second instance + True if the two instances are not equal + + + + Tests whether two restricted folder instances are equal + + The restricted folder to compare against + True if the restricted folder is equal to the other instance + + + + Gets a hash code for this object + + Hash code for the object + + + + Returns an array of folders which are allowed to be referenced from this restricted folder + + Collection of restricted folders + + + + Creates entries for all the confidential platforms. Should be called before returning any list of all folder values. + + + + + Gets an array of all the restricted folder names + + + + + + Ensures that we've added all the restricted folders, and return an array of them + + Array of restricted folder values + + + + Return the string representation + + + + + + Legacy. Should not be used any more. + + + + + Can be used by UE but not required + + + + + Epic Employees and Contractors as well as some explicitly permitted external groups + + + + + Epic Employees and Contractors + + + + + Epic Employees only + + + + + Utility functions for getting restricted folder + + + + + Finds all the restricted folder names relative to a base directory + + The base directory to check against + The file or directory to check + Array of restricted folder names + + + + Finds all the permitted restricted folder references for a given path + + The base directory to check against + The file or directory to check + Array of restricted folder names + + + + Controls how the target and SDK are validated in CreateTargetRulesInstance + + + + + This will perform full target validation (allows the platform to update the target to make sure it's valid), and + SDK validation (makes sure SDK overrides are not conflicting). + This is the standard, default mode. + + + + + This will validate the target only (see ValidateTargetAndSDK) + + + + + This will validate the SDK only (see ValidateTargetAndSDK) + + + + + This will perform neither of the validations + + + + + Stores information about a compiled rules assembly and the types it contains + + + + + Outers scope for items created by this assembly. Used for chaining assemblies together. + + + + + The compiled assembly + + + + + Returns the simple name of the assembly e.g. "UE5ProgramRules" + + + + + + Returns all the types contained in the compiled rules assembly + + + + + + The base directories for this assembly + + + + + All the plugins included in this assembly + + + + + Maps module names to their actual xxx.Module.cs file on disk + + + + + Maps target names to their actual xxx.Target.cs file on disk + + + + + Mapping from module file to its context. + + + + + Whether this assembly contains engine modules. Used to set default values for bTreatAsEngineModule. + + + + + Whether to use backwards compatible default settings for module and target rules. This is enabled by default for game projects to support a simpler migration path, but + is disabled for engine modules. + + + + + Whether the modules and targets in this assembly are read-only + + + + + The parent rules assembly that this assembly inherits. Game assemblies inherit the engine assembly, and the engine assembly inherits nothing. + + + + + The set of files that were compiled to create this assembly + + + + + Any preprocessor defines that were set when this assembly was created + + + + + Constructor. Compiles a rules assembly from the given source files. + + The scope of items created by this assembly + The base directories for this assembly + All the plugins included in this assembly + List of module files to compile + List of target files to compile + The output path for the compiled assembly + Whether this assembly contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule. + Optional override for the default build settings version for modules created from this assembly. + Whether the modules and targets in this assembly are installed, and should be created with the bUsePrecompiled flag set + Whether to skip compiling this assembly + Whether to always compile this assembly + The parent rules assembly + + + + + Determines if the given path is read-only + + The location to check + True if the path is read-only, false otherwise + + + + Finds all the preprocessor definitions that need to be set for the current engine. + + List of preprocessor definitions that should be set + + + + Fills a list with all the module names in this assembly (or its parent) + + List to receive the module names + + + + Fills a list with all the target names in this assembly + + List to receive the target names + Whether to include targets in the parent assembly + + + + Tries to get the filename that declared the given type + + + + True if the type was found, false otherwise + + + + Gets the source file containing rules for the given module + + The name of the module + The filename containing rules for this module, or an empty string if not found + + + + Gets the type defining rules for the given module + + The name of the module + The rules type for this module, or null if not found + + + + Gets the type defining rules for the given module within this assembly + + The name of the module + The rules type for this module, or null if not found + + + + Gets the source file containing rules for the given target + + The name of the target + The filename containing rules for this target, or an empty string if not found + + + + Creates an instance of a module rules descriptor object for the specified module name + + Name of the module + Information about the target associated with this module + Chain of references leading to this module + Logger for output + Compiled module rule info + + + + Construct an instance of the given target rules + Will return null if the requested type name does not exist in the assembly + + Type name of the target rules + Target configuration information to pass to the constructor + Logger for output + If building a low level tests target + Controls validation of target and SDK + Instance of the corresponding TargetRules or null if requested type name does not exist + + + + Creates a target rules object for the specified target name. + + Name of the target + Platform being compiled + Configuration being compiled + Architectures being built + Path to the project file for this target + Command line arguments for this target + + If building a low level test target + Controls validation of target and SDK + Intermediate environment to use + The build target rules for the specified target + + + + Determines a target name based on the type of target we're trying to build + + The type of target to look for + The platform being built + The configuration being built + Project file for the target being built + Logger for output + Name of the target for the given type + + + + Enumerates all the plugins that are available + + + + + + Enumerates all the plugins that are available + + + + + + Tries to find the ModuleRulesContext associated with a given module file + + + + + Class which compiles (and caches) rules assemblies for different folders. + + + + + + + + + + + + + + + Find all the module rules files under a given directory + + The directory to search under + The module context for each found rules instance + Map of module files to their context + + + + Find all the module rules files under a given directory + + The directory to search under + Name of the subdirectory to look under + The module context for each found rules instance + The UHT module type + Map of module files to their context + + + + The cached rules assembly for engine modules and targets. + + + + + Map of assembly names we've already compiled and loaded to their Assembly and list of game folders. This is used to prevent + trying to recompile the same assembly when ping-ponging between different types of targets + + + + + Creates the engine rules assembly + + Whether to use a precompiled engine + Whether to skip compilation for this assembly + Whether to always compile this assembly + Logger for output + New rules assembly + + + + Creates a rules assembly + + The root directories to create rules for + A prefix for the assembly file name + List of plugins to include in this assembly + Whether the assembly should be marked as installed + Whether to skip compilation for this assembly + Whether to always compile this assembly + The parent rules assembly + Logger for output + New rules assembly + + + + Creates a rules assembly + + List of plugins to include in this assembly + Whether the assembly should be marked as installed + Whether to skip compilation for this assembly + Whether to always compile this assembly + The parent rules assembly + + New rules assembly + + + + Creates a rules assembly with the given parameters. + + The project file to create rules for. Null for the engine. + Whether to use a precompiled engine + Whether to skip compilation for this assembly + Whether to always compile this assembly + Logger for output + New rules assembly + + + + Creates a rules assembly with the given parameters. + + The plugin file to create rules for + Whether to skip compilation for this assembly + Whether to always compile this assembly + The parent rules assembly + Whether the plugin should be built as though it is a local plugin. + Whether the plugin contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule. + Logger for ouptut + The new rules assembly + + + + Compile a rules assembly for the current target + + The project file being compiled + The target being built + Whether to skip compiling any rules assemblies + Whether to always compile all rules assemblies + Whether to use a precompiled engine build + Foreign plugin to be compiled + Whether the plugin should be built as though it is a local plugin + Logger for output + The compiled rules assembly + + + + Finds all the module rules for plugins under the given directory. + + The list of plugins to search modules for + The default context for any files that are enumerated + Dictionary which is filled with mappings from the module file to its corresponding context + + + + Finds all the module and target rules for plugins' tests. + + The list of plugins to search test rules for + The default context for any files that are enumerated + Dictionary which is filled with mappings from the module file to its corresponding context + List of target files to add test target rules to + + + + Finds all the module rules for a given plugin in a specified folder. + + The plugin to search module rules for + The folder relative to the plugin root to look into, usually "Source" or "Tests" + The default context for any files that are enumerated + Dictionary which is filled with mappings from the module file to its corresponding context + + + + Gets the filename that declares the given type. + + The type to search for. + The filename that declared the given type, or null + + + + Gets the XML comment for a particular field + + The XML documentation + The member to search for + Logger for output + Receives the description for the requested field + True if a comment was found for the field + + + + Gets the XML comment for a particular field + + The XML documentation + The member to search for + Logger for output + Receives the description for the requested field + True if a comment was found for the field + + + + Gets the XML comment for a particular field + + The XML documentation + The member to search for (field or property) + Logger for output + Receives the description for the requested member + True if a comment was found for the member + + + + Gets the XML comment for a particular field + + The XML documentation + The member to search for + Logger for output + Receives the description for the requested field + True if a comment was found for the field + + + + Represents a layer within the rules hierarchy. Any module is created within a certain scope, and may only reference modules in an equal or parent scope (eg. engine modules cannot reference project modules). + + + + + Name of this scope + + + + + The parent scope + + + + + Constructor + + Name of this scope + The parent scope + + + + Checks whether this scope contains another scope + + The other scope to check + True if this scope contains the other scope + + + + Formats the hierarchy of scopes + + String representing the hierarchy of scopes + + + + Scoped timer, start is in the constructor, end in Dispose. Best used with using(ScopedTimer Timer = new ScopedTimer()). Suports nesting. + + + + + Constructor + + Name of the block being measured + Logger for output + Verbosity for output messages + Whether gobal indent should be increased or not; set to false when running a scope in parallel. Message will still be printed indented relative to parent scope. + + + + Prints out the timing message + + + + + The header unit type markup is used for multiple things: + 1. To figure out if a header can be compiled by itself or not. Many includes are included in the middle of other includes and those can never be compiled by themselves + This markup is used by both msvc header unit feature and IWYU toolchain + 2. Tell if the header even supports being part of a header unit. If it does not support it will also prevent all includes including it from producing a header unit + This is how to markup in headers to provide above info: + // HEADER_UNIT_SKIP - Here you can write why this file can't be compiled standalone + // HEADER_UNIT_UNSUPPORTED - Here you can write why this file can't be part of header units. + + + + + Caches information about C++ source files; whether they contain reflection markup, what the first included header is, and so on. + + + + + Source(cpp/c) file info + + + + + Last write time of the file when the data was cached + + + + + Contents of the include directive + + + + + List of files this particular file is inlining + + + + + Header file info + + + + + Last write time of the file when the data was cached + + + + + Whether or not the file contains reflection markup + + + + + Whether or not the file has types that use DLL export/import defines + + + + + List of includes that header contains + + + + + The current file version + + + + + Location of this dependency cache + + + + + Directory for files to cache dependencies for. + + + + + The parent cache. + + + + + Map from file item to source file info + + + + + Map from file item to header file info + + + + + Map from file item to source file + + + + + Whether the cache has been modified and needs to be saved + + + + + Logger for output + + + + + Regex that matches C++ code with UObject declarations which we will need to generated code for. + + + + + Regex that matches #include UE_INLINE_GENERATED_CPP_BY_NAME(****) statements. + + + + + Regex that matches #include statements. + + + + + Regex that matches #import directives in mm files + + + + + Static cache of all constructed dependency caches + + + + + Constructs a dependency cache. This method is private; call CppDependencyCache.Create() to create a cache hierarchy for a given project. + + File to store the cache + Base directory for files that this cache should store data for + The parent cache to use + Logger for output + + + + Returns a SourceFileInfo struct for a file (and parse the file if not already cached) + + The file to parse + SourceFileInfo for file + + + + Parse the first include directive from a source file + + The source file to parse + The source file contents + The first include directive + + + + Read entire header file to find markup and includes + + A HeaderInfo struct containing information about header + + + + Gets the first included file from a source file + + The source file to parse + Text from the first include directive. Null if the file did not contain any include directives. + + + + Finds or adds a SourceFile class for the given file + + File to fetch the source file data for + SourceFile instance corresponding to the given source file + + + + Returns a list of inlined generated cpps that this source file contains. + + The source file to parse + List of marked files this source file contains + + + + Determines whether the given file contains reflection markup + + The source file to parse + True if the file contains reflection markup + + + + Determines whether the given file uses the *_API define + + The source file to parse + True if the file uses the *_API define + + + + Returns header unit type for a header file (and parse the file if not already cached) + + The header file to parse + Header unit type + + + + Returns all #includes existing inside a header file (and parse the file if not already cached) + + The header file to parse + List of includes + + + + Creates a cache hierarchy for a particular target + + Project file for the target being built + Logger for output + Dependency cache hierarchy for the given project + + + + Enumerates all the locations of metadata caches for the given target + + Project file for the target being built + Dependency cache hierarchy for the given project + + + + Reads a cache from the given location, or creates it with the given settings + + File to store the cache + Base directory for files that this cache should store data for + The parent cache to use + + Reference to a dependency cache with the given settings + + + + Save all the caches that have been modified + + + + + Reads data for this dependency cache from disk + + + + + Writes data for this dependency cache to disk + + + + Finds mouse source files + + + + Fills in a project file with source files discovered in the specified list of paths + + Directory to search + Directory base names to ignore when searching subdirectories. Can be null. + True to include subdirectories, otherwise we only search the list of base directories + If non-null, is updated with a list of the directories searched + + + + Defines an interface which allows querying the working set. Files which are in the working set are excluded from unity builds, to improve iterative compile times. + + + + + Checks if the given file is part of the working set + + File to check + True if the file is part of the working set, false otherwise + + + + Implementation of ISourceFileWorkingSet which does not contain any files + + + + + Dispose of the current instance. + + + + + Checks if the given file is part of the working set + + File to check + True if the file is part of the working set, false otherwise + + + + Queries the working set for files tracked by Perforce. + + + + + Dispose of the current instance. + + + + + Checks if the given file is part of the working set + + File to check + True if the file is part of the working set, false otherwise + + + + Queries the working set for files tracked by Git. + + + + + Constructor + + Path to the Git executable + Root directory to run queries from (typically the directory containing the .git folder, to ensure all subfolders can be searched) + An inner working set. This allows supporting multiple Git repositories (one containing the engine, another containing the project, for example) + Logger for output + + + + Terminates the background process. + + + + + Waits for the background to terminate. + + + + + Dispose of this object + + + + + Checks if the given file is part of the working set + + File to check + True if the file is part of the working set, false otherwise + + + + Parse output text from Git + + + + + Handle error output text from Git + + + + + Add a path to the working set + + Path to be added + + + + Utility class for ISourceFileWorkingSet + + + + + Sets the provider to use for determining the working set. + + + + + Sets the path to use for the repository. Interpreted relative to the Unreal Engine root directory (the folder above the Engine folder) -- if relative. + + + + + Sets the path to use for the Git executable. Defaults to "git" (assuming it is in the PATH). + + + + + Create an ISourceFileWorkingSet instance suitable for the given project or root directory + + The root directory + The project directories + Logger for output + Working set instance for the given directory + + + + Represents an IP subnet + + + + + The prefix address + + + + + Number of bits that need to match in an IP address for this subnet + + + + + Bytes corresponding to the prefix address + + + + + Constructor + + The prefix IP address + Number of bits to match for this subnet + + + + Parses a subnet from a string + + The string to parse + New subnet that was parsed + + + + Checks if this subnet contains the given address + + IP address to test + True if the subnet contains this address + + + + Checks if this subnet contains the given address bytes + + Bytes of the IP address to text + True if the subnet contains this address + + + + Formats this subnet as text + + String representation of the subnet + + + + Attribute which can be applied to a TargetRules-dervied class to indicate which configurations it supports + + + + + Array of supported platforms + + + + + Initialize the attribute with a list of configurations + + Variable-length array of configuration arguments + + + + Attribute which can be applied to a TargetRules-dervied class to indicate which platforms it supports + + + + + Initialize the attribute with a list of platform groups + + Variable-length array of platform group arguments + + + + Attribute which can be applied to a TargetRules-dervied class to indicate which platforms it supports + + + + + Array of supported platforms + + + + + Initialize the attribute with a list of platforms + + Variable-length array of platform arguments + + + + Initialize the attribute with all the platforms in a given category + + Category of platforms to add + + + + Attribute which can be applied to a TargetRules-derived class to indicate which target types it supports + + + + + Enumerable of supported target types + + + + + HashSet of supported target types + + + + + Initialize the attribute with a list of target types + + Variable-length array of target type arguments + + + + Hash of all the gen.cpp files being inlined in this source file + + + + + Helper function to calculate a hash for the passed in inline gen.cpp file names + + Gen.cpp file names + Hash of file names + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Cached list of actions that need to be executed to build a target, along with the information needed to determine whether they are valid. + + + + + The version number to write + + + + + The time at which the makefile was created + + + + + The time at which the makefile was modified + + + + + Additional diagnostic output to print before building this target (toolchain version, etc...) + + + + + Any additional information about the build environment which the platform can use to invalidate the makefile + + + + + The main executable output by this target + + + + + Path to the receipt file for this target + + + + + The project intermediate directory + + + + + The project intermediate directory without architecture info + + + + + Type of the target + + + + + Is test target? + + + + + Map of config file keys to values. Makefile will be invalidated if any of these change. + + + + + Whether the target should be deployed after being built + + + + + Collection of all located UBT C# plugins regardless of if they are in an enabled plugin (project file) + + + + + Collection of UBT C# plugins contained in enabled plugins (project file) + + + + + Collection of UHT C# plugins contained in enabled plugins (target assembly file) + + + + + The array of command-line arguments. The makefile will be invalidated whenever these change. + + + + + The array of command-line arguments passed to UnrealHeaderTool. + + + + + Scripts which should be run before building anything + + + + + Targets which should be build before building anything + + + + + Every action in the action graph + + + + + Environment variables that we'll need in order to invoke the platform's compiler and linker + + + + + The final output items for all target + + + + + Maps module names to output items + + + + + List of game module names, for hot-reload + + + + + List of all source directories + + + + + Set of all source directories. Any files being added or removed from these directories will invalidate the makefile. + + + + + Set of all known header files, changes will not invalidate the makefile but are used to determine if a header is included in the target. + + + + + The set of source files that UnrealBuildTool determined to be part of the programmer's "working set". Used for adaptive non-unity builds. + + + + + Set of files which are currently not part of the working set, but could be. + + + + + Maps each target to a list of UObject module info structures + + + + + Used to map names of modules to their .Build.cs filename + + + + + All build modules containing Verse code + + + + + If Verse should use the BPVM backend + + + + + List of all plugin names. The makefile will be considered invalid if any of these changes, or new plugins are added. + + + + + Set of external (ie. user-owned) files which will cause the makefile to be invalidated if modified after + + + + + Set of internal (eg. response files, unity files) which will cause the makefile to be invalidated if modified. + + + + + Collection of available Platform SDK info which will cause the makefile to be invalidated if modified. + + + + + Set of paths that are disallowed to be transferred with UBA to remote machines + + + + + Mapping of binary paths for cross architecture host binaries, to allow for using UBA helpers of a different architecture + + + + + Set of path hashes that are registered with UBA, to prevent needing to individually hash each file + + + + + TargetRules-set memory estimate per action. Used to control the number of parallel actions that are spawned. + + + + + Enumerable of all source and header files tracked by this makefile. + + + + + Constructor + + External build metadata from the platform + Path to the executable or primary output binary for this target + Path to the receipt file + Path to the project intermediate directory + Path to the project intermediate directory + The type of target + Set of dependencies on config files + Whether to deploy the target after compiling + Collection of UBT plugins + Collection of UBT plugins + Collection of UBT plugins for UHT + + + + Constructor. Reads a makefile from disk. + + The archive to read from + Last modified time for the makefile + + + + Write the makefile to the given archive + + The archive to write to + + + + Saves a makefile to disk + + Path to save the makefile to + + + + Loads a makefile from disk + + Path to the makefile to load + Path to the project file + Platform for this makefile + Command line arguments for this target + Logger for output + If the function returns null, this string will contain the reason why + The loaded makefile, or null if it failed for some reason. On failure, the 'ReasonNotLoaded' variable will contain information about why + + + + Checks if the makefile is valid for the current set of source files. This is done separately to the Load() method to allow pre-build steps to modify source files. + + The makefile that has been loaded + Path to the project file + The platform being built + The current working set of source files + Logger for output diagnostics + If the makefile is not valid, is set to a message describing why + True if the makefile is valid, false otherwise + + + + Determines if a directory, or any subdirectory of it, contains new source files or headers + + Directory to search through + Set of directory names to exclude + Logger for output diagnostics + True if the directory contains any source files + + + + Finds all the source files under a directory that contain reflection markup + + The directory to search + Cache of source file metadata + Set of folder names to ignore when recursing the directory tree + Receives the set of files which contain reflection markup + Queue to add sub-tasks to + + + + Gets the location of the makefile for particular target + + Project file for the build + Name of the target being built + The platform that the target is being built for + The architectures the target is being built for (can be blank to signify a default) + The configuration being built + Intermediate environment to use + Path to the makefile + + + + Type of a build product + + + + + An executable file + + + + + A dynamically loaded module. + + + + + A symbol file. Not required for the executable to run. + + + + + A map file. Not required for the executable to run. + + + + + A resource file which was generated by the build and is required for the executable to run. + + + + + A build resource which was generated by the build, but is not required for the executable to run. + + + + + A package which can be deployed on device (eg. *.apk for Android, *.stub for iOS) + + + + + A file that was created as part of the build process + + + + + Path to the file. + + + + + Type of the build product. + + + + + Private constructor, for serialization. + + + + + Constructor. + + Path to the build product + Type of the build product + + + + Copy constructor. + + Build product to copy settings from + + + + Convert this object to a string, for debugging. + + Path to this build product + + + + How a file may be staged + + + + + Only accessed through Unreal filesystem functions; may be included in a PAK file. + + + + + Must be kept as part of the loose filesystem. + + + + + Debug file which must be kept as part of the loose filesystem. + + + + + System file which must be kept as part of the loose filesystem. System files are not subject to being automatic remapping or renaming by the platform layer. + + + + + Information about a file which is required by the target at runtime, and must be moved around with it. + + + + + The file that should be staged. Should use $(EngineDir) and $(ProjectDir) variables as a root, so that the target can be relocated to different machines. + + + + + How to stage this file. + + + + + Private constructor, for serialization. + + + + + Constructor + + Path to the runtime dependency + How to stage the given path + + + + Copy constructor + + Runtime dependency to copy settings from + + + + Convert this object to a string for debugging + + String representation of the object + + + + List of runtime dependencies, with convenience methods for adding new items + + + + + Default constructor + + + + + Copy constructor + + Sequence of runtime dependencies to initialize with + + + + Add a runtime dependency to the list + + Path to the runtime dependency. May include wildcards. + How to stage this file + + + + Arbitrary property name/value which metadata from the build scripts can be passed on to downstream tasks + + + + + Property name + + + + + Value of the property + + + + + Construct a property with the given name and value + + Name of the property + Value of the property + + + + Stores a record of a built target, with all metadata that other tools may need to know about the build. + + + + + Path to the project file for this target + + + + + The project directory + + + + + The name of this target + + + + + Which platform the target is compiled for + + + + + Which platform the target is compiled for + + + + + Which configuration this target is compiled in + + + + + The type of the target + + + + + Whether it's a low level tests target + + + + + Version information for this target. + + + + + The exectuable to launch for this target + + + + + The console subsystem/commmandlet exectuable to launch for this target + + + + + The build products which are part of this target + + + + + All the runtime dependencies that this target relies on + + + + + All plugins that were either enabled or disabled via the target rules. + + + + + All plugins that were built via the target rules. + + + + + Additional build properties passed through from the module rules + + + + + Constructor + + Path to the project file for this target + The name of the target being compiled + The type of target + Platform for the target being compiled + Configuration of the target being compiled + Version information for the target + Architecture information for the target + Whether it's a target for low level tests + + + + Adds a build product to the receipt. Does not check whether it already exists. + + Path to the build product. + Type of build product. + The BuildProduct object that was created + + + + Merges another receipt to this one. + + Receipt which should be merged + + + + Inserts variables to make a file relative to $(EngineDir) or $(ProjectDir) + + The file to insert variables into. + Value of the $(EngineDir) variable. + Value of the $(ProjectDir) variable. + Converted path for the file. + + + + Inserts variables to make a file relative to $(EngineDir) or $(ProjectDir) + + The path to insert variables into. + Value of the $(EngineDir) variable. + Value of the $(ProjectDir) variable. + Converted path for the file. + + + + Returns the standard path to the build receipt for a given target + + Base directory for the target being built; either the project directory or engine directory. + The target being built + The target platform + The target configuration + The architecture being built + Path to the receipt for this target + + + + Determine whether a BuildProduct Type is NonUFS or DebugNonUFS + + The build product to check + + + + Checks the Additional properties for one with the given name that matches the given value + + Property name to search for + Value to compare against (with StringComparison.InvariantCultureIgnoreCase) + True if any property with PropertyName has a value matching Value + + + + Read a receipt from disk. + + Filename to read from + + + + Read a receipt from disk. + + Filename to read from + Engine directory for expanded variables + + + + Try to read a receipt from disk, failing gracefully if it can't be read. + + Filename to read from + If successful, the receipt that was read + True if successful + + + + Try to read a receipt from disk, failing gracefully if it can't be read. + + Filename to read from + Engine directory for expanded paths + If successful, the receipt that was read + True if successful + + + + Write the receipt to disk. + + Output filename + + + + Write the receipt to disk. + + Output filename + Engine directory for expanded paths + + + + + + + + + + + + + Telemetry service for UnrealBuildTool + + + + + + + + + + + Dispose + + + + + + + + + Public interface for a timeline scope. Should be disposed to exit the scope. + + + + + Tracks simple high-level timing data + + + + + A marker in the timeline + + + + + Name of the marker + + + + + Time at which the event ocurred + + + + + Time at which the event ended + + + + + The trace span for external tracing + + + + + Optional output logger + + + + + Optional output verbosity + + + + + Constructor + + Event name + Time of the event + Finish time for the event. May be null. + Logger. May be null. + Verbosity. May be null. + + + + Finishes the current event + + + + + Disposes of the current event + + + + + The stopwatch used for timing + + + + + The recorded events + + + + + Property for the total time elapsed + + + + + Start the stopwatch + + + + + Stop the stopwatch + + + + + Records a timeline marker with the given name + + The marker name + + + + Enters a scope event with the given name. Should be disposed to terminate the scope. + + Name of the event + Event to track the length of the event + + + + Enters a scope event with the given name. Should be disposed to terminate the scope. + Also logs the finish of the event at the provided verbosity. + + Name of the event + Logger. + LogLevel of the event. + Event to track the length of the event + + + + Prints this information to the log + + Non-instrumented time limit for inserting an "unknown" event + Instrumented time limit for printing the labelled event at given verbosity. May be null. + LogLevel of the event. + Logger. + + + + Updates the last event time + + + + + + + + + + + Prints an individual event to the log + + Start time for the event + Finish time for the event. May be null. + MinKnownTime for printing at the provided verbosity. May be null. + Event name + List of all the start times for parent events + Verbosity for the output + Logger for output + + + + Formats a timespan in milliseconds + + The time to format + Formatted timespan + + + + Types of timing data events. + + + + + No type assigned. + + + + + This event represents an aggregate of summary events. + + + + + This event represents a summary of related include, class, and function events, usually + summarizing a single compilation unit or part of a compilation unit. + + + + + Timing related to compiling include files. + + + + + Timing related to compiling classes. + + + + + Timing related to compiling functions. + + + + + Class used to capture timing data from events like those generated by MSVC when timing data + is being generated. + + + + + Constructs a new instance of . + + + + + Constructs a new instance of using data from a . + + The to get the data from. + + + + The name of the event being represented, such as a file or category name. + + + + + The type of timing data this event represents. + + + + + Gets the number of times this event was encountered. + + + + + Gets the amount of time, in milliseconds, that the event took to complete disregarding its sub-events. + + + + + Gets the amount of time, in milliseconds, that the event took including its sub-events. + + + + + If this event is a sub-event, the parent is the event it is the sub-event to. + + + + + Any sub-events of this event. + + + + + Adds a sub-event (child) to this event if it doesn't exist, or increase the duration by the + duration of the provided event. + + The sub-event to add to this event. + + + + Creates a deep clone of this event. + + A deep clone of this event. + + + + Writes a binary representation of this event and its sub-events. + + The to write the binary representation to. + + + + Systems that need to be configured to execute a tool mode + + + + + Do not initialize anything + + + + + Start prefetching metadata for the engine folder as early as possible + + + + + Initializes the XmlConfig system + + + + + Registers build platforms + + + + + Registers build platforms + + + + + Registers build platforms for validation + + + + + Only allow a single instance running in the branch at once + + + + + Print out the total time taken to execute + + + + + Capture logs as early as possible in a StartupTraceListener object + + + + + Attribute used to specify options for a UBT mode. + + + + + Name of this mode + + + + + Options for executing this mode + + + + + Constructor + + Name of the mode + Options for this mode + + + + Base class for standalone UBT modes. Different modes can be invoked using the -Mode=[Name] argument on the command line, where [Name] is determined by + the ToolModeAttribute on a ToolMode derived class. The log system will be initialized before calling the mode, but little else. + + + + + Entry point for this command. + + List of command line arguments + + Exit code for the process + + + + Helper class implementing the standard topological sorting algorithm for directed graphs. + It generates a flattened sequence of nodes in the order that respects all the given dependencies + between nodes (edges). So, if we have edges A -> B and B -> C, A will be always before B and C, and + B will be before C. + + In many cases there are more than one possible solutions. This helper just generates one of them. + The algorithm only works for directed acyclic graphs, as otherwise it's impossible to order the nodes. + In this implementation we can choose how cycles should be handled (CycleHandling member). By default + sorting fails, but we may set the class to arbitrarily break cycles and complete the task. + + Type of node objects + + + + Enumeration indicating how graph cycles should be handled. + + + + + Fail sorting on the first cycle encountered (the algorithmically correct solution). + + + + + Break cycles at the point they are detected (allows the algorithm to always complete but may skip some edges). + + + + + Break cycles at the point they are detected (same as Break but outputs warning logs with information about the cycles). + + + + + Determines what should be done when a cycle in the graph is encountered. + + + + + UBT's logger object. Necessary if we want to get diagnostics, especially when BreakWithInfo is used. + + + + + Functor returning a node's name. Necessary for some logging diagnostics, especially when BreakWithInfo is used. + + + + + List of all graph nodes (each user-provided node T is wrapped in an internal GraphNode). + + + + + When traversing the graph, it represents all the nodes visited in the current sequence. + For instance, if we go from node A to K and then X, Callstack will store A, K, X. + It's only needed for diagnostic purposes i.e. when we find a cycle we use Callstack + to output all the cycle's nodes. + + + + + The resulting sequence of nodes (T, provided by the user) in the topological order. + + + + + Initialize the sorter object and create the internal graph representation. + The list of all the graph nodes doesn't need to be provided because it's internally generated + from Edges (union of all edges' Item1 and Item2. + + List of connections between nodes + + + + Sort the graph to generate a flat sequence of nodes respecting all graph dependencies. + + True on success, false if failed (most likely a cycle encountered) + + + + Get the list of sorted nodes (valid after successfully calling Sort). + + + + + + Process a single node. + + + True on success, false if failed (most likely a cycle encountered) + + + + Create the internal graph structure for the provided list of edges. + + List of tuples representing connections between nodes + + + + Clear the state (in-progress, done) of all graph nodes. + + + + + Member executed when a graph cycle is encountered. + + + True if operation should continue, false if a cycle is considered an error + + + + Returns all nodes being part of a cycle (call valid only if we've really detected a cycle). + + + + + + Returns a string with a list of names of nodes forming a graph cycle (call valid only if we've really detected a cycle). + + + + + + Graph node's state wrt the traversal. + + + + + Internal helper representing a graph node (wrapping the user-provided node and storing internal state). + + + + + User-provided node object. + + + + + List of graph nodes we can visit starting from this one. + + + + + Traversal state (in-progress, done). + + + + + Maps a unique string to an integer + + + + + Default constructor + + + + + See if string is in registry + + True if string is present in registry + + + + Add string if missing and/or lookup + + String instance id + + + + Get list of strings + + String list + + + + Get list of string ids + + String id list + + + + Get string given instance id + + String + + + + See if alias exists in registry + + True if alias exists + + + + Get instance id of alias + + Instance id of alias + + + + Add alias if missing and/or lookup + + Instance id of alias + + + + Prefix used for all dynamically created Unity modules + + + + + A class which represents a list of files and the sum of their lengths. + + + + The length of this file collection, plus any additional virtual space needed for bUseAdapativeUnityBuild. + See the comment above AddVirtualFile() below for more information. + + + + Doesn't actually add a file, but instead reserves space. This is used with "bUseAdaptiveUnityBuild", to prevent + other compiled unity blobs in the module's numbered set from having to be recompiled after we eject source files + one of that module's unity blobs. Basically, it can prevent dozens of files from being recompiled after the first + time building after your working set of source files changes + + The virtual file to add to the collection + + + + A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and + (perhaps) begin a new one. + + + + + Constructs a new UnityFileBuilder. + + The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting. + + + + Adds a file to the current unity file. If splitting is required and the total size of the + unity file exceeds the split limit, then a new file is automatically started. + + The file to add. + + + + Doesn't actually add a file, but instead reserves space, then splits the unity blob normally as if it + was a real file that was added. See the comment above FileCollection.AddVirtualFile() for more info. + + The file to add virtually. Only the size of the file is tracked. + + + + Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file. + + + + + Returns the list of built unity files. The UnityFileBuilder is unusable after this. + + + + + + Given a set of source files, generates another set of source files that #include all the original + files, the goal being to compile the same code in fewer translation units. + The "unity" files are written to the IntermediateDirectory. + + The target we're building + The source files to #include. + The header files that might correspond to the source files. + The environment that is used to compile the source files. + Interface to query files which belong to the working set + Base name to use for the Unity files + Intermediate directory for unity source files + The makefile being built + Receives a mapping of source file to unity file + Receives the files to compile using the normal configuration. + Receives the files to compile using the adaptive unity configuration. + An approximate number of bytes of source code to target for inclusion in a single unified source file. + + + The merged XML program to run + + + XML namespace + + + Trace flag to enable debugging + + + Project file reference + + + Variable state + + + Local context trace + + + + Equivalent of FConfigCacheIni_UPL. Parses ini files. This version reads ALL sections since ConfigCacheIni_UPL does NOT + + + + + Exception when parsing ini files + + + + + command class for being able to create config caches over and over without needing to read the ini files + + + + + List of values (or a single value) + + + + + Ini section (map of keys and values) + + + + + True if we are loading a hierarchy of config files that should be merged together + + + + + All sections parsed from ini file + + + + + Constructor. Parses a single ini file. No Platform settings, no engine hierarchy. Do not use this with ini files that have hierarchy! + + The ini file to load + + + + + Constructor. Parses ini hierarchy for the specified project. No Platform settings. + + Ini name (Engine, Editor, etc) + Project path + Logger for + + + + + Constructor. Parses ini hierarchy for the specified project. No Platform settings. + + Ini name (Engine, Editor, etc) + Project path + Logger for output + + + + + Constructor. Parses ini hierarchy for the specified platform and project. + + Project path + Target platform + Ini name (Engine, Editor, etc) + + + + + + Constructor. Parses ini hierarchy for the specified platform and project. + + Project path + Target platform + Ini name (Engine, Editor, etc) + + + + + + + + Finds a section in INI + + + Found section or null + + + + Finds values associated with the specified key (does not copy the list) + + + + + Gets all values associated with the specified key + + Section where the key is located + Key name + Copy of the list containing all values associated with the specified key + True if the key exists + + + + Gets a single string value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single bool value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single Int32 value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single GUID value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single float value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + Gets a single double value associated with the specified key. + + Section name + Key name + Value associated with the specified key. If the key has more than one value, only the first one is returned + True if the key exists + + + + List of actions that can be performed on a single line from ini file + + + + + Checks what action should be performed on a single line from ini file + + + + + Loads and parses ini file. + + + + + Splits a line into key and value + + + + + Processes parsed key/value pair + + + + + Finds an existing section or adds a new one + + + + + Returns a list of INI filenames for the engine + + + + + Returns a list of INI filenames for the given project + + + + + Returns the platform name to use as part of platform-specific config files + + + + + Utility functions + + + + + Searches for a flag in a set of command-line arguments. + + + + + Regular expression to match $(ENV) and/ or %ENV% environment variables. + + + + + Resolves $(ENV) and/ or %ENV% to the value of the environment variable in the passed in string. + + String to resolve environment variable in. + String with environment variable expanded/ resolved. + + + + Expands variables in $(VarName) format in the given string. Variables are retrieved from the given dictionary, or through the environment of the current process. + Any unknown variables are ignored. + + String to search for variable names + Lookup of variable names to values + If true, then Environment.GetEnvironmentVariable will not be used if the var is not found in AdditionalVariables + String with all variables replaced + + + + Makes sure path can be used as a command line param (adds quotes if it contains spaces) + + Path to convert + + + + + Makes sure path can be used as a command line param (adds quotes if it contains spaces) + + Path to convert + + + + + Escapes whitespace in the given command line argument with a backslash. Used on Unix-like platforms for command line arguments in shell commands. + + The argument to escape + Escaped shell argument + + + + This is a faster replacement of File.ReadAllText. Code snippet based on code + and analysis by Sam Allen + http://dotnetperls.com/Content/File-Handling.aspx + + Source file to fully read and convert to string + Textual representation of file. + + + + Reads the specified environment variable + + the environment variable to read + the default value to use if missing + the value of the environment variable if found and the default value if missing + + + + Reads the specified environment variable + + the environment variable to read + the default value to use if missing + the value of the environment variable if found and the default value if missing + + + + Reads the specified environment variable + + the environment variable to read + the default value to use if missing + the value of the environment variable if found and the default value if missing + + + + Reads the specified environment variable + + the environment variable to read + the default value to use if missing + the value of the environment variable if found and the default value if missing + + + + Try to launch a local process, and produce a friendly error message if it fails. + + + + + Runs a local process and pipes the output to the log + + + + + Output a line of text from a local process. Implemented as a separate function to give a useful function name in the UAT log prefix. + + + + + Runs a local process and pipes the output to a file + + + + + Runs a local process and pipes the output to the log + + + + + Runs a command line process, and returns simple StdOut output. This doesn't handle errors or return codes + + The entire StdOut generated from the process as a single trimmed string + Command to run + Arguments to Command + + + + Runs a command line process, and returns simple StdOut output. This doesn't handle errors or return codes + + The entire StdOut generated from the process as a single trimmed string + Command to run + Arguments to Command + Logger for output + + + + Runs a command line process, and returns simple StdOut output. + + The entire StdOut generated from the process as a single trimmed string + Command to run + Arguments to Command + The return code from the process after it exits + + + + Runs a command line process, and returns simple StdOut output. + + The entire StdOut generated from the process as a single trimmed string + Command to run + Arguments to Command + The return code from the process after it exits + Whether to also log standard output and standard error + + + + Runs a command line process, and returns simple StdOut output. + + The entire StdOut generated from the process as a single trimmed string + Command to run + Arguments to Command + Logger for output. No output if null. + The return code from the process after it exits + + + + Find all the platforms in a given class + + Class of platforms to return + Array of platforms in the given class + + + + Retrieve the list of platforms in this group (if any) + + + + + Given a list of supported platforms, returns a list of names of platforms that should not be supported + + List of supported platforms + If true, add platforms that are present but not available for compiling + + + List of unsupported platforms in string format + + + + Takes a path string and makes all of the path separator characters consistent. Also removes unnecessary multiple separators. + + File path with potentially inconsistent slashes + The directory separator to use + File path with consistent separators + + + + Correctly collapses any ../ or ./ entries in a path. + + The path to be collapsed + true if the path could be collapsed, false otherwise. + + + + Given a file path and a directory, returns a file path that is relative to the specified directory + + File path to convert + The directory that the source file path should be converted to be relative to. If this path is not rooted, it will be assumed to be relative to the current working directory. + True if we should treat the source path like a directory even if it doesn't end with a path separator + Converted relative path + + + + Backspaces the specified number of characters, then displays a progress percentage value to the console + + Progress numerator + Progress denominator + Number of characters to backspace before writing the text. This value will be updated with the length of the new progress string. The first time progress is displayed, you should pass 0 for this value. + + + + Reads a class using XML serialization + + The type to read + The XML file to read from + Logger for output + New deserialized instance of type T + + + + Serialize an object to an XML file + + Type of the object to serialize + Object to write + File to write to + Default namespace for the output elements + Logger for output + True if the file was written successfully + + + + Returns true if the specified Process has been created, started and remains valid (i.e. running). + + Process object to test + True if valid, false otherwise. + + + + Removes multi-dot extensions from a filename (i.e. *.automation.csproj) + + Filename to remove the extensions from + Clean filename. + + + + Returns Filename with path but without extension. + + Filename + Path to the file with its extension removed. + + + + Returns true if the specified file's path is located under the specified directory, or any of that directory's sub-folders. Does not care whether the file or directory exist or not. This is a simple string-based check. + + The path to the file + The directory to check to see if the file is located under (or any of this directory's subfolders) + + + + + Checks if given type implements given interface. + + Interface to check. + Type to check. + True if TestType implements InterfaceType. False otherwise. + + + + Returns the User Settings Directory path. This matches FPlatformProcess::UserSettingsDir(). + NOTE: This function may return null. Some accounts (eg. the SYSTEM account on Windows) do not have a personal folder, and Jenkins + runs using this account by default. + + + + + Gets the number of logical cores. We use this rather than Environment.ProcessorCount when possible to handle machines with > 64 cores (the single group limit available to the .NET framework). + + The number of logical cores. + + + + Gets the number of physical cores, excluding hyper threading. + + The number of physical cores, or -1 if it could not be obtained + + + + Gets if the processos has asymmetrical cores (Windows only) + + + + + + Gets the total memory bytes available, based on what is known to the garbage collector. + + This will return a max of 2GB for a 32bit application. + The total memory available, in bytes. + + + + Gets the total system memory in bytes based on what is known to the garbage collector. + + This will return a max of 2GB for a 32bit application. + The total system memory free, in bytes. + + + + Gets the total memory bytes free, based on what is known to the garbage collector. + + This will return a max of 2GB for a 32bit application. + The total memory free, in bytes. + + + + Gives the current CPU utilization. + + Percentage of CPU utilization currently. + Whether or not it was successful in getting the CPU utilization. + + + + Determines the maximum number of actions to execute in parallel, taking into account the resources available on this machine. + + How many actions to execute in parallel. When 0 a default will be chosen based on system resources + Physical processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks. + Consider logical cores when determing max actions to execute in parallel. Unused if ProcessorCountMultiplier is not 1.0. + Limit max number of actions based on total system memory. + Max number of actions to execute in parallel + + + + Executes a list of custom build step scripts + + List of script files to execute + Logger for output + True if the steps succeeded, false otherwise + + + + Parses a command line into a list of arguments + + The command line to parse + List of output arguments + + + + Try to parse the project file from the command line + + The command line arguments + Logger for output + The project file that was parsed + Marks the Project argument as used if set to true. + True if the project file was parsed, false otherwise + + + + Formats a list of arguments as a command line, inserting quotes as necessary + + List of arguments to format + Command line string + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + Logger for output + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + The type of string comparison to use + Logger for output + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + Logger for output + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + The type of string comparison to use + Logger for output + + + + Record each file that has been requested written, with the number of times the file has been written + + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + Logger for output + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + The type of string comparison to use + Logger for output + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + Logger for output + + + + Writes a file if the contents have changed + + Location of the file + New contents of the file + The type of string comparison to use + Logger for output + + + + Determines the appropriate encoding for a string: either ASCII or UTF-8. + If the string length is equivalent to the encoded length, then no non-ASCII characters were present in the string. + Don't write BOM as it messes with clang when loading response files. + + The string to test. + Either System.Text.Encoding.ASCII or System.Text.Encoding.UTF8, depending on whether or not the string contains non-ASCII characters. + + + + Determines the appropriate encoding for a list of strings: either ASCII or UTF-8. + If the string length is equivalent to the encoded length, then no non-ASCII characters were present in the string. + Don't write BOM as it messes with clang when loading response files. + + The string to test. + Either System.Text.Encoding.ASCII or System.Text.Encoding.UTF8, depending on whether or not the strings contains non-ASCII characters. + + + + Creates a hard link at Path pointing to PathToTarget. + If that fails, copies the file at PathToTarget to Path if it's different, using Length and LastWriteTimeUtc. + + Path to create the hard link/copy file at. + Path to which the hard link should point to/copy from. + True if the files were different. + + + + Creates a hard/symbolic link at Path pointing to PathToTarget. + If that fails, copies the file at PathToTarget to Path if it's different, using Length and LastWriteTimeUtc. + + Path to create the hard/symbolic link/copy file at. + Path to which the hard/symbolic link should point to/copy from. + True if the files were different. + + + + If this is an immediate operand, the value will be embedded in the opcode itself. + This should be set to the the string name of the underlying operand native type. + + + + + Generates bytecode and bytecode helpers for the VerseVM. + + + + + Entrypoint to generate the bytecode. Generated code will go in Directory. + + + + + Functions for manipulating the XML config cache + + + + + An input config file + + + + + Location of the file + + + + + Which folder to display the config file under in the generated project files + + + + + Constructor + + + + + + + The cache file that is being used + + + + + Parsed config values + + + + + Cached serializer for the XML schema + + + + + Initialize the config system with the given types + + Force use of the cached XML config without checking if it's valid (useful for remote builds) + Read XML configuration with a Project directory + Logger for output + + + + Find all the configurable types in the current assembly + + List of configurable types + + + + Determines whether the given type has a field with an XmlConfigFile attribute + + The type to check + True if the type has a field with the XmlConfigFile attribute + + + + Find the location of the XML config schema + + Optional project root directory + The location of the schema file + + + + Initialize the list of input files + + + + + Create a default config file at the given location + + Location to read from + + + + Applies config values to the given object + + The object instance to be configured + + + + Instances a value for assignment to a target object + + The value to instance + The type of value + New instance of the given value, if necessary + + + + Gets a config value for a single value, without writing it to an instance of that class + + Type to find config values for + Name of the field to receive + On success, receives the value of the field + True if the value was read, false otherwise + + + + Find all the configurable fields in the given types by searching for XmlConfigFile attributes. + + Array of types to search + Dictionaries populated with category -> name -> field mappings on return + + + + Creates a schema from attributes in the given types + + Lookup for all field settings + New schema instance + + + + Creates an XML schema element for reading a value of the given type + + Name of the field + Type of the field + New schema element representing the field + + + + Writes a schema to the given location. Avoids writing it if the file is identical. + + The schema to be written + Location to write to + + + + Tests whether a type is a nullable struct, and extracts the inner type if it is + + + + + Reads an XML config file and merges it to the given cache + + Location to read from + Lookup for configurable fields by category + Map of types to fields and their associated values + Schema to validate against + Logger for output + True if the file was read successfully + + + + Writes environment variables as a BuildConfiguration xml + + Path to write to + Logger for output + True if the environment was written successfully + + + + Parse the value for a field from its text based representation in an XML file + + The type of field being read + Text to parse + The object that was parsed + + + + Checks that the given cache file exists and is newer than the given input files, and attempts to read it. Verifies that the resulting cache was created + from the same input files in the same order. + + Path to the config cache file + The expected set of input files in the cache + True if the cache was valid and could be read, false otherwise. + + + + Generates documentation files for the available settings, by merging the XML documentation from the compiler. + + The documentation file to write + Logger for output + + + + Writes out documentation in UDN format + + The output file + The XML documentation for this assembly + Map of string to types to fields + Logger for output + + + + Writes out documentation in HTML format + + The output file + The XML documentation for this assembly + Map of string to types to fields + Logger for output + + + + Stores parsed values from XML config files which can be applied to a configurable type. Can be serialized to disk in binary form as a cache. + + + + + The current cache serialization version + + + + + List of input files. Stored to allow checking cache validity. + + + + + Abstract description of a target data member. + + + + + Returns Reflection.MemberInfo describing the target class member. + + + + + Returns Reflection.Type of the target class member. + + + + + Indicates whether the target class member is static or not. + + + + + Returns the value setter of the target class member. + + + + + Returns the value getter of the target class member. + + + + + Description of a field member. + + + + + Description of a property member. + + + + + Stores a mapping from type -> member -> value, with all the config values for configurable fields. + + + + + Constructor + + + + + + + Attempts to read a previous block of config values from disk + + The file to read from + Array of valid types. Used to resolve serialized type names to concrete types. + On success, receives the parsed data + True if the data was read and is valid + + + + Find a data member (field or property) with the given name and attribute and returns TargetMember wrapper created for it. + + Attribute a member has to have to be considered. + Type which members are to be searched + Name of a member (field or property) to find. + TargetMember wrapper or null if no member has been found. + + + + Writes the coalesced config hierarchy to disk + + File to write to + + + + Implementation of XmlDocument which preserves line numbers for its elements + + + + + Root element for the XML document + + + + + Namespace for the XML schema + + + + + The file being read + + + + + Interface to the LineInfo on the active XmlReader + + + + + Set to true if the reader encounters an error + + + + + Private constructor. Use XmlConfigFile.TryRead to read an XML config file. + + + + + Overrides XmlDocument.CreateElement() to construct ScriptElements rather than XmlElements + + + + + Loads a script document from the given file + + The file to load + The schema to validate against + Logger for output + If successful, the document that was read + True if the document could be read, false otherwise + + + + Callback for validation errors in the document + + Standard argument for ValidationEventHandler + Standard argument for ValidationEventHandler + + + + Implementation of XmlElement which preserves line numbers + + + + + The file containing this element + + + + + The line number containing this element + + + + + Constructor + + + + + Marks a field as being serializable from a config file + + + + + The category for this config value. Optional; defaults to the declaring type name. + + + + + Name of the key to read. Optional; defaults to the field name. + + + + + Use this field to indicate that the XML attribute has been deprecated, and that a warning should + be shown to the user if it is used. + A deprecated field should also be marked with the [Obsolete] attribute. + + + + + If the attribute has been deprecated because it has been renamed, this field can be used to apply the + value used for this field to another. + + + + + Helper class for managing Xcode paths, versions, etc. Helps to differentiate between Apple xcode platforms + + + + + Cached copy of ApplePlatformSDK.GetToolchainDirectory, for existing code to work + + + + + Name for Xcode plaform directory under Toolchains + + + + + Name for Xcode simulator platform directory under Toolchains + + + + + A portion of the target "tuple" + + + + + The name apple uses for SDK directories + + + + + The version of the SDK being used to build with + + + + + The version of the iOS SDK to target at build time. + + + + + The build version in a floating point value for easy comparison + + + + + The target version in a floating point value for easy comparison + + + + + For platforms that need a different min version for editor vs game, this can be overridden + + + + + + + Cache SDK dir for device and simulator (for non-Mac) + + + + + Dummy UUID for running iOS binary natively on Mac + + + + + Constructor, called by platform sybclasses + + SDK name (like "MacOSX") + Sinulator SDK name (like "iPhoneOSSimulator") + Platform name used in the -target parameter + min OS version this project wants to target (not what it's being built with) + + + + + + Get the path to the SDK diretory in xcode for the given architecture + + + + + + + Gets the string used by xcode to taget a platform and version (will return something like "arm64-apple-ios17.0-simulator" + + + + + + + + + + Find the Xcode developer directory + + + + + + + + + + + The SDK version being used to compile with the toolchain + + + + + Takes an architecture string as provided by UBT for the target and formats it for Clang. Supports + multiple architectures joined with '+' + + + + + + + Writes a versions.xcconfig file for xcode to pull in when making an app plist + + + FileItem describing the Prerequisite that this will this depends on (executable or similar) + List of actions to be executed. Additional actions will be added to this list. + + + + If the project is a UnrealGame project, Target.ProjectDirectory refers to the engine dir, not the actual dir of the project. So this method gets the + actual directory of the project whether it is a UnrealGame project or not. + + The actual project directory. + The path to the project file + + + + + + + + + + + + + + + + + + + + + + Genearate an run-only Xcode project, that is not meant to be used for anything else besides code-signing/running/etc of the native .app bundle + + Location of .uproject file (or null for the engine project + The platform to generate a project for + The name of the target being built, so we can generate a more minimal project + True if this is making a bild for uploading to app store + True if we shouldn't use entitlements + Logging object + Returns the .xcworkspace that was made + + + + Single + + + + + + + + + + + Common option flags for the Clang toolchains. + Usage of these flags is currently inconsistent between various toolchains. + + + + + No custom options + + + + + Enable address sanitzier + + + + + Enable hardware address sanitzier + + + + + Enable thread sanitizer + + + + + Enable undefined behavior sanitizer + + + + + Enable minimal undefined behavior sanitizer + + + + + Enable memory sanitizer + + + + + Enable Shared library for the Sanitizers otherwise defaults to Statically linked + + + + + Enables link time optimization (LTO). Link times will significantly increase. + + + + + Enable thin LTO + + + + + Enable tuning of debug info for LLDB + + + + + Whether or not to preserve the portable symbol file produced by dump_syms + + + + + (Apple toolchains) Whether we're outputting a dylib instead of an executable + + + + + Enables the creation of custom symbol files used for runtime symbol resolution. + + + + + Enables dead code/data stripping and common code folding. + + + + + Indicates that the target is a moduler build i.e. Target.LinkType == TargetLinkType.Modular + + + + + Disable Dump Syms step for faster iteration + + + + + Indicates that the AutoRTFM Clang compiler should be used instead of the standard clang compiler + + + + + Enable LibFuzzer + + + + + Modify code generation to help with debugging optimized builds e.g. by extending lifetimes of local variables. + It may slightly reduce performance. Thus, it's meant to be used during development only. + Supported only on some platforms. + + + + + Enables compressing the debug sections if the platform supports this + + + + + Constructor for ClangToolChainInfo + + The base path to the clang sdk root, if available + The path to the compiler + The path to the archiver + Logging interface + + + + Lazily query the clang version. Will only be executed once. + + The version of clang + + + + + Lazily query the clang version output. Will only be executed once. + + The standard output when running Clang --version + + + + Lazily query the archiver version output. Will only be executed once. + + The standard output when running Archiver --version + + + + Create toolchain info. Do not call this function, use "Info" to get results + + + + + Sanitizes a preprocessor definition argument if needed. + + A string in the format "foo=bar" or "foo". + An escaped string + + + + Checks if compiler version matches the requirements + + + + + Checks if compiler version matches the requirements + + + + + Common compile arguments that control which warnings are enabled. + https://clang.llvm.org/docs/DiagnosticsReference.html + + + + + + + Compile arguments for FP semantics + + + + + + + Compile arguments for optimization settings, such as profile guided optimization and link time optimization + + + + + + + Compile arguments for architecture specific settings + + + + + + + Compile arguments for debug settings + + + + + + + Compile arguments for sanitizers + + + + + + + Additional compile arguments. + + + + + + + Compile arguments for running clang-analyze. + + + + + + + Common compile arguments for all files in a module. + Override and call base.GetCompileArguments_Global() in derived classes. + + + + + + + + Compile arguments for specific files in a module. Also updates Action and CPPOutput results. + + + + + + + + Path to the target file (such as .o) + + + + Used by other tools to get the extra arguments to run vanilla clang for a particular platform. + + List of extra arguments to add to. + + + + Get CPU Instruction set targets for ISPC. + + Which OS platform to target. + Which architecture inside an OS platform to target. Only used for Android currently. + List of instruction set targets passed to ISPC compiler + + + + Get OS target for ISPC. + + Which OS platform to target. + OS string passed to ISPC compiler + + + + Get CPU architecture target for ISPC. + + Which OS platform to target. + Which architecture inside an OS platform to target. Only used for Android currently. + Arch string passed to ISPC compiler + + + + Get CPU target for ISPC. + + Which OS platform to target. + CPU string passed to ISPC compiler + + + + Get host compiler path for ISPC. + + Which OS build platform is running on. + Path to ISPC compiler + + + + Get the host bytecode-to-obj compiler path for ISPC. Only used for platforms that support compiling ISPC to LLVM bytecode + + Which OS build platform is running on. + Path to bytecode to obj compiler + + + + Returns the version of the ISPC compiler for the specified platform. If GetISPCHostCompilerPath() doesn't return a valid path + this will return a -1 version. + + Which OS build platform is running on. + Version reported by the ISPC compiler + + + + Get object file format for ISPC. + + Which OS build platform is running on. + Object file suffix + + + + Get object file suffix for ISPC. + + Which OS build platform is running on. + Object file suffix + + + + Simple hash function for strings (can be chained) + + The string to hash + The hash input + hash of input hash + string + + + + Calculates hash bucket based on target and root paths + + Target rules + Optional root paths. Should be null except in special scenario (using pch and vfs is disabled) + bucket hash + + + + + + + + + + Stores information about how a local directory maps to a remote directory + + + + + Handles uploading and building on a remote Mac + + + + + These two variables will be loaded from the XML config file in XmlConfigLoader.Init(). + + + + + The remote username. + + + + + If set, instead of looking for RemoteToolChainPrivate.key in the usual places (Documents/Unreal, Engine/UnrealBuildTool/SSHKeys or Engine/Build/SSHKeys), this private key will be used. + + + + + The authentication used for Rsync (for the -e rsync flag). + + + + + The authentication used for SSH (probably similar to RsyncAuthentication). + + + + + Save the specified port so that RemoteServerName is the machine address only + + + + + Path to Rsync + + + + + Path to SSH + + + + + The project being built. Settings will be read from config files in this project. + + + + + The project descriptor for the project being built. + + + + + A set of directories containing additional paths to be built. + + + + + The base directory on the remote machine + + + + + Mappings from local directories to remote directories + + + + + Arguments that are used by every Ssh call + + + + + Arguments that are used by every Rsync call + + + + + Arguments that are used by directory Rsync call + + + + + Constructor + + Project to read settings from + Logger for output + Remote ini path, or null to use UnrealBuildTool.GetRemoteIniPath() + Is the primary Remote Mac or not. True by default. + Added arguments when preparing a secondary Mac for debug. False by default. + + + + Attempts to get the SSH private key from the standard locations + + If successful, receives the location of the private key that was found + True if a private key was found, false otherwise + + + + Expand all the variables in the given string + + The input string + String with any variables expanded + + + + Flush the remote machine, removing all existing files + + + + + Returns true if the remote executor supports this target platform + + The platform to check + True if the remote mac handles this target platform + + + + Clean a target remotely + + Descriptor for the target to build + Logger for diagnostic output + True if the build succeeded, false otherwise + + + + Build a target remotely + + Descriptor for the target to build + Path to store the remote log file + If true then any PreBuildTargets will be skipped + Logger for diagnostic output + True if the build succeeded, false otherwise + + + + Creates a temporary directory for the given target + + The target descriptor + Directory to use for temporary files + + + + Translate the arguments for a target descriptor for the remote machine + + The target descriptor + Manifest files to be output from this target + List of remote arguments + + + + Runs the actool utility on a directory to create an Assets.car file + + The target platform + Input directory containing assets + Path to the Assets.car file to produce + Logger for output + + + + Prepare the remotely built iOS or tvOS client to de debugged on Mac + + Where the content has been previously cooked + The project file + The logger + + + + Retrieves data from the primary Mac to the Windows machine + + The project file + The logger + The platfrom for the client (typically iOS or tvOS) + + + + Upload retrieved data from the primary Mac from the Windows machine to the secondary Mac + + The project file + The logger + + + + Convers a remote path into local form + + The remote filename + Local filename corresponding to the remote path + + + + Converts a local path into a remote one + + The local path to convert + Equivalent remote path + + + + Converts a local path into a remote one + + The local path to convert + Equivalent remote path + + + + Gets the local path in Cygwin format (eg. /cygdrive/C/...) + + Local path + Path in cygwin format + + + + Escapes spaces and brackets in a shell command argument + + The argument to escape + The escaped argument + + + + Upload a single file to the remote + + The file to upload + Logger for output + + + + Upload a single file to the remote + + The base directory to copy + The remote directory + The file to upload + Logger for output + + + + Upload a single directory to the remote + + The local directory to upload + Logger for output + + + + Uploads a directory to the remote using a specific filter list + + The local directory to copy from + The remote directory to copy to + List of paths to filter + Logger for output + + + + Upload all the files in the workspace for the current project + + + + + Downloads a single file from the remote + + The file to download + Logger for output + + + + Download multiple files from the remote Mac + + List of local files to download + Logger for output + + + + Checks whether a directory exists on the remote machine + + Path to the directory on the local machine + Logger for output + True if the remote directory exists + + + + Download a directory from the remote Mac + + Directory to download + Logger for output + + + + Execute Rsync + + Arguments for the Rsync command + Logger for output + Exit code from Rsync + + + + Handles data output by rsync + + The received datae + whether the data was received on stderr + Logger for output + + + + Execute a command on the remote in the remote equivalent of a local directory + + + + Logger for output + + + + + + Execute a remote command, capturing the output text + + The remote working directory + Command to be executed + Logger for output + If true, logging is suppressed + + + + + Handler for output from running remote SSH commands + + + whether the data was received on stderr + Logger for output + + + + Execute a remote command, capturing the output text + + Command to be executed + Logger for output + Receives the output text + + + + + Converts any remote paths within the given string to local format + + The text containing strings to convert + The string with paths converted to local format + + + + Normalize a path for use in a command line, making it relative to Engine/Source if under the root directory + + The FileSystemReference to normalize + Normalized path as a string + + + + Normalize a path for use in a command line, making it relative if under the Root Directory + + The FileItem to normalize + Normalized path as a string + + + + Normalize a path for use in a command line, making it relative to Engine/Source if under the root directory + + The FileSystemReference to normalize + The root paths to use for normalization + Normalized path as a string + + + + Normalize a path for use in a command line, making it relative if under the Root Directory + + The FileItem to normalize + The root paths to use for normalization + Normalized path as a string + + + + Allows a toolchain to decide to create an import library if needed for this Environment + + + + + + + + Get the name of the response file for the current compile environment and output file + + + + + + + + Get the name of the response file for the current linker environment and output file + + + + + + + + Adds a build product and its associated debug file to a receipt. + + Build product to add + The type of build product + + + + This is the extension of the file that is added as extra link object. It can be an obj file but also a dynamic list.. depends on the platform + + The extension (without dot) + + + + Runs the provided tool and argument. Returns the output, using a rexex capture if one is provided + + Full path to the tool to run + Argument that will be passed to the tool + null, or a Regular expression to capture in the output + + + + + Runs the provided tool and argument and parses the output to retrieve the version + + Full path to the tool to run + Argument that will result in the version string being shown (it's ok this is a byproduct of a command that returns an error) + Regular expression to capture the version. By default we look for four integers separated by periods, with the last two optional + + + + + Save the application startup time. This can be used as the timestamp for build makefiles, to determine a base time after which any + modifications should invalidate it. + + + + + Whether this is a recursive run of of the application + + + + + Unique id to track this session + + + + + The mode of this instance + + + + + The result of running the application + + + + + The environment at boot time. + + + + + The full name of the Engine/Source directory + + + + + Writable engine directory. Uses the user's settings folder for installed builds. + + + + + The engine programs directory + + + + + The original root directory that was used to compile the installed engine + Used to remap source code paths when debugging. + + + + + Returns true if UnrealBuildTool is running using an installed project (ie. a mod kit) + + True if running using an installed project + + + + Gets the installed project file + + Location of the installed project file + + + + Checks whether the given file is under an installed directory, and should not be overridden + + File to test + True if the file is part of the installed distribution, false otherwise + + + + Gets the absolute path to the UBT assembly. + + A string containing the path to the UBT assembly. + + + + The Unreal remote tool ini directory. This should be valid if compiling using a remote server + + The directory path + + + + Set the Unreal remote tool ini directory. + + remote path + + + + The Remote Ini directory. This should always be valid when compiling using a remote server. + + + + + Global options for UBT (any modes) + + + + + User asked for help + + + + + The amount of detail to write to the log + + + + + Specifies the path to a log file to write. Note that the default mode (eg. building, generating project files) will create a log file by default if this not specified. + + + + + Log all attempts to write to the specified file + + + + + Whether to include timestamps in the log + + + + + Whether to format messages in MsBuild format + + + + + Whether or not to suppress warnings of missing SDKs from warnings to LogEventType.Log in UEBuildPlatformSDK.cs + + + + + Whether to write progress markup in a format that can be parsed by other programs + + + + + Whether to ignore the mutex + + + + + Whether to wait for the mutex rather than aborting immediately + + + + + + + + + The mode to execute + + + + + Whether to backup an existing log file, rather than overwriting it. + + + + + The number of log file backups to preserve. Older backups will be deleted. + + + + + If set and tool execution was successful, then display an unreal build tool script execution timeline summary. + If unset or the tool execution failed, print the same information silently to the log. + + + + + If set TMP\TEMP will be overidden to this directory, each process will create a unique subdirectory in this folder. + + + + + If set the application temp directory will be deleted on exit, only when running with a single instance mutex. + + + + + Providers to load opt-in telemetry connection information from ini. If unset, or the provider categories do not contain connection info, no telemetry will be sent. + + + + + Additional command line providers to load opt-in telemetry connection information from ini. + + + + + Session identifier for this run of UBT, if unset defaults to a random Guid + + + + + Initialize the options with the given command line arguments + + + + + + Get all the valid Modes + + + + + + Print (incomplete) usage information + + + + + Read extra command-line arguments from an environment variable + Double-quote any argument containing whitespace, as they are split by just that. + + Extra arguments + + + + Event handler for the Console.CancelKeyPress event + + + + + + + Main entry point. Parses any global options and initializes the logging system, then invokes the appropriate command. + NB: That the entry point is deliberately NOT async, since we have a single-instance mutex that cannot be disposed from a different thread. + + Command line arguments + Zero on success, non-zero on error + + + + Helper functionality for easier F5 debugging for blueprint-only projects + + + + + Path to the .uproject file to use when F5 debugging a content-only project via the UE5 engine project + + + + + Get the configured content-only debug project, if any + + + + + Helper function to get the content-only debug project for the given target, if applicable and supported + + + + + Stores the path to the content-only debug project in the target receipt + + + + + Retrieves the path to the project from the given target receipt + + + + + Retrieves the path to the project from the given target + + + + + Helper functionality for optionally auditing the GDK edition on any used lib and dll files + + + + + Whether to verify that any libs the application links to are using the same GDK edition + + + + + Whether to verify that any DLLs the application links to are using the same GDK edition + + + + + Submission validator xml report can suggest multiple GDK editions for a single executable - the additional ones come from the libs that are linked to. + This function checks all the libs we are planning to link against and warns if they were built against a different GDK + + + + + Optionally verify that any DLLs the application links to are using the same GDK edition + + + + + Public GDK functions exposed to UAT + + + + + Returns the top-level root directory of the GameCore SDK + + + + + + Returns the root directory for the current version of the GameCore SDK + + + + + + Returns whether the current GRDK version is a valid supported version + + + + + + Returns the SDK binaries directory + + + + + Returns the directory where GDK Extension SDKs are located + + + + + + + + Returns the installed version of the GDK + + + + + + Returns the installed version number of the GDK + + + + + + (Experimental and unsupported) Modifies the given target rules so that it will produce a build that is compatible with PC GDK. Expected for Win64 TargetInfo only. + + If using bUseCustomConfig=true, it is necessary to add the following entries to {project dir}/Config/Windows/Custom/MSGameStore/WindowsEngine.ini + Otherwise, when bUseCustomConfig=false, add these to {project dir}/Config/Windows/WindowsEngine.ini + + + ; (required) this is required to make BuildCookRun generate, deploy and launch msixvc packages + [/Script/WindowsTargetPlatform.WindowsTargetSettings] + CustomDeployment=MSGameStore + + ; (recommended) add this if you are expecting to do intelligent delivery and use on-demand chunks etc + [StreamingInstall] + DefaultProviderName=GDKPackageChunkInstall + + ; (recommended) add these if you are planning on using Xbox cross-platform save games + [PlatformFeatures] + PlatformFeaturesModule=MSGameStorePlatformFeatures + SaveGameSystemModule=GDKSaveGameSystem + + ; (optional) set this if you are using EOSSDK + [/Script/MSGamingRuntimeEditor.MSGamingRuntimeSettings] + +AllowedMissingSymbolFiles="EOSSDK-Win64-Shipping.DLL" + + ; (optional) set this if you use bWithOSS=true + [OnlineSubsystem] + DefaultPlatformService=GDK + + ; (optional) only need the following sections if you use bWithPlayFab=true + [/Script/Engine.Engine] + !NetDriverDefinitions=ClearArray + +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/PlayFabParty.PlayFabPartyNetDriver",DriverClassNameFallback="/Script/PlayFabParty.PlayFabPartyNetDriver") + +NetDriverDefinitions=(DefName="BeaconNetDriver",DriverClassName="/Script/PlayFabParty.PlayFabPartyNetDriver",DriverClassNameFallback="/Script/PlayFabParty.PlayFabPartyNetDriver") + +NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver") + [PlayFab] + AppId={Your Hex PlayFab Title ID String Here} + + + + If using bUseCustomConfig=true, it is necessary to add the following entries to {project dir}/Config/Windows/Custom/MSGameStore/WindowsGame.ini: + Othewreise, when bUseCustomConfig=false, add these to {project dir}/Config/Windows/WindowsGame.ini + + ; (required) this is necessary to stage the game for Win64 because GDK is a restricted platform folder + [Staging] + +RemapDirectories=(From="Engine/Platforms/GDK", To="Engine") + +RemapDirectories=(From="{project dir}/Platforms/GDK", To="{project dir}") + + + + + + Whether you have put all MSGameStore config settings in Config/Custom/MSGameStore/*.ini - typically done with a custom MSG build target MyGameMSGTarget : MyGameTarget + Whether to include the OnlineSubsystemGDK plugin. Requires additional config settings + Whether to include the PlayFab plugin. Requires additional config settings + Whether to use XCurl instead of libCurl + + + + GDK-specific appx manifest generator (MicrosoftGame.config) + + + + Platform-specific target device family + + + Platform-specific architecture + + + DLC file to use, if any + + + Cached properties for the current DLC + + + Helper to check if we are dealing with DLC + + + Whether we have a bootstrap exe (Windows only) - affects dependencies + + + Curent GDKEdition + + + + Create a manifest generator for the given platform variant. + + + + + Create a manifest for the given platform and return the list of modified files + + + + + Get the Game element + + + + + Get the executable list element + + + + + Get the executable element for the given configuration + + + + + Get the protocol list element + + + + + Get the shell visuals element + + + + + Get the default display name for the project + + + + + Gets the package identity name string for the main package, disregarding any current DLC + + + + + + Get the package identity name string + + + + + Get the package version string + + + + + Manifest version. 0 = original, 1 = March 2022 GDK and above. + Note: Version 0 has been deprecated as of October 2023 GDK + + + + + Perform any additional initialization once all parameters and configuration are ready + + + + + Create all the localization data. Returns whether there is any localization data + + + + + Return the entire manifest element + + + + + + + + + + Register the locations where resource binary files can be found + + + + + Perform any platform-specific processing on the manifest before it is saved + + + + + Returns the package full name for the given project + + + + + Returns the package family name for the given project + + + + + Returns the AUMID for the given project and configuration + + + + + Get the manifest generator for the given platform + + + + + ToolMode to create a MicrosoftGame.config for a single executable pair + + + + + + + + Helper function to create an action that will run this ToolMode + + + + + Helper class used to manage GDK manifest identities + + + + Regular expression for standard Micrososoft full package name: Name_Version_ProcessorArchitecture_ResourceId_PublisherId + + + Regular expression for standard Microsoft AUMID: Name_PublisherId!AppName + + + Architecture to use when none is specified + + + Version to use when none is specified + + + The package identity. e.g. "GameName" + + + The package version. e.g. "1.0.0.0" + + + The package Architecture. e.g. "neutral", "x64" etc. + + + The package resource id. (not used on GDK) + + + The package publisher id. e.g. "z844xmwvfmpty" + + + The full Package Name. e.g. "GameName_1.0.0.0_neutral__z844xmwvfmpty" + + + The package family name. e.g. "GameName_z844xmwvfmpty" + + + only valid if we are created from a MicrosoftGame.config + + + only valid if we are created from a MicrosoftGame.config or via ParseAppList + + + + Create empty manifest identity + + + + + Create a manifest based on a given package full name. e.g. "GameName_1.0.0.0_neutral__z844xmwvfmpty" + + + + + Create a manifest identity from the given manifest file + + + + + Query whether there are executables available in this manifest + + + + + Look up the relative path to the given executable, if it is mentioned + + + + + + Returns the AUMID for the given manifest and executable file name. e.g. GameName_z844xmwvfmpty!AppGameNameDevelopment + + + + + Returns the AUMID that matches the given configuration + + + + + Returns the executable that matches the given configuration + + + + + Returns the executable that matches the given AUMID + + + + + Returns all AUMIDs in the manifest + + + + + Standard ToString override + + + + + Converts a human-readable Publisher Name into the Publisher Id used by MS app manifests + + + + + Returns the full package name from the given manifest. e.g. GameName_1.0.0.0_neutral__z844xmwvfmpty + + + + + Returns the package family name from the given manifest. e.g. GameName_z844xmwvfmpty + + + + + Returns the AUMID for the given manifest and executable file name. e.g. GameName_z844xmwvfmpty!AppGameNameDevelopment + + + + + Returns the AUMID that matches the given configuration from a list of AUMIDs + + + + + Structure containing information about an installed GDK application + + + + + The type of application + + + + Unknown + + + Loose folder + + + Installed package + + + Network share + + + core MicrosoftGame.config information + + + deployment type - staged or packaged + + + registration state + + + display name + + + deployment path + + + + + + + Returns a list of all applications from the given app list /json output + + + List of all applications + + + + Create a manifest generator for Win64 using MSGameStore + + + + + Create a manifest generator for other platforms + + + + + Register the locations where resource binary files can be found + + + + + Create a manifest generator for WinGDK + + + + + Create a manifest generator for XB1 + + + + + Create a manifest generator for the given platform variant + + + + + Get the media capture element + + + + + Create a manifest generator for XSX + + + + + + + + + + + Whether platform supports switching SDKs during runtime + + true if supports + + + + platforms can choose if they prefer a correct the the AutoSDK install over the manual install. + + + + + + The minimum Windows SDK version to be used. If this is null then it means there is no minimum version + + + + + The maximum Windows SDK version to be used. If this is null then it means "Latest" + + + + + Public MSGameStore functions exposed to UAT + + + + Type of custom install action + + + command for installing + + + command for repairing + + + command for uninstalling + + + a custom install action + + + location to copy the custom installs to when staging + + + name of the install action + + + source folder, relative to engine root + + + a command to run and its arguments + + + command to run + + + arguments to pass to the given command + + + the commands to run for each action + + + read the given config key and return the actions + + + + Determine whether Windows is in developer mode. PC GDK packages can't be sideloaded without it + + + + + Determine if the Microsoft.GamingServices package is installed. + + + + + Determine whether the local version of Windows can support GDK + + + + + Base Nintendo functions exposed to UAT + + + + + + + + + Which UnrealTargetConfiguration to build the meta file for + Zero out the version when creating the meta file, used when generating small app big patch scenario + Suggested ApplicationVersion to override what's in meta + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Path to .desc file for referenced project + + + + + + + + + + + + + + + + + + + + + + + + + + Determines if the megazarf can be installed to the default Install RootDir set in the MZ. + This decision is based on whether the drive specified is valid + + + The platform to use + The path of the megazarf to inspect + Whether NNPM must be used to install the megazarf + An alternate path to install the MZ to. It is + based on the directory structure of the original path, and the first available, + valid drive. + An alternate environment name to install the MZ to. It is + based on the directory structure of the original path, and the first available, + valid drive. + true if the destination drive is invalid, otherwise false + + + + Returns an integer value for the installed Nintendo SDK version. + + + Returns the Major, Minor, Patch values ored together. + + + + Returns if the platform is using an SDK that uses the new refactored directory structure + + + + + + Returns an integer value for the supplied Major, Minor, and Patch Nintendo SDK version strings. + + + The Major version number. + The Minor version number. + The Patch version number. + Returns the Major, Minor, Patch values ored together. + + + + Returns an integer value for the supplied Major, Minor, and Patch Nintendo SDK version strings. + + + The Major version number. + The Minor version number. + The Patch version number. + Returns the Major, Minor, Patch values ored together. + + + + Returns the semantic version given an integer version. + + + The version as an integer. + Returns the Major, Minor, Patch values. + + + + Searches Target Manager folders for requested file. + + + The name of the file requested. + This will contain the root Target Manager directory if the file is found. + Returns the path to the file or null if it wasn't found. + + + + Searches Target Manager folders for requested file. + + + The name of the file requested. + Returns the path to the file or null if it wasn't found. + + + + + + + + + + + Returns path to NEX SDK or null if it doesn't exist + + + + + + + Returns path to NPLN SDK or null if it doesn't exist + + + + + + + Returns true if Application Server Environment kit is available in the SDK + + + + + + + location of libraries in the SDK + + + + + + + location of libraries in the SDK + + + + + + + + + location of the SDK on disk (requires the NINTENDO_SDK_ROOT environment variable) + + + + + + + + + + + + + + + + + + + + + base frameworks used for all Applications. + stored here so we have access to them in ModifyBuildProducts() + + + + + base frameworks used for all Applications. + stored here so we have access to them in ModifyBuildProducts() + + + + + Defines which Nintendo online server the game is connecting to + + + + + Doesn't connect to Nintendo Online Servers. + + + + + Use Nintendo NEX Game Servers (deprecated, requires Nintendo Online subscription) + + + + + Use Nintendo NPLN Game Servers (requires Nintendo Online subscription) + + + + + Nintendo platform target settings + + + + + Enable/disable NEX library support. Allows fully compiling out NEX support. + Deprecated: Use "NintendoGameServersMode" instead + + + + + Choose which online service we are currently targeting. If NEX/NPLN are not selected, they will be compiled out. + Possible Options: + None (default) + NEX (legacy,deprecated) + NPLN (new Nintendo online service) + + + + + Generate symbols with Breakpad (non shipping only). + + + + + Generate symbols with Breakpad (non shipping only), and only when compiled from a machine with the IsBuildMachine environment variable enabled. + + + + + Enable/disable system profilers, this can reduce program size. + + + + + Enable/disable the custom user exception handler. + + + + + Enable the custom user exception handler, only when compiled from a machine with the IsBuildMachine environment variable enabled. + + + + + Force Development libraries. + + + + + Enable Aftermath per build configuration (automatically opted out in shipping) + Enabling it automatically disables LLGD and NVNGD + + + + + Override malloc heap size. + NOTE this has been removed. There is no longer a separate heap for malloc, allocations now go through FNintendoPlatformMemory::BaseAllocator. + + + + + Max number of slots FNintendoPlatformTLS::AllocTlsSlot can allocate. + + + + + Max number threads that can use FNintendoPlatformTLS at one time. + + + + + The amount of memory donated to the NVN graphics firmware (must be a multiple of 4). + + + + + Controls how the game uses the touchscreen. + Due to LotCheck, this will force a full recompile to add/remove the touch APIs from the code. + Content-only projects will convert to code if this is not the default value! + + + + + Enable the four finger tap debugging option to show a web page for entering console commands, which will force touch screen usage + to Supported in non-Shipping builds (since it needs touch support!) + NOTE: Content-only projects will convert to code if this is not the default value! + + + + + Optional application error code prefix - 5 characters + + + + + Enable the mechanism to monitor write speeds to system storage. + Note, this is a best effort mechanism and may not catch all overages. Use the SDK tool FsAccessLogChecker + for official results. See SDK Guideline 0011 for more info. + + + + + Size of the cache data storage in KB. + + + + + Size of the temp data storage in KB. + + + + + Modify code generation to help with debugging optimized builds by extending lifetimes of local variables, parameters and this. + It may slightly reduce performance. Thus, it's meant to be used during development only. + + + + + Depending on Touch Screen Usage and Target Configuration settings, returns true + if Touch Screen support is enabled. + + + + + Read-only wrapper around an existing NintendoTargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + If this platform can be compiled with SN-DBS + + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Setup the configuration environment for building + + The target being built + The global compile environment + The global link environment + + + + Whether platform supports switching SDKs during runtime + + true if supports + + + + Construct properly formatted version string from raw numbers + + Version string with dot separating parts + + + + Base class for platform-specific project generators + + + + + No documentation available. + + + + + Constructor + + Command line arguments passed to the project generator + + + + + Enumerate all the platforms that this generator supports + + + + + + + + + + + + + + + + + Helper for parsing, generating and comparing PS4 version strings, in the form "xx.xx" where x is a digit. + + + + + The integer value representing this version. + + + + + Version string, as it appears in param.sfx/sfo + + + + + Parses the version string into its integer representation. + + + + + Parses the version string into its integer representation. Returns false if parsing failed. + + + + Equality function + + + Returns the formatted version string + + + Returns the underlying value hashcode + + + Comparison function + + + Less than operator + + + Greater than operator + + + Equal operator + + + Not equal operator + + + + Represent the types of packages the publishing tools can produce. + + + + + A regular, standalone package. Used for master release, and development. + + + + + A patch package based off a previous release. + + + + + A remaster package based off a previous release. + + + + + + Helper class used to generate and parse package/GP4 file names according to their Content ID / versions etc in the form: + + XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ_11.11-22.22_Submission-TargetName-PS4-Configuration.pkg + + where: + + "XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ" is the package Content ID + "11.11" is the Master Version + "22.22" is the Application Version + "Submission-" is optional, and denotes a submission package (--for_submission / -distribution) + "TargetName" is the name of the UBT target binary the package was created for + "Configuration" is the UBT target configuration + + + + + + The generated name of the GP4 file + + + + + The generated name of the PKG file. + + + + + The generated build info string to embed in the .pkg file + + + + + Full Content ID string in the format "XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ" + + + + + The title ID portion of the content ID string in the format "XXXXYYYYY". + + + + + The version of an application or additional content to be submitted. + + + + + The version of an application or additional content to be updated. + + + + + True if this is a submission package. + + + + + The name of the target this package is built for. + + + + + The binary configuration included in the package. + + + + + Whether this is a standard, patch or remaster package. + + + + + Parses the given package filename into its component parts + + + + + Builds a PackageInfo instance from a title configuration and other properties. + + + + + Parses the given .pkg/.gp4 filename into its component parts. Returns false if parsing failed. + + + + + Parses the given .pkg/.gp4 filename into its component parts. Returns null if parsing failed. + + + + + Returns true if the specified package matches the current one (i.e. binary, config, submission etc match) + + + + + Searches the specified directory for a package matching this package info. + + + + + Contains the title configuration required for producing a packaged PS4 build. + This code is shared between UBT project generation, and UAT packaging automation. + See PS4ProjectGenerator.cs and PS4Platform.Automation.cs. + + + + + A regex pattern that matches valid content IDs + + + + + Full Content ID string in the format "XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ" + + + + + Just the Title ID portion of the full Content ID + + + + + True will suppress automation warnings about incorrect title configuration (e.g. missing passcodes / missing content ID / no default language). + Used only for Unreal Engine sample projects which are not intended to be shipped as retail titles. Do not enable this if you are making a real game. + + + + + Represents the DRM type of the application, as specified by packaging documentation. + Allowed values are "full", "upgradable", "demo", "freemium". If unspecified, assumes "full". + + + + + Indicates if this title configuration is allowed to include trophy data + + + + + The version of an application or additional content to be submitted. + + + + + The version of an application or additional content to be updated. + + + + + This setting selects whether packaging automation produces "remaster" or "patch" packages when building releases with the "-basedonreleaseversion" option. + Refer to Sony packaging documentation for more information about which option to use for your title. By default, "patch" packages will be produced. + + + + + A map of ASA codes. Use of this field is only necessary if Sony requires specific ASA codes to be enabled for your title. + + + + + This setting selects whether packaging automation sets the 'Video Recording Library' option. + + + + + The default title name to use if a localized name is not provided for a specific culture in the title names map. + + + + + A map of culture IDs to title names for display in the system software. + e.g. { "en-US" : "Game Name for English (US)", "fr" : Game Name for French" } + + + + + Passcode used for package creation. + + + + + The storage type of the package. The choice made here determines how the package can be shipped to + retail (i.e. digital only, or via BluRay disc). Refer to Sony packaging documentation for more information. + + + + + The storage type to use when creating remaster packages. Refer to Sony packaging documentation for more information. + + + + + True indicates this package is to be distributed on blu-ray disc. + + + + + True indicates this package is to be distributed on a multi-layer blu-ray disc. + + + + + True indicates the UAT packaging process should generate the .iso disc image in addition to the .pkg package file. + + + + + The size in MiB of the /download0 data area for the title. + Available options are 0, 256, 512, or 1024. + + + + + The size in MiB of the /download1 data area for the title. + Available options are 0, 3328, 6656, 9984, 13312, or 16640. + + + + + The parent control level applied to the package. Refer to Sony TRC R4005 documentation for a + detailed description of the meaning of this value, and set an appropriate value for your title. + + + + + Indicates that the title supports HDR output. This setting is reflected + in the generated param.sfo file in staged and packaged builds. + + + + + Indicates if the application runs on the PlayStation 5 system, and adheres to TRC R4211. See Sony documentation. + + + + + Indicates if the application uses the sceKernelIsProspero API. See Sony documentation. + + + + + Settings of the proxy server to be used when checking the version of the Publishing Tools or the SDK online. + - When using the system's proxy settings: "ie" + - When manually entering proxy server information: "(IP address):(port number)" + - When not using a proxy server: "none" + + + + + Project type (output format) + + + + + Entitlement key (only for additional content package) + + + + + DLC plugin name (only for additional content package) + + + + + Custom ParamSFO attribute2 + + + + + Retrieves the title configurations from the specific config hierarchy. + + + + + Retrieves the title configurations from the specific config hierarchy. + Also returns the default title configuration to use when a title or content ID is not provided on UBT command line. + + + + + Read overrides for TitleConfiguration fields from Engine's .ini scripts and return as a data structure + compatible with what Json loading returns (ParseJson). + This way, the overrides may be merged with the contents of the .jsons we load. + Note: it only supports simple fields (bool, long, string); arrays and subobjects are ignored. + + Engine configuration hierarchy + Content id of the SKU for which to load overrides (global overrides a loaded when null) + + + + + PS4-specific target settings + + + + + Enable Razor CPU profiling + + + + + Set this to true to register shaders with the standalone GPU debugger. + + + + + Set this to true to enable Sulpha host side audio debugging. + + + + + Enables support for the PS4 Memory Analyzer tool. + + + + + Set this to true to enable gnm asserts and validations in the LCUE + + + + + Enable link time optimization for test/shipping builds. + + + + + Enable link time optimization for development/test/shipping builds. + + + + + Move the audio rendering and stats thread to the 7th core when available + + + + + Enables address sanitizer (ASan) + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Enables thread sanitizer (TSan) [not available on PS4] + + + + + Enables shader performance analysis + + + + + Enable support for edit and continue code modification on ps4 + + + + + Per-platform override enabling support for edit and continue. + If not provided, the global bSupportEditAndContinue setting will be applied. + + + + + Whether to improve iteration of a developer's build by skipping certain steps (currently, .uesym generation) + + + + + Disabled static analyzer checkers + + + + + Enable system runtime object stats in non shipping build + + + + + Modify code generation to help with debugging optimized builds by extending lifetimes of local variables, parameters and this. + + + + + Set this true to use the CrossgenSDK + + + + + Set this to true to disable NpToolkit + + + + + Read-only wrapper around an existing PS4TargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + The private mutable settings object + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Set this true to use the CrossgenSDK + + + + + Set this true to disable the NpToolkit + + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + Deploys the given target + + Receipt for the target being deployed + + + + Register the platform with the UEBuildPlatform class + + + + + Provides support for applying Kraken compression to staged builds, using + split-compress-merge workflow if distributed build systems are available. + + + + + Whether platform supports switching SDKs during runtime + + true if supports + + + + Construct properly formatted version string from raw numbers + + Version string with dot separating parts + + + + Base class for platform-specific project generators + + + + + When enabled, generates project files that default to using the PS5 application debugger. + + + + + When enabled, generates project files where the PS5 local debugger is set to use a .gp5 file from the StagedBuild directory. + Otherwise, the StagedBuild directory itself is set as the working directory, and the title is launched without the help of a .gp5 file. + + + + + Enumerate all the platforms that this generator supports + + + + + + + + + + + Helper for parsing, generating and comparing PS5 master version strings, in the form "xx.xx" where x is a digit. + + + + + The integer value representing this master version. + + + + + Master version string, as it appears in param.json + + + + + Parses the master version string into its integer representation. + + + + + Parses the master version string into its integer representation. Returns false if parsing failed. + + + + Equality function + + + Returns the formatted version string + + + Returns the underlying value hashcode + + + Comparison function + + + Less than operator + + + Greater than operator + + + Equal operator + + + Not equal operator + + + + Helper for parsing, generating and comparing PS5 content version strings, in the form "xx.xxx.xxx" where x is a digit. + + + + + The integer value representing this content version. + + + + + Content version string, as it appears in param.json + + + + + Parses the master version string into its integer representation. + + + + + Parses the content version string into its integer representation. Returns false if parsing failed. + + + + Equality function + + + Returns the formatted version string + + + Returns the underlying value hashcode + + + Comparison function + + + Less than operator + + + Greater than operator + + + Equal operator + + + Not equal operator + + + + + Helper class used to generate and parse package/GP5 file names according to their Content ID / versions etc in the form: + + XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ_01.00-01.000.000_Shared-Submission-TargetName-PS5-Configuration.pkg + + where: + + "XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ" is the package Content ID + "01.00" is the MasterVersion + "01.000.000" is the ContentVersion + "Shared-" is optional, and denotes a shared binary package + "Submission-" is optional, and denotes a submission package (--for_submission / -distribution) + "TargetName" is the name of the UBT target binary the package was created for + "Configuration" is the UBT target configuration + + + + + + The generated name of the build. + + + + + The generated name of the GP5 file. + + + + + The generated name of the PKG file. + + + + + Full Content ID string in the format "XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ" + + + + + The title ID portion of the content ID string in the format "XXXXYYYYY". + + + + + The version of an application or additional content to be submitted. + + + + + The version of an application or additional content to be updated. + + + + + True indicates the title should be packaged as a shared binary. This means a single package is produced, + containing the files for all listed Content IDs, rather than one package per Content ID. + + + + + True if this is a submission package. + + + + + The name of the target this package is built for. + + + + + The binary configuration included in the package. + + + + + Parses the given package filename into its component parts + + + + + Builds a PackageInfo instance from a title configuration and other properties. + + + + + Parses the given .pkg/.gp5 filename into its component parts. Returns false if parsing failed. + + + + + Parses the given .pkg/.gp5 filename into its component parts. Returns null if parsing failed. + + + + + Returns true if the specified package matches the current one, and has an older ContentVersion. + + + + + Contains the title configuration required for producing a packaged PS5 build. + This code is shared between UBT project generation, and UAT packaging automation. + See PS5ProjectGenerator.cs and PS5Platform.Automation.cs. + + + + + A regex pattern that matches valid content IDs + + + + + Full Content ID string in the format "XXYYYY-XXXXYYYYY_00-ZZZZZZZZZZZZZZZZ" + + + + + Just the Title ID portion of the full Content ID + + + + + The Concept ID value for the title, as provided by the GEMS tool. + + + + + Passcode used for package creation. + + + + + Represents the DRM type of the application, as specified by packaging documentation. + Allowed values are "standard", "upgradable", or "demo". If unspecified, assumes "standard". + + + + + The version of an application or additional content to be submitted. + + + + + The version of an application or additional content to be updated. + + + + + True indicates the title should be packaged as a shared binary. This means a single package is produced, + containing the files for all listed Content IDs, rather than one package per Content ID. + + + + + True will suppress automation warnings about incorrect title configuration (e.g. missing passcodes / missing content ID / no default language). + Used only for Unreal Engine sample projects which are not intended to be shipped as retail titles. Do not enable this if you are making a real game. + + + + + Determines whether generated packages support Blu-ray disc distribution, and if so, what type of Blu-ray disc. + If unspecified, assumes "nwonly", i.e. online distribution only, no Blu-ray disc. + + + + + True indicates that the title correctly handles log in/log out of the initial user. + + + + + True indicates the title supports HDR rendering. + + + + + True indicates the title uses the content search library rendering. + + + + + True indicates the title uses the share library capture API. + + + + + True indicates the title is a beta release. + + + + + When true, indicates the title will use the faster startup splash screen animation, which reduces the time it takes for the game logo (pic2.png) to appear. + See the "Content Information Specifications -> 7. Start-up Image [Application Information]" section of the Sony documentation. + + + + + If VR support is enabled a value of 1 indicates that the app Supports VR, a value of 2 indicates that the app Requires VR. + Allowed values are "supported", or "required". If unspecified, assumes "supported". + + + + + The size in MiB of the download data area for the title. + Available options are 0, 256, 512, or 1024. + + + + + The content badge type value for the title, as provided by the GEMS tool. + + + + + A map of region IDs to age levels required to play the title. + The entry with an empty string "" key is used as the default age level. + e.g. { "": 15, "US": 10, "JP": 14 } + + + + + The default title name to use if a localized name is not provided for a specific culture in the title names map. + + + + + A map of culture IDs to title names for display in the system software. + The entry with an empty string "" key is used as the default name. + e.g. { "": "Default Game Name", "en-US" : "Game Name for English (US)" } + + + + + A list of game intents applicable to this title. + + + + + The version file uri string as provided by the GEMS tool in param_cp_values.json. + + + + + A map of ASA codes. Use of this field is only necessary if Sony requires specific ASA codes to be enabled for your title. + + + + + A list of ASA signatures. Use of this field is only necessary if Sony requires specific ASA signatures to be enabled for your title. + + + + + Project type (output format) + + + + + Entitlement key (only for additional content package) + + + + + DLC plugin name (only for additional content package) + + + + + A dictionary of properties which should also be included in the generated param.json file. This + dictionary is merged with the values that are generated from the above properties. Useful if a + property needs to be added to param.json, but there is no explicit UAT code support for that property. + + + + + A map of configuration to size to override flexible memory size. + + + + + Contains the title and description of a scenario for a given language. + + + + + The title of the scenario. + + + + + A description of the scenario. + + + + + Contains the configuration for an individual scenario. + + + + + Constructor + + + + + A map of culture IDs to scenario title names / descriptions for display in the system software. + + + + + A map of scenario IDs their configuration data. + + + + + Retrieves the title configurations from the specific config hierarchy. + + + + + Retrieves the title configurations from the specific config hierarchy. + Also returns the default title configuration to use when a title or content ID is not provided on UBT command line. + + + + + Read overrides for TitleConfiguration fields from Engine's .ini scripts and return as a data structure + compatible with what Json loading returns (ParseJson). + This way, the overrides may be merged with the contents of the .jsons we load. + Note: it only supports simple fields (bool, long, string); arrays and subobjects are ignored. + + Engine configuration hierarchy + Content id of the SKU for which to load overrides (global overrides a loaded when null) + + + + + The SCE Standard Library version + + + + + Compiler default where the flag is not passed, C++20 is v2 and C++17 is v1 + + + + + Force C++17 supported version + + + + + Force C++20 supported version + + + + + PS5-specific target settings + + + + + Enable Razor CPU profiling + + + + + Set this to true to register shaders with the standalone GPU debugger. + + + + + Set this to true to enable Sulpha host side audio debugging. + + + + + Enables support for the PS5 Memory Analyzer tool. + + + + + Enable link time optimization for test/shipping builds. + + + + + Enable link time optimization for development/test/shipping builds. + + + + + Enables address sanitizer (ASan) + Address sanitizer significantly increases the amount of flexible memory used by a title. + For this reason, a staged build with a manually updated param.json with the following + change is generally needed (the required size is title-dependent): + + "kernel": { + "flexibleMemorySize": 1073741824 + }, + + Alternatively, a flexible memory override may be specified when launching from Visual Studio + or Sony tools (Target Manager, Remote Viewer). + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Enables thread sanitizer (TSan) + + + + + Enables shader live editing support. + + + + + Enable support for edit and continue code modification + + + + + Per-platform override enabling support for edit and continue. + If not provided, the global bSupportEditAndContinue setting will be applied. + + + + + Whether to improve iteration of a developer's build by skipping certain steps (currently, .uesym generation) + + + + + Disabled static analyzer checkers + + + + + Enable system runtime object stats in non shipping build + + + + + Modify code generation to help with debugging optimized builds by extending lifetimes of local variables, parameters and this. + + + + + Indicates whether the PS5 kernel extension allowing us to load more than 255 .prx modules is available. + It's really only necessary when using modular builds (which itself is an experimental feature at the moment). + + + + + Forces a specific version of the sce standard c++ library + + + + + Whether or not to use the Epic built ISPC instead of using the Sony provided version. + The Epic version will be the default on unsupported version of the Sony SDK + + + + + Read-only wrapper around an existing PS5TargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + The private mutable settings object + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + Accessor for the inner TargetRules field to enable the Epic ISPC + + + + + Modify the rules for a newly created module, where the target is a different host platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Modify the rules for a newly created module, in a target that's being built for this platform. + This is not required - but allows for hiding details of a particular platform. + + The name of the module + The module rules + The target being build + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + Deploys the given target + + Information about the target being deployed + + + + Register the platform with the UEBuildPlatform class + + + + + Construct properly formatted version string from raw numbers + + Version string with dot separating parts + + + + Base class for project generators for Sony platforms. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Get host compiler path for ISPC. + + Which OS build platform is running on. + Path to ISPC compiler + + + + Get the host bytecode-to-obj compiler path for ISPC. Only used for platforms that support compiling ISPC to LLVM bytecode + + Which OS build platform is running on. + Path to bytecode to obj compiler + + + + Sony-specific target settings + + + + + Enable Razor CPU profiling + + + + + Set this to true to register shaders with the standalone GPU debugger. + + + + + Set this to true to enable Sulpha host side audio debugging. + + + + + Enables support for the Sony Memory Analyzer tool. + + + + + Enable link time optimization for test/shipping builds. + + + + + Enable link time optimization for development/test/shipping builds. + + + + + Enables address sanitizer (ASan) + + + + + Enables undefined behavior sanitizer (UBSan) + + + + + Enables thread sanitizer (TSan) + + + + + Enable support for edit and continue code modification on Sony + + + + + Per-platform override enabling support for edit and continue. + If not provided, the global bSupportEditAndContinue setting will be applied. + + + + + Whether to improve iteration of a developer's build by skipping certain steps (currently, .uesym generation) + + + + + Disabled static analyzer checkers + + + + + Enable system runtime object stats in non shipping build + + + + + Modify code generation to help with debugging optimized builds by extending lifetimes of local variables, parameters and this. + It may slightly reduce performance. Thus, it's meant to be used during development only. + + + + + Read-only wrapper around an existing SonyTargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + Constructor + + The settings object to wrap + + + + Accessors for fields on the inner TargetRules instance + + + + + If this platform can be compiled with XGE + + + + + If this platform can be compiled with SN-DBS + + + + + Determines if the given name is a build product for a target. + + The name to check + Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor") + Suffixes which may appear at the end of the build product name + True if the string matches the name of a build product, false otherwise + + + + Get the extension to use for the given binary type + + The binrary type being built + string The binary extenstion (ie 'exe' or 'dll') + + + + Get the extensions to use for debug info for the given binary type + + Rules for the target being built + The binary type being built + string[] The debug info extensions (i.e. 'pdb') + + + + Whether this platform should build a monolithic binary + + + + + Whether this platform should create debug information or not + + The target being built + bool true if debug info should be generated, false if not + + + + Setup the configuration environment for building + + The target being built + The global compile environment + The global link environment + + + + Setup the binaries for this specific platform. + + The target being built + + + + + Public Switch2 functions exposed to UAT + + + + + + + + + + + + + + + + + + location of libraries in the SDK + + + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Enumerate all the platforms that this generator supports + + + + + Switch2-specific target settings + + + + + Name to use for the Runtime Settings section in the INI config files + + + + + Enable/disable NEX library support. Allows fully compiling out NEX support. + Deprecated: Use "NintendoGameServersMode" instead + + + + + Choose which online service we are currently targeting. If NEX/NPLN are not selected, they will be compiled out. + Possible Options: + None (default) + NEX (legacy,deprecated) + NPLN (new Nintendo online service) + + + + + Generate symbols with Breakpad (non shipping only). + + + + + Generate symbols with Breakpad (non shipping only), and only when compiled from a machine with the IsBuildMachine environment variable enabled. + + + + + Enable/disable system profilers, this can reduce program size. + + + + + Enable/disable the custom user exception handler. + + + + + Enable the custom user exception handler, only when compiled from a machine with the IsBuildMachine environment variable enabled. + + + + + Force Development libraries. + + + + + Extra GPU time + + + + + Enable Aftermath per build configuration (automatically opted out in shipping) + Enabling it automatically disables LLGD and NVNGD + + + + + Override malloc heap size. + NOTE this has been removed. There is no longer a separate heap for malloc, allocations now go through FNintendoPlatformMemory::BaseAllocator. + + + + + Max number of slots AllocTlsSlot can allocate. + + + + + Max number threads that can use FNintendoPlatformTLS at one time. + + + + + The amount of memory donated to the NVN graphics firmware (must be a multiple of 4). + + + + + Controls how the game uses the touchscreen. + Due to LotCheck, this will force a full recompile to add/remove the touch APIs from the code. + Content-only projects will convert to code if this is not the default value! + + + + + Enable the four finger tap debugging option to show a web page for entering console commands, which will force touch screen usage + to Supported in non-Shipping builds (since it needs touch support!) + NOTE: Content-only projects will convert to code if this is not the default value! + + + + + Optional application error code prefix - 5 characters + + + + + Enable the mechanism to monitor write speeds to system storage. + Note, this is a best effort mechanism and may not catch all overages. Use the SDK tool FsAccessLogChecker + for official results. See SDK Guideline 0011 for more info. + + + + + Size of the cache data storage in KB. + + + + + Size of the temp data storage in KB. + + + + + Enables runtime ray tracing support. + + + + + Modify code generation to help with debugging optimized builds by extending lifetimes of local variables, parameters and this. + It may slightly reduce performance. Thus, it's meant to be used during development only. + + + + + Read-only wrapper around an existing Switch2TargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + Constructor + + The settings object to wrap + + + + Public Switch functions exposed to UAT + + + + + + + + + + + + + + + + + + location of libraries in the SDK + + + + + + Base class for platform-specific project generators + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Enumerate all the platforms that this generator supports + + + + + + + + + + + Switch-specific target settings + + + + + Name to use for the Runtime Settings section in the INI config files + + + + + Enable/disable NEX library support. Allows fully compiling out NEX support. + Deprecated: Use "NintendoGameServersMode" instead + + + + + Choose which online service we are currently targeting. If NEX/NPLN are not selected, they will be compiled out. + Possible Options: + None (default) + NEX (legacy,deprecated) + NPLN (new Nintendo online service) + + + + + Generate symbols with Breakpad (non shipping only). + + + + + Generate symbols with Breakpad (non shipping only), and only when compiled from a machine with the IsBuildMachine environment variable enabled. + + + + + Enable/disable system profilers, this can reduce program size. + + + + + Enable/disable the custom user exception handler. + + + + + Enable the custom user exception handler, only when compiled from a machine with the IsBuildMachine environment variable enabled. + + + + + Force Development libraries. + + + + + Enable Aftermath per build configuration (automatically opted out in shipping) + Enabling it automatically disables LLGD and NVNGD + + + + + Override malloc heap size. + NOTE this has been removed. There is no longer a separate heap for malloc, allocations now go through FSwitchPlatformMemory::BaseAllocator. + + + + + Max number of slots FSwitchPlatformTLS::AllocTlsSlot can allocate. + + + + + Max number threads that can use FSwitchPlatformTLS at one time. + + + + + The amount of memory donated to the NVN graphics firmware (must be a multiple of 4). + + + + + Controls how the game uses the touchscreen. + Due to LotCheck, this will force a full recompile to add/remove the touch APIs from the code. + Content-only projects will convert to code if this is not the default value! + + + + + Enable the four finger tap debugging option to show a web page for entering console commands, which will force touch screen usage + to Supported in non-Shipping builds (since it needs touch support!) + NOTE: Content-only projects will convert to code if this is not the default value! + + + + + Optional application error code prefix - 5 characters + + + + + Enable the mechanism to monitor write speeds to system storage. + Note, this is a best effort mechanism and may not catch all overages. Use the SDK tool FsAccessLogChecker + for official results. See SDK Guideline 0011 for more info. + + + + + Size of the cache data storage in KB. + + + + + Size of the temp data storage in KB. + + + + + Modify code generation to help with debugging optimized builds by extending lifetimes of local variables, parameters and this. + It may slightly reduce performance. Thus, it's meant to be used during development only. + + + + + Read-only wrapper around an existing SwitchTargetRules instance. This exposes target settings to modules without letting them to modify the global environment. + + + + + Constructor + + The settings object to wrap + + + + Setup the target environment for building + + Settings for the target being compiled + The compile environment for this target + The link environment for this target + + + + Creates a toolchain instance for the given platform. + + The target being built + New toolchain instance. + + + + Register the platform with the UEBuildPlatform class + + + + + Public VisionOS functions exposed to UAT + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Constructor + + Command line arguments passed to the project generator + Logger for output + + + + Enumerate all the platforms that this generator supports + + + + + Target rules for WinGDK + + + + + Whether exceptions should be ultimately passed on to Windows Error Reporting + + + + + Whether the embadded manifest will indicate the application is DPI aware + + + + + Read only target rules for WinGDK + + + + + WinGDK project generator - a thin wrapper around WindowsProjectGenerator + + + + + Constructor + + Command line arguments passed to the project generator + + + + + + + + + + + + + + Target rules for XB1 + + + + + Name to use for the Runtime Settings section in the INI config files + + + + + + + + + + + + + + + + + + + + + + + + + + Report warnings about migrating deprecated XboxOneGDK platform to XB1 + + + + + Read only target rules for XB1 + + + + + + + + + + + + + Target rules for XboxCommon + + + + + Enable PIX debugging (automatically disabled in Shipping and Test configs) + + + + + Register the log file with Wer so it'll be uploaded along with crash dumps + + + + + Register screenshot file with Wer so it'll be uploaded along with crash dumps + + + + + Always run Wer even in non-shipping builds. Default value for xb.AlwayRunWer cvar. + + + + + The stack size when linking. 0 signifies use of system default. + + + + + The stack size override when linking for the debug configuration. 0 signifies use of system default. + + + + + The stack size to commit when linking. 0 signifies use of system default. + + + + + If -PGOOptimize is specified but the linker flags have changed since the last -PGOProfile, this will emit a warning and build without PGO instead of failing during link with LNK1268. + Note that the PLATFORM_COMPILER_OPTIMIZATION_PG definition will still be 1 but FPlatformMisc::IsPGOEnabled() will return false in this case. + + + + + If specified along with -PGOProfile, then /FASTGENPROFILE will be used instead of /GENPROFILE. + This usually means that the PGO data is generated faster, but the resulting data may not yield as efficient optimizations during -PGOOptimize + + + + + If specified along with -PGOProfile, prevent the usage of extra counters. Please note that by default /FASTGENPROFILE doesn't use extra counters + https://learn.microsoft.com/en-us/cpp/build/reference/genprofile-fastgenprofile-generate-profiling-instrumented-build?view=msvc-170 + + + + + Override the default compiler + + + + + Override the default compiler version + + + + + True if we should use the LLVM linker (LLD-Link.exe) when we are compiling with Clang. Otherwise we'll use the MSVC linker (Link.exe). + This is required for LTO and PGO + + + + + Xbox should use the onecore libraries by default. This is included for backwards compatibility on some titles + + + + + ASan runtime options (delimited with colons ":") + + + + + Whether to support /host/ prefix in file system paths, allowing access to files on the host PC. It requires a full PC path but only files within the current solution dir are available. For example, -cvarsini=/host/D:\UE5\Engine\Config\ConsoleVariables.ini + + + + + Whether to improve iteration of a developer's build by skipping certain steps (currently, debug symbol lookup generation) + + + + + Read only target rules for XboxCommon + + + + + This adds support for a range of extra deployment scenarios for F5 in Visual Studio, including package debugging assistance. + Disabling this may yield minor deployment speed increase at the cost of ease-of-use for more advanced deployment scenarios + + + + + Whether to deploy the current Staged build when F5 debugging from Visual Studio + + + + + Whether the staged build deployment will be skipped if there is already a build installed. + + + + + Prevents VS deployment if there will not be a build installed - otherwise VS will just deploy the Layout folder but no content and the game would likely crash. + + + + + Logs out additional information during package debugging assistance. Mostly useful for debugging this system + + + + + Prepare the target for deployment. This is done after the executable has been built, including when pressing F5 in Visual Studio. + + Receipt for the target being deployed + True if successful, false if not + + + + Utility function to delete a file even if it is read-only + + + + + Helper function for copying modified files + + + + + Target rules for XSX + + + + + Name to use for the Runtime Settings section in the INI config files + + + + + + + + + + + + + + + + + + + + + + + + + + Enables support for 120hz and 40hz display output. Use 'r.SetFramePace' to configure the desired output frame rate at runtime. + + + + + Enables support for SMT (Simultaneous Multi-threading) this is an immediate drop in cpu frequency of 10% but with hyperthreading. + + + + + Read only target rules for XSX + + + + + + + + + + + + + Return the AutoSDK property include to set global platform properties if AutoSDK is in use. + + + + + Attempts to optimize the module dependencies found in the build.cs files + + + + + Regex that matches #include statements. + + + + + Execute the command + + Command line arguments + Exit code + + + + + Information about a module that needs to be passed to the Verse VNI tool for code generation + + + + + Module name + + + + + Name of plugin this module belongs to, "Engine" or "Game" + + + + + Verse path of the root Verse module associated with this build module + + + + + If Verse code associated with this module is allowed to be seen by users outside of Epic + + + + + Path to the module rules file + + + + + Directory where the Verse package is located + + + + + Names of modules with Verse code that this module's Verse code depends on + + + + + Directory containing generated code + + + + + This handles all running of the VNI tool + + + + + Create a Verse vproject file from a list of VNIModuleInfo + + + + + Gets VNI Tool binary path + + + + + Runs the precompiled VNI tool + Since the VNI tool performs extensive file date/manifest checking already we're not spending time here + determining if it should be run in the first place, but run it _always_ + + + + + Extension methods for JsonObject to provide some deprecated field helpers + + + + + Tries to read a string array field by the given name from the object; if that's not found, checks for an older deprecated name + + JSON object to check + Name of the field to get + Backup field name to check + On success, receives the field value + True if the field could be read, false otherwise + + + + Tries to read an enum array field by the given name from the object; if that's not found, checks for an older deprecated name + + JSON object to check + Name of the field to get + Backup field name to check + On success, receives the field value + True if the field could be read, false otherwise + + + + Whether this platform should build a monolithic binary + + + + + Allows the platform header name to be overridden to differ from the platform name. + GDK platforms do not utilize an override for the platform header name. + + + + + Register the platform with the UEBuildPlatform class + + + + + Adds the XB1-specific shader format definitions + + + + + + Register the platform with the UEBuildPlatform class + + + + + Whether this platform should create debug information or not + + The target being built + bool true if debug info should be generated, false if not + + + + Whether this platform should build a monolithic binary + + + + + Get a list of extra modules the platform requires. + This is to allow undisclosed platforms to add modules they need without exposing information about the platform. + + The target being build + List of extra modules the platform needs to add to the target + + + + Allows the platform header name to be overridden to differ from the platform name. + + + + + Adds the GDK-specific shader format definitions + + + + + + Register the platform with the UEBuildPlatform class + + + + Custom -derived type for the VersionToIntRegex method. + + + Cached, thread-safe singleton instance. + + + Initializes the instance. + + + Provides a factory for creating instances to be used by methods on . + + + Creates an instance of a used by methods on . + + + Provides the runner that contains the custom logic implementing the specified regular expression. + + + Scan the starting from base.runtextstart for the next match. + The text being scanned by the regular expression. + + + Search starting from base.runtextpos for the next location a match could possibly start. + The text being scanned by the regular expression. + true if a possible match was found; false if no more matches are possible. + + + Determine whether at base.runtextpos is a match for the regular expression. + The text being scanned by the regular expression. + true if the regular expression matches at the current position; otherwise, false. + + + Helper methods used by generated -derived implementations. + + + Default timeout value set in , or if none was set. + + + Whether is non-infinite. + + + Pops 2 values from the backtracking stack. + + + Pushes 1 value onto the backtracking stack. + + + Pushes 2 values onto the backtracking stack. + + + Pushes 3 values onto the backtracking stack. + +
+
diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/XLocLocalization.Automation.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/XLocLocalization.Automation.dll new file mode 100644 index 0000000000000000000000000000000000000000..9828f557eaa9b1b453e3dff4b5f1298b3bc2ff41 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/XLocLocalization.Automation.dll differ diff --git a/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/ref/Lyra.Automation.dll b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/ref/Lyra.Automation.dll new file mode 100644 index 0000000000000000000000000000000000000000..6934fd10d54af7978a63c73988566a27f69df457 Binary files /dev/null and b/LyraStarterGame/Binaries/DotNET/AutomationTool/AutomationScripts/ref/Lyra.Automation.dll differ diff --git a/LyraStarterGame/Binaries/Win64/LyraEditor.target b/LyraStarterGame/Binaries/Win64/LyraEditor.target new file mode 100644 index 0000000000000000000000000000000000000000..3dc83c6c8741f1b57e581eec4d8301069050d7f0 --- /dev/null +++ b/LyraStarterGame/Binaries/Win64/LyraEditor.target @@ -0,0 +1,34275 @@ +{ + "TargetName": "LyraEditor", + "Platform": "Win64", + "Configuration": "Development", + "TargetType": "Editor", + "IsTestTarget": false, + "Architecture": "x64", + "Project": "../../Lyra.uproject", + "Launch": "$(EngineDir)/Binaries/Win64/UnrealEditor.exe", + "LaunchCmd": "$(EngineDir)/Binaries/Win64/UnrealEditor-Cmd.exe", + "Version": + { + "MajorVersion": 5, + "MinorVersion": 6, + "PatchVersion": 0, + "Changelist": 43139311, + "CompatibleChangelist": 0, + "IsLicenseeVersion": 0, + "IsPromotedBuild": 0, + "BranchName": "++UE5+Release-5.6", + "BuildId": "43139311" + }, + "BuildProducts": [ + { + "Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LyraEditor.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LyraEditor.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LyraGame.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor-LyraGame.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/AsyncMixin/Binaries/Win64/UnrealEditor-AsyncMixin.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/AsyncMixin/Binaries/Win64/UnrealEditor-AsyncMixin.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/AsyncMixin/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonGame/Binaries/Win64/UnrealEditor-CommonGame.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonGame/Binaries/Win64/UnrealEditor-CommonGame.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonGame/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonLoadingScreen/Binaries/Win64/UnrealEditor-CommonLoadingScreen.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonLoadingScreen/Binaries/Win64/UnrealEditor-CommonLoadingScreen.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonLoadingScreen/Binaries/Win64/UnrealEditor-CommonStartupLoadingScreen.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonLoadingScreen/Binaries/Win64/UnrealEditor-CommonStartupLoadingScreen.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonLoadingScreen/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonUser/Binaries/Win64/UnrealEditor-CommonUser.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonUser/Binaries/Win64/UnrealEditor-CommonUser.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/CommonUser/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/GameFeatures/ShooterCore/Binaries/Win64/UnrealEditor-ShooterCoreRuntime.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/GameFeatures/ShooterCore/Binaries/Win64/UnrealEditor-ShooterCoreRuntime.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/GameFeatures/ShooterCore/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/GameFeatures/ShooterTests/Binaries/Win64/UnrealEditor-ShooterTestsRuntime.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/GameFeatures/ShooterTests/Binaries/Win64/UnrealEditor-ShooterTestsRuntime.pdb", + "Type": "SymbolFile" + }, + { + "Path": 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"$(ProjectDir)/Plugins/GameSubtitles/Binaries/Win64/UnrealEditor-GameSubtitles.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/GameSubtitles/Binaries/Win64/UnrealEditor-GameSubtitles.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/GameSubtitles/Binaries/Win64/UnrealEditor.modules", + "Type": "RequiredResource" + }, + { + "Path": "$(ProjectDir)/Plugins/GameplayMessageRouter/Binaries/Win64/UnrealEditor-GameplayMessageNodes.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/GameplayMessageRouter/Binaries/Win64/UnrealEditor-GameplayMessageNodes.pdb", + "Type": "SymbolFile" + }, + { + "Path": "$(ProjectDir)/Plugins/GameplayMessageRouter/Binaries/Win64/UnrealEditor-GameplayMessageRuntime.dll", + "Type": "DynamicLibrary" + }, + { + "Path": "$(ProjectDir)/Plugins/GameplayMessageRouter/Binaries/Win64/UnrealEditor-GameplayMessageRuntime.pdb", + "Type": "SymbolFile" + }, + { + "Path": 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"WorldPartitionHLODUtilities", + "XCodeSourceCodeAccess", + "XGEController", + "XInputDevice", + "XRBase" + ], + "AdditionalProperties": [ + { + "Name": "SDK", + "Value": "Not Applicable" + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..36b1d3f4950375d6a39c2cc76da464d91a8eeceb --- /dev/null +++ b/LyraStarterGame/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,8 @@ +{ + "BuildId": "43139311", + "Modules": + { + "LyraEditor": "UnrealEditor-LyraEditor.dll", + "LyraGame": "UnrealEditor-LyraGame.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Build/IOS/Resources/Development.entitlements b/LyraStarterGame/Build/IOS/Resources/Development.entitlements new file mode 100644 index 0000000000000000000000000000000000000000..2809a9ac50c749383f2bb9d50367aa5afac3157c --- /dev/null +++ b/LyraStarterGame/Build/IOS/Resources/Development.entitlements @@ -0,0 +1,8 @@ + + + + + com.apple.developer.game-center + + + diff --git a/LyraStarterGame/Build/IOS/Resources/Shipping.entitlements b/LyraStarterGame/Build/IOS/Resources/Shipping.entitlements new file mode 100644 index 0000000000000000000000000000000000000000..2809a9ac50c749383f2bb9d50367aa5afac3157c --- /dev/null +++ b/LyraStarterGame/Build/IOS/Resources/Shipping.entitlements @@ -0,0 +1,8 @@ + + + + + com.apple.developer.game-center + + + diff --git a/LyraStarterGame/Build/Scripts/Automation/Localization/CrowdinLocalizationProvider_Sample.cs b/LyraStarterGame/Build/Scripts/Automation/Localization/CrowdinLocalizationProvider_Sample.cs new file mode 100644 index 0000000000000000000000000000000000000000..6cbdf7c96ae20b0fc3af3fe399b9f9d867ec00ec --- /dev/null +++ b/LyraStarterGame/Build/Scripts/Automation/Localization/CrowdinLocalizationProvider_Sample.cs @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using System; +using System.Collections.Generic; +using AutomationTool; +using UnrealBuildTool; +using EpicGames.CrowdinLocalization; + +public class CrowdinLocalizationProvider_Sample : CrowdinLocalizationProvider +{ + public CrowdinLocalizationProvider_Sample(LocalizationProviderArgs InArgs) + : base(InArgs) + { + Config.ProjectId = Command.ParseParamValue("ProjectId"); + Config.AccessToken = Command.ParseParamValue("AccessToken"); + } + + public static string StaticGetLocalizationProviderId() + { + return "Crowdin_Sample"; + } + + public override string GetLocalizationProviderId() + { + return StaticGetLocalizationProviderId(); + } +} diff --git a/LyraStarterGame/Build/Scripts/Automation/Localization/README.md b/LyraStarterGame/Build/Scripts/Automation/Localization/README.md new file mode 100644 index 0000000000000000000000000000000000000000..47794c26edfdbbab8fe5271854c4b121567418c3 --- /dev/null +++ b/LyraStarterGame/Build/Scripts/Automation/Localization/README.md @@ -0,0 +1 @@ +Pick one localization provider that suits you best and finish putting in the information it needs to function. \ No newline at end of file diff --git a/LyraStarterGame/Build/Scripts/Automation/Localization/SmartlingLocalizationProvider_Sample.cs b/LyraStarterGame/Build/Scripts/Automation/Localization/SmartlingLocalizationProvider_Sample.cs new file mode 100644 index 0000000000000000000000000000000000000000..39cbf03baa63a89a73d386c2bb3d81d74410efc5 --- /dev/null +++ b/LyraStarterGame/Build/Scripts/Automation/Localization/SmartlingLocalizationProvider_Sample.cs @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using System; +using System.Collections.Generic; +using AutomationTool; +using UnrealBuildTool; +using EpicGames.SmartlingLocalization; + +public class SmartlingLocalizationProvider_Sample : SmartlingLocalizationProvider +{ + public SmartlingLocalizationProvider_Sample (LocalizationProviderArgs InArgs) + : base(InArgs) + { + Config.UserId = Command.ParseParamValue("SmartlingUserId"); + Config.ProjectId = Command.ParseParamValue("SmartlingProjectId"); + Config.UserSecret = Command.ParseParamValue("SmartlingAPISecret"); + } + + public static string StaticGetLocalizationProviderId() + { + return "Smartling_Sample"; + } + + public override string GetLocalizationProviderId() + { + return StaticGetLocalizationProviderId(); + } +} diff --git a/LyraStarterGame/Build/Scripts/Automation/Localization/XLocLocalizationProvider_Sample.cs b/LyraStarterGame/Build/Scripts/Automation/Localization/XLocLocalizationProvider_Sample.cs new file mode 100644 index 0000000000000000000000000000000000000000..8f88c601c2e400744ab97281fae9b9e82521f08a --- /dev/null +++ b/LyraStarterGame/Build/Scripts/Automation/Localization/XLocLocalizationProvider_Sample.cs @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using System; +using System.Collections.Generic; +using AutomationTool; +using UnrealBuildTool; +using EpicGames.XLocLocalization; + +public class XLocLocalizationProvider_Sample : XLocLocalizationProvider +{ + public XLocLocalizationProvider_Sample(LocalizationProviderArgs InArgs) + : base(InArgs) + { + Config.Server = Command.ParseParamValue("Server"); + Config.APIKey = Command.ParseParamValue("APIKey"); + Config.APISecret = Command.ParseParamValue("APISecret"); + Config.LocalizationId = Command.ParseParamValue("LocalizationId"); + } + + public static string StaticGetLocalizationProviderId() + { + return "XLoc_Sample"; + } + + public override string GetLocalizationProviderId() + { + return StaticGetLocalizationProviderId(); + } +} diff --git a/LyraStarterGame/Build/Scripts/obj/Development/Lyra.Automation.pdb b/LyraStarterGame/Build/Scripts/obj/Development/Lyra.Automation.pdb new file mode 100644 index 0000000000000000000000000000000000000000..27c3153a6eeab2e49e0ab4e986418532c85e253d Binary files /dev/null and b/LyraStarterGame/Build/Scripts/obj/Development/Lyra.Automation.pdb differ diff --git a/LyraStarterGame/Build/Scripts/obj/Development/refint/Lyra.Automation.dll b/LyraStarterGame/Build/Scripts/obj/Development/refint/Lyra.Automation.dll new file mode 100644 index 0000000000000000000000000000000000000000..6934fd10d54af7978a63c73988566a27f69df457 Binary files /dev/null and b/LyraStarterGame/Build/Scripts/obj/Development/refint/Lyra.Automation.dll differ diff --git a/LyraStarterGame/Content/Audio/DYN_LowMultibandDynamics.uasset b/LyraStarterGame/Content/Audio/DYN_LowMultibandDynamics.uasset new file mode 100644 index 0000000000000000000000000000000000000000..4af819e006e70690cd0b926c1130134e0a91ccc4 Binary files /dev/null and b/LyraStarterGame/Content/Audio/DYN_LowMultibandDynamics.uasset differ diff --git a/LyraStarterGame/Content/ContextEffects/CFX_DefaultSkin.uasset b/LyraStarterGame/Content/ContextEffects/CFX_DefaultSkin.uasset new file mode 100644 index 0000000000000000000000000000000000000000..cfefbdec19b0df36e45926786f0a6a9b56bac442 Binary files /dev/null and b/LyraStarterGame/Content/ContextEffects/CFX_DefaultSkin.uasset differ diff --git a/LyraStarterGame/Intermediate/ScriptModules/Lyra.Automation.json b/LyraStarterGame/Intermediate/ScriptModules/Lyra.Automation.json new file mode 100644 index 0000000000000000000000000000000000000000..f6e02638c7213753af256b64d4baf0dd169e1067 --- /dev/null +++ b/LyraStarterGame/Intermediate/ScriptModules/Lyra.Automation.json @@ -0,0 +1,203 @@ +{ + "Version": 6, + "ProjectPath": "..\\..\\Build\\Scripts\\Lyra.Automation.csproj", + "TargetBuildTime": "2025-05-31T18:54:58.5034086+00:00", + "TargetPath": "..\\..\\Binaries\\DotNET\\AutomationTool\\AutomationScripts\\Lyra.Automation.dll", + "ProjectReferencesAndTimes": [ + { + "ProjectPath": 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"Automation\\LyraTest.UpdateAuditCollections.cs", + "Deployment\\LyraDeployment.EpicGameStore.cs" + ], + "Globs": [ + { + "ItemType": "Compile", + "Include": [ + "**\\*.cs" + ], + "Exclude": [ + "..\\..\\Binaries\\DotNET\\AutomationTool\\AutomationScripts\\**", + "**\\.*\\**", + "**\\.DS_Store", + "**\\*.*proj", + "**\\*.sln", + "**\\*.user", + "**\\*.vssscc", + "bin\\**", + "obj\\**", + "obj\\Development\\**" + ], + "Remove": [] + }, + { + "ItemType": "EmbeddedResource", + "Include": [ + "**\\*.resx" + ], + "Exclude": [ + "..\\..\\Binaries\\DotNET\\AutomationTool\\AutomationScripts\\**", + "**\\.*\\**", + "**\\.DS_Store", + "**\\*.*proj", + "**\\*.sln", + "**\\*.user", + "**\\*.vssscc", + "bin\\**", + "obj\\**", + "obj\\Development\\**" + ], + "Remove": [] + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Platforms/Android/readme.txt b/LyraStarterGame/Platforms/Android/readme.txt new file mode 100644 index 0000000000000000000000000000000000000000..8a715d909bf67bef6626bc2cc062cf71771a8aff --- /dev/null +++ b/LyraStarterGame/Platforms/Android/readme.txt @@ -0,0 +1,2 @@ +This folder is for Android code *only* (put Config files in the project Config\Android directory) + diff --git a/LyraStarterGame/Platforms/IOS/readme.txt b/LyraStarterGame/Platforms/IOS/readme.txt new file mode 100644 index 0000000000000000000000000000000000000000..f1ea824ee124b52950e932e95253c0ce23ecdb17 --- /dev/null +++ b/LyraStarterGame/Platforms/IOS/readme.txt @@ -0,0 +1 @@ +This folder is for IOS config/code diff --git a/LyraStarterGame/Platforms/Linux/readme.txt b/LyraStarterGame/Platforms/Linux/readme.txt new file mode 100644 index 0000000000000000000000000000000000000000..ae658899b3ccd07743ba2dad6d0d38ec866e85bd --- /dev/null +++ b/LyraStarterGame/Platforms/Linux/readme.txt @@ -0,0 +1 @@ +This folder is for Linux config/code diff --git a/LyraStarterGame/Platforms/Mac/readme.txt b/LyraStarterGame/Platforms/Mac/readme.txt new file mode 100644 index 0000000000000000000000000000000000000000..4d5ec120216c808643baafe88689111ab33582a4 --- /dev/null +++ b/LyraStarterGame/Platforms/Mac/readme.txt @@ -0,0 +1 @@ +This folder is for Mac config/code diff --git a/LyraStarterGame/Platforms/Windows/readme.txt b/LyraStarterGame/Platforms/Windows/readme.txt new file mode 100644 index 0000000000000000000000000000000000000000..57342f7c60812ff34fbbfb43cbc5bb5a151217c4 --- /dev/null +++ b/LyraStarterGame/Platforms/Windows/readme.txt @@ -0,0 +1 @@ +This folder is for Windows config/code diff --git a/LyraStarterGame/Plugins/AsyncMixin/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/AsyncMixin/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..4d2ac09123c26566a2893050491f4fca2985833f --- /dev/null +++ b/LyraStarterGame/Plugins/AsyncMixin/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "AsyncMixin": "UnrealEditor-AsyncMixin.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/AsyncMixin/Source/AsyncMixin.Build.cs b/LyraStarterGame/Plugins/AsyncMixin/Source/AsyncMixin.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..03a406b514ebfcd465a9ff96b1d5765e3d1dc8d9 --- /dev/null +++ b/LyraStarterGame/Plugins/AsyncMixin/Source/AsyncMixin.Build.cs @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class AsyncMixin : ModuleRules +{ + public AsyncMixin(ReadOnlyTargetRules Target) : base(Target) + { + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + } + ); + + PublicIncludePathModuleNames.AddRange( + new string[] { + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + } + ); + } +} diff --git a/LyraStarterGame/Plugins/AsyncMixin/Source/Private/AsyncMixin.cpp b/LyraStarterGame/Plugins/AsyncMixin/Source/Private/AsyncMixin.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b20a502a03e918bb10dd465f995c6e90f44e2dab --- /dev/null +++ b/LyraStarterGame/Plugins/AsyncMixin/Source/Private/AsyncMixin.cpp @@ -0,0 +1,588 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AsyncMixin.h" + +#include "Engine/AssetManager.h" +#include "Engine/StreamableManager.h" +#include "Stats/Stats.h" + +DEFINE_LOG_CATEGORY_STATIC(LogAsyncMixin, Log, All); + +TMap> FAsyncMixin::Loading; + +FAsyncMixin::FAsyncMixin() +{ +} + +FAsyncMixin::~FAsyncMixin() +{ + check(IsInGameThread()); + + // Removing the loading state will cancel any pending loadings it was + // monitoring, and shouldn't receive any future callbacks for completion. + Loading.Remove(this); +} + +const FAsyncMixin::FLoadingState& FAsyncMixin::GetLoadingStateConst() const +{ + check(IsInGameThread()); + return Loading.FindChecked(this).Get(); +} + +FAsyncMixin::FLoadingState& FAsyncMixin::GetLoadingState() +{ + check(IsInGameThread()); + + if (TSharedRef* LoadingState = Loading.Find(this)) + { + return (*LoadingState).Get(); + } + + return Loading.Add(this, MakeShared(*this)).Get(); +} + +bool FAsyncMixin::HasLoadingState() const +{ + check(IsInGameThread()); + + return Loading.Contains(this); +} + +void FAsyncMixin::CancelAsyncLoading() +{ + // Don't create the loading state if we don't have anything pending. + if (HasLoadingState()) + { + GetLoadingState().CancelAndDestroy(); + } +} + +bool FAsyncMixin::IsAsyncLoadingInProgress() const +{ + // Don't create the loading state if we don't have anything pending. + if (HasLoadingState()) + { + return GetLoadingStateConst().IsLoadingInProgress(); + } + + return false; +} + +bool FAsyncMixin::IsLoadingInProgressOrPending() const +{ + if (HasLoadingState()) + { + return GetLoadingStateConst().IsLoadingInProgressOrPending(); + } + + return false; +} + +void FAsyncMixin::AsyncLoad(FSoftObjectPath SoftObjectPath, const FSimpleDelegate& DelegateToCall) +{ + GetLoadingState().AsyncLoad(SoftObjectPath, DelegateToCall); +} + +void FAsyncMixin::AsyncLoad(const TArray& SoftObjectPaths, const FSimpleDelegate& DelegateToCall) +{ + GetLoadingState().AsyncLoad(SoftObjectPaths, DelegateToCall); +} + +void FAsyncMixin::AsyncPreloadPrimaryAssetsAndBundles(const TArray& AssetIds, const TArray& LoadBundles, const FSimpleDelegate& DelegateToCall) +{ + GetLoadingState().AsyncPreloadPrimaryAssetsAndBundles(AssetIds, LoadBundles, DelegateToCall); +} + +void FAsyncMixin::AsyncCondition(TSharedRef Condition, const FSimpleDelegate& Callback) +{ + GetLoadingState().AsyncCondition(Condition, Callback); +} + +void FAsyncMixin::AsyncEvent(const FSimpleDelegate& Callback) +{ + GetLoadingState().AsyncEvent(Callback); +} + +void FAsyncMixin::StartAsyncLoading() +{ + // If we don't actually have any loading state because they've not queued anything to load, + // just immediately start and finish the operation by calling the callbacks, no point in allocating + // the memory just to de-allocate it. + if (IsLoadingInProgressOrPending()) + { + GetLoadingState().Start(); + } + else + { + OnStartedLoading(); + OnFinishedLoading(); + } +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ + +FAsyncMixin::FLoadingState::FLoadingState(FAsyncMixin& InOwner) + : OwnerRef(InOwner) +{ +} + +FAsyncMixin::FLoadingState::~FLoadingState() +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_FAsyncMixin_FLoadingState_DestroyThisMemoryDelegate); + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Destroy LoadingState (Done)"), this); + + // If we get destroyed, need to cancel whatever we're doing and cancel any + // pending destruction - as we're already on the way out. + CancelOnly(/*bDestroying*/true); + CancelDestroyThisMemory(/*bDestroying*/true); +} + +void FAsyncMixin::FLoadingState::CancelOnly(bool bDestroying) +{ + if (!bDestroying) + { + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Cancel"), this); + } + + CancelStartTimer(); + + for (TUniquePtr& Step : AsyncSteps) + { + Step->Cancel(); + } + + // Moving the memory to another array so we don't crash. + // There was an issue where the Step would get corrupted because we were calling Reset() on the array. + AsyncStepsPendingDestruction = MoveTemp(AsyncSteps); + + bPreloadedBundles = false; + bHasStarted = false; + CurrentAsyncStep = 0; +} + +void FAsyncMixin::FLoadingState::CancelAndDestroy() +{ + CancelOnly(/*bDestroying*/false); + RequestDestroyThisMemory(); +} + +void FAsyncMixin::FLoadingState::CancelDestroyThisMemory(bool bDestroying) +{ + // If we've schedule the memory to be deleted we need to abort that. + if (IsPendingDestroy()) + { + if (!bDestroying) + { + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Destroy LoadingState (Canceled)"), this); + } + + FTSTicker::GetCoreTicker().RemoveTicker(DestroyMemoryDelegate); + DestroyMemoryDelegate.Reset(); + } +} + +void FAsyncMixin::FLoadingState::RequestDestroyThisMemory() +{ + // If we're already pending to destroy this memory, just ignore. + if (!IsPendingDestroy()) + { + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Destroy LoadingState (Requested)"), this); + + DestroyMemoryDelegate = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateLambda([this](float DeltaTime) { + // Remove any memory we were using. + FAsyncMixin::Loading.Remove(&OwnerRef); + return false; + })); + } +} + +void FAsyncMixin::FLoadingState::CancelStartTimer() +{ + if (StartTimerDelegate.IsValid()) + { + FTSTicker::GetCoreTicker().RemoveTicker(StartTimerDelegate); + StartTimerDelegate.Reset(); + } +} + +void FAsyncMixin::FLoadingState::Start() +{ + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Start (Current Progress %d/%d)"), this, CurrentAsyncStep + 1, AsyncSteps.Num()); + + // Cancel any pending kickoff load requests. + CancelStartTimer(); + + bool bStartingStepFound = false; + + if (!bHasStarted) + { + bHasStarted = true; + OwnerRef.OnStartedLoading(); + } + + TryCompleteAsyncLoading(); +} + +void FAsyncMixin::FLoadingState::AsyncLoad(FSoftObjectPath SoftObjectPath, const FSimpleDelegate& DelegateToCall) +{ + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncLoad '%s'"), this, *SoftObjectPath.ToString()); + + AsyncSteps.Add( + MakeUnique( + DelegateToCall, + UAssetManager::GetStreamableManager().RequestAsyncLoad(SoftObjectPath, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, false, false, TEXT("AsyncMixin")) + ) + ); + + TryScheduleStart(); +} + +void FAsyncMixin::FLoadingState::AsyncLoad(const TArray& SoftObjectPaths, const FSimpleDelegate& DelegateToCall) +{ + { + const FString& Paths = FString::JoinBy(SoftObjectPaths, TEXT(", "), [](const FSoftObjectPath& SoftObjectPath) { return FString::Printf(TEXT("'%s'"), *SoftObjectPath.ToString()); }); + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncLoad [%s]"), this, *Paths); + } + + AsyncSteps.Add( + MakeUnique( + DelegateToCall, + UAssetManager::GetStreamableManager().RequestAsyncLoad(SoftObjectPaths, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, false, false, TEXT("AsyncMixin")) + ) + ); + + TryScheduleStart(); +} + +void FAsyncMixin::FLoadingState::AsyncPreloadPrimaryAssetsAndBundles(const TArray& AssetIds, const TArray& LoadBundles, const FSimpleDelegate& DelegateToCall) +{ + { + const FString& Assets = FString::JoinBy(AssetIds, TEXT(", "), [](const FPrimaryAssetId& AssetId) { return AssetId.ToString(); }); + const FString& Bundles = FString::JoinBy(LoadBundles, TEXT(", "), [](const FName& LoadBundle) { return LoadBundle.ToString(); }); + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncPreload Assets [%s], Bundles[%s]"), this, *Assets, *Bundles); + } + + TSharedPtr StreamingHandle; + + if (AssetIds.Num() > 0) + { + bPreloadedBundles = true; + + const bool bLoadRecursive = true; + StreamingHandle = UAssetManager::Get().PreloadPrimaryAssets(AssetIds, LoadBundles, bLoadRecursive); + } + + AsyncSteps.Add(MakeUnique(DelegateToCall, StreamingHandle)); + + TryScheduleStart(); +} + +void FAsyncMixin::FLoadingState::AsyncCondition(TSharedRef Condition, const FSimpleDelegate& DelegateToCall) +{ + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncCondition '0x%X'"), this, &Condition.Get()); + + AsyncSteps.Add(MakeUnique(DelegateToCall, Condition)); + + TryScheduleStart(); +} + +void FAsyncMixin::FLoadingState::AsyncEvent(const FSimpleDelegate& DelegateToCall) +{ + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncEvent"), this); + + AsyncSteps.Add(MakeUnique(DelegateToCall)); + + TryScheduleStart(); +} + +void FAsyncMixin::FLoadingState::TryScheduleStart() +{ + CancelDestroyThisMemory(/*bDestroying*/false); + + // In the event the user forgets to start async loading, we'll begin doing it next frame. + if (!StartTimerDelegate.IsValid()) + { + StartTimerDelegate = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateLambda([this](float DeltaTime) { + QUICK_SCOPE_CYCLE_COUNTER(STAT_FAsyncMixin_FLoadingState_TryScheduleStartDelegate); + Start(); + return false; + })); + } +} + +bool FAsyncMixin::FLoadingState::IsLoadingInProgress() const +{ + if (AsyncSteps.Num() > 0) + { + if (CurrentAsyncStep < AsyncSteps.Num()) + { + if (CurrentAsyncStep == (AsyncSteps.Num() - 1)) + { + return AsyncSteps[CurrentAsyncStep]->IsLoadingInProgress(); + } + + // If we know it's a valid index, but not the last one, then we know we're still loading, + // if it's not a valid index, we know there's no loading, or we're beyond any loading. + return true; + } + } + + return false; +} + +bool FAsyncMixin::FLoadingState::IsLoadingInProgressOrPending() const +{ + return StartTimerDelegate.IsValid() || IsLoadingInProgress(); +} + +bool FAsyncMixin::FLoadingState::IsPendingDestroy() const +{ + return DestroyMemoryDelegate.IsValid(); +} + +void FAsyncMixin::FLoadingState::TryCompleteAsyncLoading() +{ + // If we haven't started when we get this callback it means we've already completed + // and this is some other callback finishing on the same frame/stack that we need to avoid + // doing anything with until the memory is finished being deleted. + if (!bHasStarted) + { + return; + } + + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] TryCompleteAsyncLoading - (Current Progress %d/%d)"), this, CurrentAsyncStep + 1, AsyncSteps.Num()); + + while (CurrentAsyncStep < AsyncSteps.Num()) + { + FAsyncStep* Step = AsyncSteps[CurrentAsyncStep].Get(); + if (Step->IsLoadingInProgress()) + { + if (!Step->IsCompleteDelegateBound()) + { + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Step %d - Still Loading (Listening)"), this, CurrentAsyncStep + 1); + const bool bBound = Step->BindCompleteDelegate(FSimpleDelegate::CreateSP(this, &FLoadingState::TryCompleteAsyncLoading)); + ensureMsgf(bBound, TEXT("This is not intended to return false. We're checking if it's loaded above, this should definitely return true.")); + } + else + { + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Step %d - Still Loading (Waiting)"), this, CurrentAsyncStep + 1); + } + + break; + } + else + { + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] Step %d - Completed (Calling User)"), this, CurrentAsyncStep + 1); + + // Always advance the CurrentAsyncStep, before calling the user callback, it's possible they might + // add new work, and try and start again, so we need to be ready for the next bit. + CurrentAsyncStep++; + + Step->ExecuteUserCallback(); + } + } + + // If we're done loading, and bHasStarted is still true (meaning this is the first time we're encountering a request to complete) + // try and complete. It's entirely possible that a user callback might append new work, which they immediately start, which + // immediately tries to complete, which might create a case where we're now inside of TryCompleteAsyncLoading, which then + // calls Start, which then calls TryCompleteAsyncLoading, so when we come back out of the stack, we need to avoid trying to + // complete the async loading N+ times. + if (IsLoadingComplete() && bHasStarted) + { + CompleteAsyncLoading(); + } +} + +void FAsyncMixin::FLoadingState::CompleteAsyncLoading() +{ + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] CompleteAsyncLoading"), this); + + // Mark that we've completed loading. + if (bHasStarted) + { + bHasStarted = false; + OwnerRef.OnFinishedLoading(); + } + + // It's unlikely but possible they started loading more stuff in the OnFinishedLoading callback, + // so double check that we're still actually done. + // + // NOTE: We don't delete ourselves from memory in use. Doing things like + // pre-loading a bundle requires keeping the streaming handle alive. So we're keeping + // things alive. + // + // We won't destroy the memory but we need to cleanup anything that may be hanging on to + // captured scope, like completion handlers. + if (IsLoadingComplete()) + { + if (!bPreloadedBundles && !IsLoadingInProgressOrPending()) + { + // If we're all done loading or pending loading, we should clean up the memory we're using. + // go ahead and remove this loading state the owner mix-in allocated. + RequestDestroyThisMemory(); + return; + } + } +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ + +FAsyncMixin::FLoadingState::FAsyncStep::FAsyncStep(const FSimpleDelegate& InUserCallback) + : UserCallback(InUserCallback) +{ +} + +FAsyncMixin::FLoadingState::FAsyncStep::FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr& InStreamingHandle) + : UserCallback(InUserCallback) + , StreamingHandle(InStreamingHandle) +{ +} + +FAsyncMixin::FLoadingState::FAsyncStep::FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr& InCondition) + : UserCallback(InUserCallback) + , Condition(InCondition) +{ +} + +FAsyncMixin::FLoadingState::FAsyncStep::~FAsyncStep() +{ + +} + +void FAsyncMixin::FLoadingState::FAsyncStep::ExecuteUserCallback() +{ + UserCallback.ExecuteIfBound(); + UserCallback.Unbind(); +} + +bool FAsyncMixin::FLoadingState::FAsyncStep::IsComplete() const +{ + if (StreamingHandle.IsValid()) + { + return StreamingHandle->HasLoadCompleted(); + } + else if (Condition.IsValid()) + { + return Condition->IsComplete(); + } + + return true; +} + +void FAsyncMixin::FLoadingState::FAsyncStep::Cancel() +{ + if (StreamingHandle.IsValid()) + { + StreamingHandle->BindCompleteDelegate(FSimpleDelegate()); + StreamingHandle.Reset(); + } + else if (Condition.IsValid()) + { + Condition.Reset(); + } + + bIsCompletionDelegateBound = false; +} + +bool FAsyncMixin::FLoadingState::FAsyncStep::BindCompleteDelegate(const FSimpleDelegate& NewDelegate) +{ + if (IsComplete()) + { + // Too Late! + return false; + } + + if (StreamingHandle.IsValid()) + { + StreamingHandle->BindCompleteDelegate(NewDelegate); + } + else if (Condition) + { + Condition->BindCompleteDelegate(NewDelegate); + } + + bIsCompletionDelegateBound = true; + + return true; +} + +bool FAsyncMixin::FLoadingState::FAsyncStep::IsCompleteDelegateBound() const +{ + return bIsCompletionDelegateBound; +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ + +FAsyncCondition::FAsyncCondition(const FAsyncConditionDelegate& Condition) + : UserCondition(Condition) +{ +} + +FAsyncCondition::FAsyncCondition(TFunction&& Condition) + : UserCondition(FAsyncConditionDelegate::CreateLambda([UserFunction = MoveTemp(Condition)]() mutable { return UserFunction(); })) +{ +} + +FAsyncCondition::~FAsyncCondition() +{ + FTSTicker::GetCoreTicker().RemoveTicker(RepeatHandle); +} + +bool FAsyncCondition::IsComplete() const +{ + if (UserCondition.IsBound()) + { + const EAsyncConditionResult Result = UserCondition.Execute(); + return Result == EAsyncConditionResult::Complete; + } + + return true; +} + +bool FAsyncCondition::BindCompleteDelegate(const FSimpleDelegate& NewDelegate) +{ + if (IsComplete()) + { + // Already Complete + return false; + } + + CompletionDelegate = NewDelegate; + + if (!RepeatHandle.IsValid()) + { + RepeatHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateSP(this, &FAsyncCondition::TryToContinue), 0.16); + } + + return true; +} + +bool FAsyncCondition::TryToContinue(float) +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_FAsyncCondition_TryToContinue); + + UE_LOG(LogAsyncMixin, Verbose, TEXT("[0x%X] AsyncCondition::TryToContinue"), this); + + if (UserCondition.IsBound()) + { + const EAsyncConditionResult Result = UserCondition.Execute(); + + switch (Result) + { + case EAsyncConditionResult::TryAgain: + return true; + case EAsyncConditionResult::Complete: + RepeatHandle.Reset(); + UserCondition.Unbind(); + + CompletionDelegate.ExecuteIfBound(); + CompletionDelegate.Unbind(); + break; + } + } + + return false; +} diff --git a/LyraStarterGame/Plugins/AsyncMixin/Source/Private/AsyncMixinModule.cpp b/LyraStarterGame/Plugins/AsyncMixin/Source/Private/AsyncMixinModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cd359439dc52de8e7e09e38f642c1876485ce145 --- /dev/null +++ b/LyraStarterGame/Plugins/AsyncMixin/Source/Private/AsyncMixinModule.cpp @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleManager.h" + +class FAsyncMixinModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; + +void FAsyncMixinModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FAsyncMixinModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +IMPLEMENT_MODULE(FAsyncMixinModule, AsyncMixin) diff --git a/LyraStarterGame/Plugins/AsyncMixin/Source/Public/AsyncMixin.h b/LyraStarterGame/Plugins/AsyncMixin/Source/Public/AsyncMixin.h new file mode 100644 index 0000000000000000000000000000000000000000..0b2e50f402f3559c9b72d8590b7ca6a00e1d5227 --- /dev/null +++ b/LyraStarterGame/Plugins/AsyncMixin/Source/Public/AsyncMixin.h @@ -0,0 +1,361 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Containers/Ticker.h" +#include "UObject/SoftObjectPtr.h" + +#define UE_API ASYNCMIXIN_API + +class FAsyncCondition; +class FName; +class UPrimaryDataAsset; +struct FPrimaryAssetId; +struct FStreamableHandle; +template class TSubclassOf; + +DECLARE_DELEGATE_OneParam(FStreamableHandleDelegate, TSharedPtr) + +//TODO I think we need to introduce a retention policy, preloads automatically stay in memory until canceled +// but what if you want to preload individual items just using the AsyncLoad functions? I don't want to +// introduce individual policies per call, or introduce a whole set of preload vs asyncloads, so would +// would rather have a retention policy. Should it be a member and actually create real memory when +// you inherit from AsyncMixin, or should it be a template argument? +//enum class EAsyncMixinRetentionPolicy : uint8 +//{ +// Default, +// KeepResidentUntilComplete, +// KeepResidentUntilCancel +//}; + +/** + * The FAsyncMixin allows easier management of async loading requests, to ensure linear request handling, to make + * writing code much easier. The usage pattern is as follows, + * + * First - inherit from FAsyncMixin, even if you're a UObject, you can also inherit from FAsyncMixin. + * + * Then - you can make your async loads as follows. + * + * CancelAsyncLoading(); // Some objects get reused like in lists, so it's important to cancel anything you had pending doesn't complete. + * AsyncLoad(ItemOne, CallbackOne); + * AsyncLoad(ItemTwo, CallbackTwo); + * StartAsyncLoading(); + * + * You can also include the 'this' scope safely, one of the benefits of the mix-in, is that none of the callbacks + * are ever out of scope of the host AsyncMixin derived object. + * e.g. + * AsyncLoad(SomeSoftObjectPtr, [this, ...]() { + * + * }); + * + * + * What will happen is first we cancel any existing one(s), e.g. perhaps we are a widget that just got told to represent + * some new thing. What will happen is we'll Load ItemOne and ItemTwo, *THEN* we'll call the callbacks in the order you + * requested the async loads - even if ItemOne or ItemTwo was already loaded when you request it. + * + * When all the async loading requests complete, OnFinishedLoading will be called. + * + * If you forget to call StartAsyncLoading(), we'll call it next frame, but you should remember to call it + * when you're done with your setup, as maybe everything is already loaded, and it will avoid a single frame + * of a loading indicator flash, which is annoying. + * + * NOTE: The FAsyncMixin also makes it safe to pass [this] as a captured input into your lambda, because it handles + * unhooking everything if either your owner class is destroyed, or you cancel everything. + * + * NOTE: FAsyncMixin doesn't add any additional memory to your class. Several classes currently handling async loading + * internally allocate TSharedPtr members and tend to hold onto SoftObjectPaths temporary state. The + * FAsyncMixin does all of this internally with a static TMap so that all of the async request memory is stored temporarily + * and sparsely. + * + * NOTE: For debugging and understanding what's going on, you should add -LogCmds="LogAsyncMixin Verbose" to the command line. + */ +class FAsyncMixin : public FNoncopyable +{ +protected: + UE_API FAsyncMixin(); + +public: + UE_API virtual ~FAsyncMixin(); + +protected: + /** Called when loading starts. */ + virtual void OnStartedLoading() { } + /** Called when all loading has finished. */ + virtual void OnFinishedLoading() { } + +protected: + /** Async load a TSoftClassPtr, call the Callback when complete. */ + template + void AsyncLoad(TSoftClassPtr SoftClass, TFunction&& Callback) + { + AsyncLoad(SoftClass.ToSoftObjectPath(), FSimpleDelegate::CreateLambda(MoveTemp(Callback))); + } + + /** Async load a TSoftClassPtr, call the Callback when complete. */ + template + void AsyncLoad(TSoftClassPtr SoftClass, TFunction)>&& Callback) + { + AsyncLoad(SoftClass.ToSoftObjectPath(), + FSimpleDelegate::CreateLambda([SoftClass, UserCallback = MoveTemp(Callback)]() mutable { + UserCallback(SoftClass.Get()); + }) + ); + } + + /** Async load a TSoftClassPtr, call the Callback when complete. */ + template + void AsyncLoad(TSoftClassPtr SoftClass, const FSimpleDelegate& Callback = FSimpleDelegate()) + { + AsyncLoad(SoftClass.ToSoftObjectPath(), Callback); + } + + /** Async load a TSoftObjectPtr, call the Callback when complete. */ + template + void AsyncLoad(TSoftObjectPtr SoftObject, TFunction&& Callback) + { + AsyncLoad(SoftObject.ToSoftObjectPath(), FSimpleDelegate::CreateLambda(MoveTemp(Callback))); + } + + /** Async load a TSoftObjectPtr, call the Callback when complete. */ + template + void AsyncLoad(TSoftObjectPtr SoftObject, TFunction&& Callback) + { + AsyncLoad(SoftObject.ToSoftObjectPath(), + FSimpleDelegate::CreateLambda([SoftObject, UserCallback = MoveTemp(Callback)]() mutable { + UserCallback(SoftObject.Get()); + }) + ); + } + + /** Async load a TSoftObjectPtr, call the Callback when complete. */ + template + void AsyncLoad(TSoftObjectPtr SoftObject, const FSimpleDelegate& Callback = FSimpleDelegate()) + { + AsyncLoad(SoftObject.ToSoftObjectPath(), Callback); + } + + /** Async load a FSoftObjectPath, call the Callback when complete. */ + UE_API void AsyncLoad(FSoftObjectPath SoftObjectPath, const FSimpleDelegate& Callback = FSimpleDelegate()); + + /** Async load an array of FSoftObjectPath, call the Callback when complete. */ + void AsyncLoad(const TArray& SoftObjectPaths, TFunction&& Callback) + { + AsyncLoad(SoftObjectPaths, FSimpleDelegate::CreateLambda(MoveTemp(Callback))); + } + + /** Async load an array of FSoftObjectPath, call the Callback when complete. */ + UE_API void AsyncLoad(const TArray& SoftObjectPaths, const FSimpleDelegate& Callback = FSimpleDelegate()); + + /** Given an array of primary assets, it loads all of the bundles referenced by properties of these assets specified in the LoadBundles array. */ + template + void AsyncPreloadPrimaryAssetsAndBundles(const TArray& Assets, const TArray& LoadBundles, const FSimpleDelegate& Callback = FSimpleDelegate()) + { + TArray PrimaryAssetIds; + for (const T* Item : Assets) + { + PrimaryAssetIds.Add(Item); + } + + AsyncPreloadPrimaryAssetsAndBundles(PrimaryAssetIds, LoadBundles, Callback); + } + + /** Given an array of primary asset ids, it loads all of the bundles referenced by properties of these assets specified in the LoadBundles array. */ + void AsyncPreloadPrimaryAssetsAndBundles(const TArray& AssetIds, const TArray& LoadBundles, TFunction&& Callback) + { + AsyncPreloadPrimaryAssetsAndBundles(AssetIds, LoadBundles, FSimpleDelegate::CreateLambda(MoveTemp(Callback))); + } + + /** Given an array of primary asset ids, it loads all of the bundles referenced by properties of these assets specified in the LoadBundles array. */ + UE_API void AsyncPreloadPrimaryAssetsAndBundles(const TArray& AssetIds, const TArray& LoadBundles, const FSimpleDelegate& Callback = FSimpleDelegate()); + + /** Add a future condition that must be true before we move forward. */ + UE_API void AsyncCondition(TSharedRef Condition, const FSimpleDelegate& Callback = FSimpleDelegate()); + + /** + * Rather than load anything, this callback is just inserted into the callback sequence so that when async loading + * completes this event will be called at the same point in the sequence. Super useful if you don't want a step to be + * tied to a particular asset in case some of the assets are optional. + */ + void AsyncEvent(TFunction&& Callback) + { + AsyncEvent(FSimpleDelegate::CreateLambda(MoveTemp(Callback))); + } + + /** + * Rather than load anything, this callback is just inserted into the callback sequence so that when async loading + * completes this event will be called at the same point in the sequence. Super useful if you don't want a step to be + * tied to a particular asset in case some of the assets are optional. + */ + UE_API void AsyncEvent(const FSimpleDelegate& Callback); + + /** Flushes any async loading requests. */ + UE_API void StartAsyncLoading(); + + /** Cancels any pending async loads. */ + UE_API void CancelAsyncLoading(); + + /** Is async loading current in progress? */ + UE_API bool IsAsyncLoadingInProgress() const; + +private: + /** + * The FLoadingState is what actually is allocated for the FAsyncMixin in a big map so that the FAsyncMixin itself holds no + * no memory, and we dynamically create the FLoadingState only if needed, and destroy it when it's unneeded. + */ + class FLoadingState : public TSharedFromThis + { + public: + FLoadingState(FAsyncMixin& InOwner); + virtual ~FLoadingState(); + + /** Starts the async sequence. */ + void Start(); + + /** Cancels the async sequence. */ + void CancelAndDestroy(); + + void AsyncLoad(FSoftObjectPath SoftObject, const FSimpleDelegate& DelegateToCall); + void AsyncLoad(const TArray& SoftObjectPaths, const FSimpleDelegate& DelegateToCall); + void AsyncPreloadPrimaryAssetsAndBundles(const TArray& PrimaryAssetIds, const TArray& LoadBundles, const FSimpleDelegate& DelegateToCall); + void AsyncCondition(TSharedRef Condition, const FSimpleDelegate& Callback); + void AsyncEvent(const FSimpleDelegate& Callback); + + bool IsLoadingComplete() const { return !IsLoadingInProgress(); } + bool IsLoadingInProgress() const; + bool IsLoadingInProgressOrPending() const; + bool IsPendingDestroy() const; + + private: + void CancelOnly(bool bDestroying); + void CancelStartTimer(); + void TryScheduleStart(); + void TryCompleteAsyncLoading(); + void CompleteAsyncLoading(); + + private: + void RequestDestroyThisMemory(); + void CancelDestroyThisMemory(bool bDestroying); + + /** Who owns the loading state? We need this to call back into the owning mix-in object. */ + FAsyncMixin& OwnerRef; + + /** + * Did we need to pre-load bundles? If we didn't pre-load bundles (which require you keep the streaming handle + * around or they will be destroyed), then we can safely destroy the FLoadingState when everything is done loading. + */ + bool bPreloadedBundles = false; + + class FAsyncStep + { + public: + FAsyncStep(const FSimpleDelegate& InUserCallback); + FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr& InStreamingHandle); + FAsyncStep(const FSimpleDelegate& InUserCallback, const TSharedPtr& InCondition); + + ~FAsyncStep(); + + void ExecuteUserCallback(); + + bool IsLoadingInProgress() const + { + return !IsComplete(); + } + + bool IsComplete() const; + void Cancel(); + + bool BindCompleteDelegate(const FSimpleDelegate& NewDelegate); + bool IsCompleteDelegateBound() const; + + private: + FSimpleDelegate UserCallback; + bool bIsCompletionDelegateBound = false; + + // Possible Async 'thing' + TSharedPtr StreamingHandle; + TSharedPtr Condition; + }; + + bool bHasStarted = false; + + int32 CurrentAsyncStep = 0; + TArray> AsyncSteps; + TArray> AsyncStepsPendingDestruction; + + FTSTicker::FDelegateHandle StartTimerDelegate; + FTSTicker::FDelegateHandle DestroyMemoryDelegate; + }; + + UE_API const FLoadingState& GetLoadingStateConst() const; + + UE_API FLoadingState& GetLoadingState(); + + UE_API bool HasLoadingState() const; + + UE_API bool IsLoadingInProgressOrPending() const; + +private: + static UE_API TMap> Loading; +}; + +/** + * Sometimes a mix-in just doesn't make sense. Perhaps the object has to manage many different jobs + * that each have their own async dependency chain/scope. For those situations you can use the FAsyncScope. + * + * This class is a standalone Async dependency handler so that you can fire off several load jobs and always handle them + * in the proper order, just like with combining FAsyncMixin with your class. + */ +class FAsyncScope : public FAsyncMixin +{ +public: + using FAsyncMixin::AsyncLoad; + + using FAsyncMixin::AsyncPreloadPrimaryAssetsAndBundles; + + using FAsyncMixin::AsyncCondition; + + using FAsyncMixin::AsyncEvent; + + using FAsyncMixin::CancelAsyncLoading; + + using FAsyncMixin::StartAsyncLoading; + + using FAsyncMixin::IsAsyncLoadingInProgress; +}; + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ + +enum class EAsyncConditionResult : uint8 +{ + TryAgain, + Complete +}; + +DECLARE_DELEGATE_RetVal(EAsyncConditionResult, FAsyncConditionDelegate); + +/** + * The async condition allows you to have custom reasons to hault the async loading until some condition is met. + */ +class FAsyncCondition : public TSharedFromThis +{ +public: + FAsyncCondition(const FAsyncConditionDelegate& Condition); + FAsyncCondition(TFunction&& Condition); + virtual ~FAsyncCondition(); + +protected: + bool IsComplete() const; + bool BindCompleteDelegate(const FSimpleDelegate& NewDelegate); + +private: + bool TryToContinue(float DeltaTime); + + FTSTicker::FDelegateHandle RepeatHandle; + FAsyncConditionDelegate UserCondition; + FSimpleDelegate CompletionDelegate; + + friend FAsyncMixin; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/CommonGame/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..a1a66d201001cc4f1d8a3e425c05dacad94475eb --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "CommonGame": "UnrealEditor-CommonGame.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_CreateWidgetAsync.cpp b/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_CreateWidgetAsync.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5e96a0c936f530ae26c7b605f3db08f3a60cd206 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_CreateWidgetAsync.cpp @@ -0,0 +1,97 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Actions/AsyncAction_CreateWidgetAsync.h" + +#include "Blueprint/UserWidget.h" +#include "Blueprint/WidgetBlueprintLibrary.h" +#include "CommonUIExtensions.h" +#include "Engine/AssetManager.h" +#include "Engine/Engine.h" +#include "Engine/GameInstance.h" +#include "Engine/StreamableManager.h" +#include "UObject/Stack.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_CreateWidgetAsync) + +class UUserWidget; + +static const FName InputFilterReason_Template = FName(TEXT("CreatingWidgetAsync")); + +UAsyncAction_CreateWidgetAsync::UAsyncAction_CreateWidgetAsync(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , bSuspendInputUntilComplete(true) +{ +} + +UAsyncAction_CreateWidgetAsync* UAsyncAction_CreateWidgetAsync::CreateWidgetAsync(UObject* InWorldContextObject, TSoftClassPtr InUserWidgetSoftClass, APlayerController* InOwningPlayer, bool bSuspendInputUntilComplete) +{ + if (InUserWidgetSoftClass.IsNull()) + { + FFrame::KismetExecutionMessage(TEXT("CreateWidgetAsync was passed a null UserWidgetSoftClass"), ELogVerbosity::Error); + return nullptr; + } + + UWorld* World = GEngine->GetWorldFromContextObject(InWorldContextObject, EGetWorldErrorMode::LogAndReturnNull); + + UAsyncAction_CreateWidgetAsync* Action = NewObject(); + Action->UserWidgetSoftClass = InUserWidgetSoftClass; + Action->OwningPlayer = InOwningPlayer; + Action->World = World; + Action->GameInstance = World->GetGameInstance(); + Action->bSuspendInputUntilComplete = bSuspendInputUntilComplete; + Action->RegisterWithGameInstance(World); + + return Action; +} + +void UAsyncAction_CreateWidgetAsync::Activate() +{ + SuspendInputToken = bSuspendInputUntilComplete ? UCommonUIExtensions::SuspendInputForPlayer(OwningPlayer.Get(), InputFilterReason_Template) : NAME_None; + + TWeakObjectPtr LocalWeakThis(this); + StreamingHandle = UAssetManager::Get().GetStreamableManager().RequestAsyncLoad( + UserWidgetSoftClass.ToSoftObjectPath(), + FStreamableDelegate::CreateUObject(this, &ThisClass::OnWidgetLoaded), + FStreamableManager::AsyncLoadHighPriority + ); + + // Setup a cancel delegate so that we can resume input if this handler is canceled. + StreamingHandle->BindCancelDelegate(FStreamableDelegate::CreateWeakLambda(this, + [this]() + { + UCommonUIExtensions::ResumeInputForPlayer(OwningPlayer.Get(), SuspendInputToken); + }) + ); +} + +void UAsyncAction_CreateWidgetAsync::Cancel() +{ + Super::Cancel(); + + if (StreamingHandle.IsValid()) + { + StreamingHandle->CancelHandle(); + StreamingHandle.Reset(); + } +} + +void UAsyncAction_CreateWidgetAsync::OnWidgetLoaded() +{ + if (bSuspendInputUntilComplete) + { + UCommonUIExtensions::ResumeInputForPlayer(OwningPlayer.Get(), SuspendInputToken); + } + + // If the load as successful, create it, otherwise don't complete this. + TSubclassOf UserWidgetClass = UserWidgetSoftClass.Get(); + if (UserWidgetClass) + { + UUserWidget* UserWidget = UWidgetBlueprintLibrary::Create(World.Get(), UserWidgetClass, OwningPlayer.Get()); + OnComplete.Broadcast(UserWidget); + } + + StreamingHandle.Reset(); + + SetReadyToDestroy(); +} + diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_PushContentToLayerForPlayer.cpp b/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_PushContentToLayerForPlayer.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6a6f3fcb250a056171288bf84e282ee6f6d40370 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_PushContentToLayerForPlayer.cpp @@ -0,0 +1,81 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Actions/AsyncAction_PushContentToLayerForPlayer.h" + +#include "Engine/Engine.h" +#include "PrimaryGameLayout.h" +#include "UObject/Stack.h" +#include "Widgets/CommonActivatableWidgetContainer.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_PushContentToLayerForPlayer) + +UAsyncAction_PushContentToLayerForPlayer::UAsyncAction_PushContentToLayerForPlayer(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAsyncAction_PushContentToLayerForPlayer* UAsyncAction_PushContentToLayerForPlayer::PushContentToLayerForPlayer(APlayerController* InOwningPlayer, TSoftClassPtr InWidgetClass, FGameplayTag InLayerName, bool bSuspendInputUntilComplete) +{ + if (InWidgetClass.IsNull()) + { + FFrame::KismetExecutionMessage(TEXT("PushContentToLayerForPlayer was passed a null WidgetClass"), ELogVerbosity::Error); + return nullptr; + } + + if (UWorld* World = GEngine->GetWorldFromContextObject(InOwningPlayer, EGetWorldErrorMode::LogAndReturnNull)) + { + UAsyncAction_PushContentToLayerForPlayer* Action = NewObject(); + Action->WidgetClass = InWidgetClass; + Action->OwningPlayerPtr = InOwningPlayer; + Action->LayerName = InLayerName; + Action->bSuspendInputUntilComplete = bSuspendInputUntilComplete; + Action->RegisterWithGameInstance(World); + + return Action; + } + + return nullptr; +} + +void UAsyncAction_PushContentToLayerForPlayer::Cancel() +{ + Super::Cancel(); + + if (StreamingHandle.IsValid()) + { + StreamingHandle->CancelHandle(); + StreamingHandle.Reset(); + } +} + +void UAsyncAction_PushContentToLayerForPlayer::Activate() +{ + if (UPrimaryGameLayout* RootLayout = UPrimaryGameLayout::GetPrimaryGameLayout(OwningPlayerPtr.Get())) + { + TWeakObjectPtr WeakThis = this; + StreamingHandle = RootLayout->PushWidgetToLayerStackAsync(LayerName, bSuspendInputUntilComplete, WidgetClass, [this, WeakThis](EAsyncWidgetLayerState State, UCommonActivatableWidget* Widget) { + if (WeakThis.IsValid()) + { + switch (State) + { + case EAsyncWidgetLayerState::Initialize: + BeforePush.Broadcast(Widget); + break; + case EAsyncWidgetLayerState::AfterPush: + AfterPush.Broadcast(Widget); + SetReadyToDestroy(); + break; + case EAsyncWidgetLayerState::Canceled: + SetReadyToDestroy(); + break; + } + } + SetReadyToDestroy(); + }); + } + else + { + SetReadyToDestroy(); + } +} + diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_ShowConfirmation.cpp b/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_ShowConfirmation.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c7ec2509e92c41df16bcc73d7dfb52681c12be7e --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Private/Actions/AsyncAction_ShowConfirmation.cpp @@ -0,0 +1,88 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Actions/AsyncAction_ShowConfirmation.h" + +#include "Engine/GameInstance.h" +#include "Messaging/CommonGameDialog.h" +#include "Messaging/CommonMessagingSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_ShowConfirmation) + +UAsyncAction_ShowConfirmation::UAsyncAction_ShowConfirmation(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationYesNo(UObject* InWorldContextObject, FText Title, FText Message) +{ + UAsyncAction_ShowConfirmation* Action = NewObject(); + Action->WorldContextObject = InWorldContextObject; + Action->Descriptor = UCommonGameDialogDescriptor::CreateConfirmationYesNo(Title, Message); + Action->RegisterWithGameInstance(InWorldContextObject); + + return Action; +} + +UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationOkCancel(UObject* InWorldContextObject, FText Title, FText Message) +{ + UAsyncAction_ShowConfirmation* Action = NewObject(); + Action->WorldContextObject = InWorldContextObject; + Action->Descriptor = UCommonGameDialogDescriptor::CreateConfirmationOkCancel(Title, Message); + Action->RegisterWithGameInstance(InWorldContextObject); + + return Action; +} + +UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationCustom(UObject* InWorldContextObject, UCommonGameDialogDescriptor* Descriptor) +{ + UAsyncAction_ShowConfirmation* Action = NewObject(); + Action->WorldContextObject = InWorldContextObject; + Action->Descriptor = Descriptor; + Action->RegisterWithGameInstance(InWorldContextObject); + + return Action; +} + +void UAsyncAction_ShowConfirmation::Activate() +{ + if (WorldContextObject && !TargetLocalPlayer) + { + if (UUserWidget* UserWidget = Cast(WorldContextObject)) + { + TargetLocalPlayer = UserWidget->GetOwningLocalPlayer(); + } + else if (APlayerController* PC = Cast(WorldContextObject)) + { + TargetLocalPlayer = PC->GetLocalPlayer(); + } + else if (UWorld* World = WorldContextObject->GetWorld()) + { + if (UGameInstance* GameInstance = World->GetGameInstance()) + { + TargetLocalPlayer = GameInstance->GetPrimaryPlayerController(false)->GetLocalPlayer(); + } + } + } + + if (TargetLocalPlayer) + { + if (UCommonMessagingSubsystem* Messaging = TargetLocalPlayer->GetSubsystem()) + { + FCommonMessagingResultDelegate ResultCallback = FCommonMessagingResultDelegate::CreateUObject(this, &UAsyncAction_ShowConfirmation::HandleConfirmationResult); + Messaging->ShowConfirmation(Descriptor, ResultCallback); + return; + } + } + + // If we couldn't make the confirmation, just handle an unknown result and broadcast nothing + HandleConfirmationResult(ECommonMessagingResult::Unknown); +} + +void UAsyncAction_ShowConfirmation::HandleConfirmationResult(ECommonMessagingResult ConfirmationResult) +{ + OnResult.Broadcast(ConfirmationResult); + + SetReadyToDestroy(); +} + + diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Private/Messaging/CommonGameDialog.cpp b/LyraStarterGame/Plugins/CommonGame/Source/Private/Messaging/CommonGameDialog.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6ca9f21c5608269e0549b8d5b3aade968e5268a4 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Private/Messaging/CommonGameDialog.cpp @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Messaging/CommonGameDialog.h" + +#include "Messaging/CommonMessagingSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(CommonGameDialog) + +#define LOCTEXT_NAMESPACE "Messaging" + +UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOk(const FText& Header, const FText& Body) +{ + UCommonGameDialogDescriptor* Descriptor = NewObject(); + Descriptor->Header = Header; + Descriptor->Body = Body; + + FConfirmationDialogAction ConfirmAction; + ConfirmAction.Result = ECommonMessagingResult::Confirmed; + ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok"); + + Descriptor->ButtonActions.Add(ConfirmAction); + + return Descriptor; +} + +UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOkCancel(const FText& Header, const FText& Body) +{ + UCommonGameDialogDescriptor* Descriptor = NewObject(); + Descriptor->Header = Header; + Descriptor->Body = Body; + + FConfirmationDialogAction ConfirmAction; + ConfirmAction.Result = ECommonMessagingResult::Confirmed; + ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok"); + + FConfirmationDialogAction CancelAction; + CancelAction.Result = ECommonMessagingResult::Cancelled; + CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel"); + + Descriptor->ButtonActions.Add(ConfirmAction); + Descriptor->ButtonActions.Add(CancelAction); + + return Descriptor; +} + +UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNo(const FText& Header, const FText& Body) +{ + UCommonGameDialogDescriptor* Descriptor = NewObject(); + Descriptor->Header = Header; + Descriptor->Body = Body; + + FConfirmationDialogAction ConfirmAction; + ConfirmAction.Result = ECommonMessagingResult::Confirmed; + ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes"); + + FConfirmationDialogAction DeclineAction; + DeclineAction.Result = ECommonMessagingResult::Declined; + DeclineAction.OptionalDisplayText = LOCTEXT("No", "No"); + + Descriptor->ButtonActions.Add(ConfirmAction); + Descriptor->ButtonActions.Add(DeclineAction); + + return Descriptor; +} + +UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNoCancel(const FText& Header, const FText& Body) +{ + UCommonGameDialogDescriptor* Descriptor = NewObject(); + Descriptor->Header = Header; + Descriptor->Body = Body; + + FConfirmationDialogAction ConfirmAction; + ConfirmAction.Result = ECommonMessagingResult::Confirmed; + ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes"); + + FConfirmationDialogAction DeclineAction; + DeclineAction.Result = ECommonMessagingResult::Declined; + DeclineAction.OptionalDisplayText = LOCTEXT("No", "No"); + + FConfirmationDialogAction CancelAction; + CancelAction.Result = ECommonMessagingResult::Cancelled; + CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel"); + + Descriptor->ButtonActions.Add(ConfirmAction); + Descriptor->ButtonActions.Add(DeclineAction); + Descriptor->ButtonActions.Add(CancelAction); + + return Descriptor; +} + +UCommonGameDialog::UCommonGameDialog() +{ + +} + +void UCommonGameDialog::SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback) +{ + +} + +void UCommonGameDialog::KillDialog() +{ + +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Private/Messaging/CommonMessagingSubsystem.cpp b/LyraStarterGame/Plugins/CommonGame/Source/Private/Messaging/CommonMessagingSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d8a5b2927a291cb35048724289a660517fa42174 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Private/Messaging/CommonMessagingSubsystem.cpp @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Messaging/CommonMessagingSubsystem.h" + +#include "Engine/GameInstance.h" +#include "Engine/LocalPlayer.h" +#include "UObject/UObjectHash.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(CommonMessagingSubsystem) + +class FSubsystemCollectionBase; +class UClass; + +void UCommonMessagingSubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + Super::Initialize(Collection); +} + +void UCommonMessagingSubsystem::Deinitialize() +{ + Super::Deinitialize(); +} + +bool UCommonMessagingSubsystem::ShouldCreateSubsystem(UObject* Outer) const +{ + UGameInstance* GameInstance = CastChecked(Outer)->GetGameInstance(); + if (GameInstance && !GameInstance->IsDedicatedServerInstance()) + { + TArray ChildClasses; + GetDerivedClasses(GetClass(), ChildClasses, false); + + // Only create an instance if there is no override implementation defined elsewhere + return ChildClasses.Num() == 0; + } + + return false; +} + +void UCommonMessagingSubsystem::ShowConfirmation(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback) +{ + +} + +void UCommonMessagingSubsystem::ShowError(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback) +{ + +} diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_CreateWidgetAsync.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_CreateWidgetAsync.h new file mode 100644 index 0000000000000000000000000000000000000000..b8b653dc60333bbf9ae2dd8a1ecdd60e770feb2c --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_CreateWidgetAsync.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/CancellableAsyncAction.h" +#include "UObject/SoftObjectPtr.h" + +#include "AsyncAction_CreateWidgetAsync.generated.h" + +#define UE_API COMMONGAME_API + +class APlayerController; +class UGameInstance; +class UUserWidget; +class UWorld; +struct FFrame; +struct FStreamableHandle; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCreateWidgetAsyncDelegate, UUserWidget*, UserWidget); + +/** + * Load the widget class asynchronously, the instance the widget after the loading completes, and return it on OnComplete. + */ +UCLASS(MinimalAPI, BlueprintType) +class UAsyncAction_CreateWidgetAsync : public UCancellableAsyncAction +{ + GENERATED_UCLASS_BODY() + +public: + UE_API virtual void Cancel() override; + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true")) + static UE_API UAsyncAction_CreateWidgetAsync* CreateWidgetAsync(UObject* WorldContextObject, TSoftClassPtr UserWidgetSoftClass, APlayerController* OwningPlayer, bool bSuspendInputUntilComplete = true); + + UE_API virtual void Activate() override; + +public: + + UPROPERTY(BlueprintAssignable) + FCreateWidgetAsyncDelegate OnComplete; + +private: + + void OnWidgetLoaded(); + + FName SuspendInputToken; + TWeakObjectPtr OwningPlayer; + TWeakObjectPtr World; + TWeakObjectPtr GameInstance; + bool bSuspendInputUntilComplete; + TSoftClassPtr UserWidgetSoftClass; + TSharedPtr StreamingHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_PushContentToLayerForPlayer.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_PushContentToLayerForPlayer.h new file mode 100644 index 0000000000000000000000000000000000000000..eafde16718580f8d888e13f437a680015f94a875 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_PushContentToLayerForPlayer.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/CancellableAsyncAction.h" +#include "GameplayTagContainer.h" +#include "UObject/SoftObjectPtr.h" + +#include "AsyncAction_PushContentToLayerForPlayer.generated.h" + +#define UE_API COMMONGAME_API + +class APlayerController; +class UCommonActivatableWidget; +class UObject; +struct FFrame; +struct FStreamableHandle; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPushContentToLayerForPlayerAsyncDelegate, UCommonActivatableWidget*, UserWidget); + +/** + * + */ +UCLASS(MinimalAPI, BlueprintType) +class UAsyncAction_PushContentToLayerForPlayer : public UCancellableAsyncAction +{ + GENERATED_UCLASS_BODY() + +public: + UE_API virtual void Cancel() override; + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true")) + static UE_API UAsyncAction_PushContentToLayerForPlayer* PushContentToLayerForPlayer(APlayerController* OwningPlayer, UPARAM(meta = (AllowAbstract=false)) TSoftClassPtr WidgetClass, UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerName, bool bSuspendInputUntilComplete = true); + + UE_API virtual void Activate() override; + +public: + + UPROPERTY(BlueprintAssignable) + FPushContentToLayerForPlayerAsyncDelegate BeforePush; + + UPROPERTY(BlueprintAssignable) + FPushContentToLayerForPlayerAsyncDelegate AfterPush; + +private: + + FGameplayTag LayerName; + bool bSuspendInputUntilComplete = false; + TWeakObjectPtr OwningPlayerPtr; + TSoftClassPtr WidgetClass; + + TSharedPtr StreamingHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_ShowConfirmation.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_ShowConfirmation.h new file mode 100644 index 0000000000000000000000000000000000000000..be779e540cd8366dae925f5d65b34a70bc1e8ba0 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/Actions/AsyncAction_ShowConfirmation.h @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintAsyncActionBase.h" + +#include "UObject/ObjectPtr.h" +#include "AsyncAction_ShowConfirmation.generated.h" + +enum class ECommonMessagingResult : uint8; + +class FText; +class UCommonGameDialogDescriptor; +class ULocalPlayer; +struct FFrame; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCommonMessagingResultMCDelegate, ECommonMessagingResult, Result); + +/** + * Allows easily triggering an async confirmation dialog in blueprints that you can then wait on the result. + */ +UCLASS() +class UAsyncAction_ShowConfirmation : public UBlueprintAsyncActionBase +{ + GENERATED_UCLASS_BODY() + +public: + UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject")) + static UAsyncAction_ShowConfirmation* ShowConfirmationYesNo( + UObject* InWorldContextObject, FText Title, FText Message + ); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject")) + static UAsyncAction_ShowConfirmation* ShowConfirmationOkCancel( + UObject* InWorldContextObject, FText Title, FText Message + ); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject")) + static UAsyncAction_ShowConfirmation* ShowConfirmationCustom( + UObject* InWorldContextObject, UCommonGameDialogDescriptor* Descriptor + ); + + virtual void Activate() override; + +public: + UPROPERTY(BlueprintAssignable) + FCommonMessagingResultMCDelegate OnResult; + +private: + void HandleConfirmationResult(ECommonMessagingResult ConfirmationResult); + + UPROPERTY(Transient) + TObjectPtr WorldContextObject; + + UPROPERTY(Transient) + TObjectPtr TargetLocalPlayer; + + UPROPERTY(Transient) + TObjectPtr Descriptor; +}; diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonLocalPlayer.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonLocalPlayer.h new file mode 100644 index 0000000000000000000000000000000000000000..ebd81e9335cddd20b192ebbec2cc3bef7552a98e --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonLocalPlayer.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/LocalPlayer.h" + +#include "CommonLocalPlayer.generated.h" + +#define UE_API COMMONGAME_API + +class APawn; +class APlayerController; +class APlayerState; +class FViewport; +class UObject; +class UPrimaryGameLayout; +struct FSceneViewProjectionData; + +UCLASS(MinimalAPI, config=Engine, transient) +class UCommonLocalPlayer : public ULocalPlayer +{ + GENERATED_BODY() + +public: + UE_API UCommonLocalPlayer(); + + /** Called when the local player is assigned a player controller */ + DECLARE_MULTICAST_DELEGATE_TwoParams(FPlayerControllerSetDelegate, UCommonLocalPlayer* LocalPlayer, APlayerController* PlayerController); + FPlayerControllerSetDelegate OnPlayerControllerSet; + + /** Called when the local player is assigned a player state */ + DECLARE_MULTICAST_DELEGATE_TwoParams(FPlayerStateSetDelegate, UCommonLocalPlayer* LocalPlayer, APlayerState* PlayerState); + FPlayerStateSetDelegate OnPlayerStateSet; + + /** Called when the local player is assigned a player pawn */ + DECLARE_MULTICAST_DELEGATE_TwoParams(FPlayerPawnSetDelegate, UCommonLocalPlayer* LocalPlayer, APawn* Pawn); + FPlayerPawnSetDelegate OnPlayerPawnSet; + + UE_API FDelegateHandle CallAndRegister_OnPlayerControllerSet(FPlayerControllerSetDelegate::FDelegate Delegate); + UE_API FDelegateHandle CallAndRegister_OnPlayerStateSet(FPlayerStateSetDelegate::FDelegate Delegate); + UE_API FDelegateHandle CallAndRegister_OnPlayerPawnSet(FPlayerPawnSetDelegate::FDelegate Delegate); + +public: + UE_API virtual bool GetProjectionData(FViewport* Viewport, FSceneViewProjectionData& ProjectionData, int32 StereoViewIndex) const override; + + bool IsPlayerViewEnabled() const { return bIsPlayerViewEnabled; } + void SetIsPlayerViewEnabled(bool bInIsPlayerViewEnabled) { bIsPlayerViewEnabled = bInIsPlayerViewEnabled; } + + UE_API UPrimaryGameLayout* GetRootUILayout() const; + +private: + bool bIsPlayerViewEnabled = true; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonPlayerController.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonPlayerController.h new file mode 100644 index 0000000000000000000000000000000000000000..6f14f5246a8f235b6db439ea2789aefc79ed8eac --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonPlayerController.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ModularPlayerController.h" + +#include "CommonPlayerController.generated.h" + +#define UE_API COMMONGAME_API + +class APawn; +class UObject; + +UCLASS(MinimalAPI, config=Game) +class ACommonPlayerController : public AModularPlayerController +{ + GENERATED_BODY() + +public: + UE_API ACommonPlayerController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UE_API virtual void ReceivedPlayer() override; + UE_API virtual void SetPawn(APawn* InPawn) override; + UE_API virtual void OnPossess(class APawn* APawn) override; + UE_API virtual void OnUnPossess() override; + +protected: + UE_API virtual void OnRep_PlayerState() override; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonPlayerInputKey.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonPlayerInputKey.h new file mode 100644 index 0000000000000000000000000000000000000000..57dbce58b2fa6a8beb5f9d7a029df10546ab11ba --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonPlayerInputKey.h @@ -0,0 +1,228 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" +#include "Fonts/SlateFontInfo.h" + +#include "CommonPlayerInputKey.generated.h" + +#define UE_API COMMONGAME_API + +enum class ECommonInputType : uint8; + +class APlayerController; +class FPaintArgs; +class FSlateRect; +class FSlateWindowElementList; +class FWidgetStyle; +class UCommonLocalPlayer; +class UMaterialInstanceDynamic; +class UObject; +struct FFrame; +struct FGeometry; + +UENUM(BlueprintType) +enum class ECommonKeybindForcedHoldStatus : uint8 +{ + NoForcedHold, + ForcedHold, + NeverShowHold +}; + +USTRUCT() +struct FMeasuredText +{ + GENERATED_BODY() + +public: + FText GetText() const { return CachedText; } + void SetText(const FText& InText); + + FVector2D GetTextSize() const { return CachedTextSize; } + FVector2D UpdateTextSize(const FSlateFontInfo &InFontInfo, float FontScale = 1.0f) const; + +private: + + FText CachedText; + mutable FVector2D CachedTextSize; + mutable bool bTextDirty = true; +}; + +UCLASS(MinimalAPI, Abstract, BlueprintType, Blueprintable, meta = (DisableNativeTick)) +class UCommonPlayerInputKey : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + UE_API UCommonPlayerInputKey(const FObjectInitializer& ObjectInitializer); + + /** Update the key and associated display based on our current Boundaction */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + UE_API void UpdateKeybindWidget(); + + /** Set the bound key for our keybind */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + UE_API void SetBoundKey(FKey NewBoundAction); + + /** Set the bound action for our keybind */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + UE_API void SetBoundAction(FName NewBoundAction); + + /** Force this keybind to be a hold keybind */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + UE_API void SetForcedHoldKeybindStatus(ECommonKeybindForcedHoldStatus InForcedHoldKeybindStatus); + + /** Force this keybind to be a hold keybind */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + UE_API void SetShowProgressCountDown(bool bShow); + + /** Set the axis scale value for this keybind */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + void SetAxisScale(const float NewValue) { AxisScale = NewValue; } + + /** Set the preset name override value for this keybind. */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + void SetPresetNameOverride(const FName NewValue) { PresetNameOverride = NewValue; } + + /** Our current BoundAction */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Keybind Widget") + FName BoundAction; + + /** Scale to read when using an axis Mapping */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Keybind Widget") + float AxisScale; + + /** Key this widget is bound to set directly in blueprint. Used when we want to reference a specific key instead of an action. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Keybind Widget") + FKey BoundKeyFallback; + + /** Allows us to set the input type explicitly for the keybind widget. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Keybind Widget") + ECommonInputType InputTypeOverride; + + /** Allows us to set the preset name explicitly for the keybind widget. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Keybind Widget") + FName PresetNameOverride; + + /** Setting that can show this keybind as a hold or never show it as a hold (even if it is) */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Keybind Widget") + ECommonKeybindForcedHoldStatus ForcedHoldKeybindStatus; + + /** Called through a delegate when we start hold progress */ + UFUNCTION() + UE_API void StartHoldProgress(FName HoldActionName, float HoldDuration); + + /** Called through a delegate when we stop hold progress */ + UFUNCTION() + UE_API void StopHoldProgress(FName HoldActionName, bool bCompletedSuccessfully); + + /** Get whether this keybind is a hold action. */ + UFUNCTION(BlueprintCallable, Category = "Keybind Widget") + bool IsHoldKeybind() const { return bIsHoldKeybind; } + + UFUNCTION() + bool IsBoundKeyValid() const { return BoundKey.IsValid(); } + +protected: + UE_API virtual void NativePreConstruct() override; + UE_API virtual void NativeConstruct() override; + UE_API virtual int32 NativePaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const override; + UE_API void RecalculateDesiredSize(); + + /** Overridden to destroy our MID */ + UE_API virtual void NativeDestruct() override; + + /** Whether or not this keybind widget is currently set to be a hold keybind */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Keybind Widget", meta=(ScriptName = "IsHoldKeybindValue")) + bool bIsHoldKeybind; + + /** */ + UPROPERTY(Transient) + bool bShowKeybindBorder; + + UPROPERTY(Transient) + FVector2D FrameSize; + + UPROPERTY(BlueprintReadOnly, Category = "Keybind Widget") + bool bShowTimeCountDown; + + /** Derived Key this widget is bound to */ + UPROPERTY(BlueprintReadOnly, Category = "Keybind Widget") + FKey BoundKey; + + /** Material for showing Progress */ + UPROPERTY(EditDefaultsOnly, Category = "Keybind Widget") + FSlateBrush HoldProgressBrush; + + /** The key bind text border. */ + UPROPERTY(EditDefaultsOnly, Category = "Keybind Widget") + FSlateBrush KeyBindTextBorder; + + /** Should this keybinding widget display information that it is currently unbound? */ + UPROPERTY(EditAnywhere, Category = "Keybind Widget") + bool bShowUnboundStatus = false; + + /** The font to apply at each size */ + UPROPERTY(EditDefaultsOnly, Category = "Font") + FSlateFontInfo KeyBindTextFont; + + /** The font to apply at each size */ + UPROPERTY(EditDefaultsOnly, Category = "Font") + FSlateFontInfo CountdownTextFont; + + UPROPERTY(Transient) + FMeasuredText CountdownText; + + UPROPERTY(Transient) + FMeasuredText KeybindText; + + UPROPERTY(Transient) + FMargin KeybindTextPadding; + + UPROPERTY(Transient) + FVector2D KeybindFrameMinimumSize; + + /** The material parameter name for hold percentage in the HoldKeybindImage */ + UPROPERTY(EditDefaultsOnly, Category = "Keybind Widget") + FName PercentageMaterialParameterName; + + /** MID for the progress percentage */ + UPROPERTY(Transient) + TObjectPtr ProgressPercentageMID; + + UE_API virtual void NativeOnInitialized() override; + +private: + /** + * Synchronizes the hold progress to whatever is currently set in the + * owning player controller. + */ + UE_API void SyncHoldProgress(); + + /** Called for updating the HoldKeybindImage during a hold keybind */ + UE_API void UpdateHoldProgress(); + + /** Called when we want to set up this keybind widget as a hold keybind */ + UE_API void SetupHoldKeybind(); + + UE_API void ShowHoldBackPlate(); + + UE_API void HandlePlayerControllerSet(UCommonLocalPlayer* LocalPlayer, APlayerController* PlayerController); + + /** Time when we started using a hold keybind */ + float HoldKeybindStartTime = 0; + + /** How long, in seconds, we will be doing a hold keybind */ + float HoldKeybindDuration = 0; + + bool bDrawProgress = false; + bool bDrawBrushForKey = false; + bool bDrawCountdownText = false; + bool bWaitingForPlayerController = false; + + UPROPERTY(Transient) + FSlateBrush CachedKeyBrush; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonUIExtensions.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonUIExtensions.h new file mode 100644 index 0000000000000000000000000000000000000000..6def3437b67481d5317ac9715933cd19581b4267 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/CommonUIExtensions.h @@ -0,0 +1,66 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" +#include "UObject/SoftObjectPtr.h" + +#include "CommonUIExtensions.generated.h" + +#define UE_API COMMONGAME_API + +enum class ECommonInputType : uint8; +template class TSubclassOf; + +class APlayerController; +class UCommonActivatableWidget; +class ULocalPlayer; +class UObject; +class UUserWidget; +struct FFrame; +struct FGameplayTag; + +UCLASS(MinimalAPI) +class UCommonUIExtensions : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UCommonUIExtensions() { } + + UFUNCTION(BlueprintPure, BlueprintCosmetic, Category = "Global UI Extensions", meta = (WorldContext = "WidgetContextObject")) + static UE_API ECommonInputType GetOwningPlayerInputType(const UUserWidget* WidgetContextObject); + + UFUNCTION(BlueprintPure, BlueprintCosmetic, Category = "Global UI Extensions", meta = (WorldContext = "WidgetContextObject")) + static UE_API bool IsOwningPlayerUsingTouch(const UUserWidget* WidgetContextObject); + + UFUNCTION(BlueprintPure, BlueprintCosmetic, Category = "Global UI Extensions", meta = (WorldContext = "WidgetContextObject")) + static UE_API bool IsOwningPlayerUsingGamepad(const UUserWidget* WidgetContextObject); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Global UI Extensions") + static UE_API UCommonActivatableWidget* PushContentToLayer_ForPlayer(const ULocalPlayer* LocalPlayer, UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerName, UPARAM(meta = (AllowAbstract = false)) TSubclassOf WidgetClass); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Global UI Extensions") + static UE_API void PushStreamedContentToLayer_ForPlayer(const ULocalPlayer* LocalPlayer, UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerName, UPARAM(meta = (AllowAbstract = false)) TSoftClassPtr WidgetClass); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Global UI Extensions") + static UE_API void PopContentFromLayer(UCommonActivatableWidget* ActivatableWidget); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Global UI Extensions") + static UE_API ULocalPlayer* GetLocalPlayerFromController(APlayerController* PlayerController); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Global UI Extensions") + static UE_API FName SuspendInputForPlayer(APlayerController* PlayerController, FName SuspendReason); + + static UE_API FName SuspendInputForPlayer(ULocalPlayer* LocalPlayer, FName SuspendReason); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Global UI Extensions") + static UE_API void ResumeInputForPlayer(APlayerController* PlayerController, FName SuspendToken); + + static UE_API void ResumeInputForPlayer(ULocalPlayer* LocalPlayer, FName SuspendToken); + +private: + static UE_API int32 InputSuspensions; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/GameUIManagerSubsystem.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/GameUIManagerSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..f4cc6e9aa9fef1bbed59e1672bf075a0e1f02607 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/GameUIManagerSubsystem.h @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/GameInstanceSubsystem.h" +#include "UObject/SoftObjectPtr.h" + +#include "GameUIManagerSubsystem.generated.h" + +#define UE_API COMMONGAME_API + +class FSubsystemCollectionBase; +class UCommonLocalPlayer; +class UGameUIPolicy; +class UObject; + +/** + * This manager is intended to be replaced by whatever your game needs to + * actually create, so this class is abstract to prevent it from being created. + * + * If you just need the basic functionality you will start by sublcassing this + * subsystem in your own game. + */ +UCLASS(MinimalAPI, Abstract, config = Game) +class UGameUIManagerSubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + UGameUIManagerSubsystem() { } + + UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; + UE_API virtual void Deinitialize() override; + UE_API virtual bool ShouldCreateSubsystem(UObject* Outer) const override; + + const UGameUIPolicy* GetCurrentUIPolicy() const { return CurrentPolicy; } + UGameUIPolicy* GetCurrentUIPolicy() { return CurrentPolicy; } + + UE_API virtual void NotifyPlayerAdded(UCommonLocalPlayer* LocalPlayer); + UE_API virtual void NotifyPlayerRemoved(UCommonLocalPlayer* LocalPlayer); + UE_API virtual void NotifyPlayerDestroyed(UCommonLocalPlayer* LocalPlayer); + +protected: + UE_API void SwitchToPolicy(UGameUIPolicy* InPolicy); + +private: + UPROPERTY(Transient) + TObjectPtr CurrentPolicy = nullptr; + + UPROPERTY(config, EditAnywhere) + TSoftClassPtr DefaultUIPolicyClass; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/GameUIPolicy.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/GameUIPolicy.h new file mode 100644 index 0000000000000000000000000000000000000000..be7736035ed641b27004127a6e82ac024a6740b7 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/GameUIPolicy.h @@ -0,0 +1,107 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/World.h" + +#include "GameUIPolicy.generated.h" + +#define UE_API COMMONGAME_API + +class UCommonLocalPlayer; +class UGameUIManagerSubsystem; +class ULocalPlayer; +class UPrimaryGameLayout; + +/** + * + */ +UENUM() +enum class ELocalMultiplayerInteractionMode : uint8 +{ + // Fullscreen viewport for the primary player only, regardless of the other player's existence + PrimaryOnly, + + // Fullscreen viewport for one player, but players can swap control over who's is displayed and who's is dormant + SingleToggle, + + // Viewports displayed simultaneously for both players + Simultaneous +}; + +USTRUCT() +struct FRootViewportLayoutInfo +{ + GENERATED_BODY() +public: + UPROPERTY(Transient) + TObjectPtr LocalPlayer = nullptr; + + UPROPERTY(Transient) + TObjectPtr RootLayout = nullptr; + + UPROPERTY(Transient) + bool bAddedToViewport = false; + + FRootViewportLayoutInfo() {} + FRootViewportLayoutInfo(ULocalPlayer* InLocalPlayer, UPrimaryGameLayout* InRootLayout, bool bIsInViewport) + : LocalPlayer(InLocalPlayer) + , RootLayout(InRootLayout) + , bAddedToViewport(bIsInViewport) + {} + + bool operator==(const ULocalPlayer* OtherLocalPlayer) const { return LocalPlayer == OtherLocalPlayer; } +}; + +UCLASS(MinimalAPI, Abstract, Blueprintable, Within = GameUIManagerSubsystem) +class UGameUIPolicy : public UObject +{ + GENERATED_BODY() + +public: + template + static GameUIPolicyClass* GetGameUIPolicyAs(const UObject* WorldContextObject) + { + return Cast(GetGameUIPolicy(WorldContextObject)); + } + + static UE_API UGameUIPolicy* GetGameUIPolicy(const UObject* WorldContextObject); + +public: + UE_API virtual UWorld* GetWorld() const override; + UE_API UGameUIManagerSubsystem* GetOwningUIManager() const; + UE_API UPrimaryGameLayout* GetRootLayout(const UCommonLocalPlayer* LocalPlayer) const; + + ELocalMultiplayerInteractionMode GetLocalMultiplayerInteractionMode() const { return LocalMultiplayerInteractionMode; } + + UE_API void RequestPrimaryControl(UPrimaryGameLayout* Layout); + +protected: + UE_API void AddLayoutToViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout); + UE_API void RemoveLayoutFromViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout); + + UE_API virtual void OnRootLayoutAddedToViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout); + UE_API virtual void OnRootLayoutRemovedFromViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout); + UE_API virtual void OnRootLayoutReleased(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout); + + UE_API void CreateLayoutWidget(UCommonLocalPlayer* LocalPlayer); + UE_API TSubclassOf GetLayoutWidgetClass(UCommonLocalPlayer* LocalPlayer); + +private: + ELocalMultiplayerInteractionMode LocalMultiplayerInteractionMode = ELocalMultiplayerInteractionMode::PrimaryOnly; + + UPROPERTY(EditAnywhere) + TSoftClassPtr LayoutClass; + + UPROPERTY(Transient) + TArray RootViewportLayouts; + +private: + UE_API void NotifyPlayerAdded(UCommonLocalPlayer* LocalPlayer); + UE_API void NotifyPlayerRemoved(UCommonLocalPlayer* LocalPlayer); + UE_API void NotifyPlayerDestroyed(UCommonLocalPlayer* LocalPlayer); + + friend class UGameUIManagerSubsystem; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/Messaging/CommonGameDialog.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/Messaging/CommonGameDialog.h new file mode 100644 index 0000000000000000000000000000000000000000..081874570a116980944f1e1ca225c9feb48c95dc --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/Messaging/CommonGameDialog.h @@ -0,0 +1,72 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "CommonMessagingSubsystem.h" + +#include "CommonGameDialog.generated.h" + +#define UE_API COMMONGAME_API + +USTRUCT(BlueprintType) +struct FConfirmationDialogAction +{ + GENERATED_BODY() + +public: + /** Required: The dialog option to provide. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + ECommonMessagingResult Result = ECommonMessagingResult::Unknown; + + /** Optional: Display Text to use instead of the action name associated with the result. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText OptionalDisplayText; + + bool operator==(const FConfirmationDialogAction& Other) const + { + return Result == Other.Result && + OptionalDisplayText.EqualTo(Other.OptionalDisplayText); + } +}; + +UCLASS(MinimalAPI) +class UCommonGameDialogDescriptor : public UObject +{ + GENERATED_BODY() + +public: + static UE_API UCommonGameDialogDescriptor* CreateConfirmationOk(const FText& Header, const FText& Body); + static UE_API UCommonGameDialogDescriptor* CreateConfirmationOkCancel(const FText& Header, const FText& Body); + static UE_API UCommonGameDialogDescriptor* CreateConfirmationYesNo(const FText& Header, const FText& Body); + static UE_API UCommonGameDialogDescriptor* CreateConfirmationYesNoCancel(const FText& Header, const FText& Body); + +public: + /** The header of the message to display */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText Header; + + /** The body of the message to display */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText Body; + + /** The confirm button's input action to use. */ + UPROPERTY(BlueprintReadWrite) + TArray ButtonActions; +}; + + +UCLASS(MinimalAPI, Abstract) +class UCommonGameDialog : public UCommonActivatableWidget +{ + GENERATED_BODY() + +public: + UE_API UCommonGameDialog(); + + UE_API virtual void SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback); + + UE_API virtual void KillDialog(); +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/Messaging/CommonMessagingSubsystem.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/Messaging/CommonMessagingSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..532e7ef8552add03b77c6cb3d2f0d3628cdf5f82 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/Messaging/CommonMessagingSubsystem.h @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/LocalPlayerSubsystem.h" + +#include "CommonMessagingSubsystem.generated.h" + +#define UE_API COMMONGAME_API + +class FSubsystemCollectionBase; +class UCommonGameDialogDescriptor; +class UObject; + +/** Possible results from a dialog */ +UENUM(BlueprintType) +enum class ECommonMessagingResult : uint8 +{ + /** The "yes" button was pressed */ + Confirmed, + /** The "no" button was pressed */ + Declined, + /** The "ignore/cancel" button was pressed */ + Cancelled, + /** The dialog was explicitly killed (no user input) */ + Killed, + Unknown UMETA(Hidden) +}; + +DECLARE_DELEGATE_OneParam(FCommonMessagingResultDelegate, ECommonMessagingResult /* Result */); + +/** + * + */ +UCLASS(MinimalAPI, config = Game) +class UCommonMessagingSubsystem : public ULocalPlayerSubsystem +{ + GENERATED_BODY() + +public: + UCommonMessagingSubsystem() { } + + UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; + UE_API virtual void Deinitialize() override; + UE_API virtual bool ShouldCreateSubsystem(UObject* Outer) const override; + + UE_API virtual void ShowConfirmation(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback = FCommonMessagingResultDelegate()); + UE_API virtual void ShowError(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback = FCommonMessagingResultDelegate()); + +private: + +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/CommonGame/Source/Public/PrimaryGameLayout.h b/LyraStarterGame/Plugins/CommonGame/Source/Public/PrimaryGameLayout.h new file mode 100644 index 0000000000000000000000000000000000000000..b11325381be2d994aa3bd0c95ec44d5d7d150490 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/Source/Public/PrimaryGameLayout.h @@ -0,0 +1,141 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "CommonUIExtensions.h" +#include "Engine/AssetManager.h" +#include "Engine/StreamableManager.h" +#include "GameplayTagContainer.h" +#include "Widgets/CommonActivatableWidgetContainer.h" // IWYU pragma: keep + +#include "PrimaryGameLayout.generated.h" + +#define UE_API COMMONGAME_API + +class APlayerController; +class UClass; +class UCommonActivatableWidgetContainerBase; +class ULocalPlayer; +class UObject; +struct FFrame; + +/** + * The state of an async load operation for the UI. + */ +enum class EAsyncWidgetLayerState : uint8 +{ + Canceled, + Initialize, + AfterPush +}; + +/** + * The primary game UI layout of your game. This widget class represents how to layout, push and display all layers + * of the UI for a single player. Each player in a split-screen game will receive their own primary game layout. + */ +UCLASS(MinimalAPI, Abstract, meta = (DisableNativeTick)) +class UPrimaryGameLayout : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + static UE_API UPrimaryGameLayout* GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject); + static UE_API UPrimaryGameLayout* GetPrimaryGameLayout(APlayerController* PlayerController); + static UE_API UPrimaryGameLayout* GetPrimaryGameLayout(ULocalPlayer* LocalPlayer); + +public: + UE_API UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer); + + /** A dormant root layout is collapsed and responds only to persistent actions registered by the owning player */ + UE_API void SetIsDormant(bool Dormant); + bool IsDormant() const { return bIsDormant; } + +public: + template + TSharedPtr PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr ActivatableWidgetClass) + { + return PushWidgetToLayerStackAsync(LayerName, bSuspendInputUntilComplete, ActivatableWidgetClass, [](EAsyncWidgetLayerState, ActivatableWidgetT*) {}); + } + + template + TSharedPtr PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr ActivatableWidgetClass, TFunction StateFunc) + { + static_assert(TIsDerivedFrom::IsDerived, "Only CommonActivatableWidgets can be used here"); + + static FName NAME_PushingWidgetToLayer("PushingWidgetToLayer"); + const FName SuspendInputToken = bSuspendInputUntilComplete ? UCommonUIExtensions::SuspendInputForPlayer(GetOwningPlayer(), NAME_PushingWidgetToLayer) : NAME_None; + + FStreamableManager& StreamableManager = UAssetManager::Get().GetStreamableManager(); + TSharedPtr StreamingHandle = StreamableManager.RequestAsyncLoad(ActivatableWidgetClass.ToSoftObjectPath(), FStreamableDelegate::CreateWeakLambda(this, + [this, LayerName, ActivatableWidgetClass, StateFunc, SuspendInputToken]() + { + UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken); + + ActivatableWidgetT* Widget = PushWidgetToLayerStack(LayerName, ActivatableWidgetClass.Get(), [StateFunc](ActivatableWidgetT& WidgetToInit) { + StateFunc(EAsyncWidgetLayerState::Initialize, &WidgetToInit); + }); + + StateFunc(EAsyncWidgetLayerState::AfterPush, Widget); + }) + ); + + // Setup a cancel delegate so that we can resume input if this handler is canceled. + StreamingHandle->BindCancelDelegate(FStreamableDelegate::CreateWeakLambda(this, + [this, StateFunc, SuspendInputToken]() + { + UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken); + StateFunc(EAsyncWidgetLayerState::Canceled, nullptr); + }) + ); + + return StreamingHandle; + } + + template + ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass) + { + return PushWidgetToLayerStack(LayerName, ActivatableWidgetClass, [](ActivatableWidgetT&) {}); + } + + template + ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass, TFunctionRef InitInstanceFunc) + { + static_assert(TIsDerivedFrom::IsDerived, "Only CommonActivatableWidgets can be used here"); + + if (UCommonActivatableWidgetContainerBase* Layer = GetLayerWidget(LayerName)) + { + return Layer->AddWidget(ActivatableWidgetClass, InitInstanceFunc); + } + + return nullptr; + } + + // Find the widget if it exists on any of the layers and remove it from the layer. + UE_API void FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget); + + // Get the layer widget for the given layer tag. + UE_API UCommonActivatableWidgetContainerBase* GetLayerWidget(FGameplayTag LayerName); + +protected: + /** Register a layer that widgets can be pushed onto. */ + UFUNCTION(BlueprintCallable, Category="Layer") + UE_API void RegisterLayer(UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget); + + UE_API virtual void OnIsDormantChanged(); + + UE_API void OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning); + +private: + bool bIsDormant = false; + + // Lets us keep track of all suspended input tokens so that multiple async UIs can be loading and we correctly suspend + // for the duration of all of them. + TArray SuspendInputTokens; + + // The registered layers for the primary layout. + UPROPERTY(Transient, meta = (Categories = "UI.Layer")) + TMap> Layers; +}; + +#undef UE_API diff --git 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