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SFilePathPicker
/Engine/Source/Developer/DesktopWidgets/Public/Widgets/Input/SFilePathPicker.h
Implements an editable text box with a browse button.
DesktopWidgets
class SFilePathPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
EBlueprintComponentDataCookingMethod
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
DeveloperToolSettings
enum EBlueprintComponentDataCookingMethod { Disabled, AllBlueprints, EnabledBlueprintsOnly, }
[]
EBlueprintPropertyGuidsCookingMethod
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
DeveloperToolSettings
enum EBlueprintPropertyGuidsCookingMethod { Disabled, AllBlueprints, EnabledBlueprintsOnly, }
[]
ECookProgressDisplayMode
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
DeveloperToolSettings
enum ECookProgressDisplayMode { Nothing = 0, RemainingPackages = 1, PackageNames = 2, NamesAndRemainingPackages = 3, Instigators = 4, InstigatorsAndCount = 5, InstigatorsAndNames = 6, InstigatorsAndNamesAndCount = 7, Max, }
[]
ETextureFormatASTCCompressor
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
DeveloperToolSettings
enum ETextureFormatASTCCompressor { IntelISPC, Arm, Max, }
[]
FDeveloperToolSettingsDelegates
/Engine/Source/Developer/DeveloperToolSettings/Public/DeveloperToolSettingsDelegates.h
FDeveloperToolSettingsDelegatesDelegates that are needed for developer tools to talk to engine/editor
DeveloperToolSettings
struct FDeveloperToolSettingsDelegates
[]
EAssetRegistryWritebackMethod
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Note that this is used in UnrealPak and thus can't use StaticEnum<>, so if you add any types here, be sure to add the parsing of the strings to IoStoreUtilities.cpp.
DeveloperToolSettings
enum EAssetRegistryWritebackMethod { Disabled, OriginalFile, AdjacentFile, }
[]
EProjectPackagingInternationalizationPresets
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Enumerates the available internationalization data presets for project packaging.
DeveloperToolSettings
enum EProjectPackagingInternationalizationPresets { English, EFIGS, EFIGSCJK, CJK, All, }
[]
EProjectPackagingBlueprintNativizationMethod
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Enumerates the available methods for Blueprint nativization during project packaging.
DeveloperToolSettings
enum EProjectPackagingBlueprintNativizationMethod { Disabled, Inclusive, Exclusive, }
[]
EProjectPackagingBuild
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Determines whether to build the executable when packaging. Note the equivalence between these settings and EPlayOnBuildMode.
DeveloperToolSettings
enum EProjectPackagingBuild { Always, Never, IfProjectHasCode, IfEditorWasBuiltLocally, }
[]
EProjectPackagingBuildConfigurations
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Enumerates the available build configurations for project packaging.
DeveloperToolSettings
enum EProjectPackagingBuildConfigurations { PPBC_Debug, PPBC_DebugGame, PPBC_Development, PPBC_Test, PPBC_Shipping, PPBC_MAX, }
[]
FPakOrderFileSpec::FPakOrderFileSpec
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
DeveloperToolSettings
FPakOrderFileSpec()
[]
FPakOrderFileSpec::FPakOrderFileSpec
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
DeveloperToolSettings
FPakOrderFileSpec ( [FString](API\Runtime\Core\Containers\FString) InPattern )
[]
FPakOrderFileSpec
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
DeveloperToolSettings
struct FPakOrderFileSpec
[ { "type": "FString", "name": "Pattern", "description": "" }, { "type": "int32", "name": "Priority", "description": "" } ]
FProjectBuildSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
DeveloperToolSettings
struct FProjectBuildSettings
[ { "type": "FString", "name": "BuildCookRunParams", "description": "The commandline for BuildCookRun UAT command." }, { "type": "FString", "name": "HelpText", "description": "Any help that you would like to include in the ToolTip of the menu option (or shown in interactive mode Turnkey)" }, { "type": "FString", "name": "Name", "description": "The name for this custom build. It will be shown in menus for selection." }, { "type": "TArray<FString...", "name": "SpecificPlatforms", "description": "If this build step is specific to one or more platforms, add them here by name (note: use Windows, not Win64)" } ]
UPlatformsMenuSettings::GetBuildConfigurationForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
Get and set the per-platform build config and targetplatform settings for the Turnkey/Launch on menu
DeveloperToolSettings
[EProjectPackagingBuildConfigurations](API\Developer\DeveloperToolSettings\Settings\EProjectPackagingBuildConfigurat-) GetBuildConfigurationForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName ) const
[]
UPlatformsMenuSettings::GetBuildTargetInfoForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
const [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) * GetBuildTargetInfoForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, bool & bOutIsProjectTarget ) const
[]
UPlatformsMenuSettings::GetBuildTargetForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
[FString](API\Runtime\Core\Containers\FString) GetBuildTargetForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName ) const
[]
UPlatformsMenuSettings::GetLaunchOnTargetInfo
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
Gets the current launch on target, checking that it's valid, and the default build target if it is not
DeveloperToolSettings
const [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) * GetLaunchOnTargetInfo() const
[]
UPlatformsMenuSettings::GetTargetFlavorForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
[FName](API\Runtime\Core\UObject\FName) GetTargetFlavorForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName ) const
[]
UPlatformsMenuSettings::SetBuildConfigurationForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
void SetBuildConfigurationForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, [EProjectPackagingBuildConfigurations](API\Developer\DeveloperToolSettings\Settings\EProjectPackagingBuildConfigurat-) Configuration )
[]
UPlatformsMenuSettings::SetBuildTargetForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
void SetBuildTargetForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, [FString](API\Runtime\Core\Containers\FString) BuildTargetName )
[]
UPlatformsMenuSettings::SetTargetFlavorForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
void SetTargetFlavorForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, [FName](API\Runtime\Core\UObject\FName) TargetFlavorName )
[]
UPlatformsMenuSettings::UPlatformsMenuSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
UPlatformsMenuSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UPlatformsMenuSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/PlatformsMenuSettings.h
DeveloperToolSettings
class UPlatformsMenuSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FString", "name": "LaunchOnTarget", "description": "Name of the target to use for LaunchOn (only Game/Client targets)" }, { "type": "FDirectoryPath", "name": "StagingDirectory", "description": "The directory to which the packaged project will be copied." } ]
UProjectPackagingSettings::AddBlueprintAssetToNativizationList
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Adds the given Blueprint asset to the exclusive nativization list.
DeveloperToolSettings
bool AddBlueprintAssetToNativizationList ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )
[]
UProjectPackagingSettings::CanEditChange
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first. true if the property can be modified in the editor, otherwise false
DeveloperToolSettings
virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const
[]
ConfigurationInfo
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Static array of information about each configuration
DeveloperToolSettings
static const [FConfigurationInfo](API\Developer\DeveloperToolSettings\Settings\UProjectPackagingSettings\FConfigurationIn-) ConfigurationInfo = { { EBuildConfiguration::Debug, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Debug" ), TEXT( "SettingsClasses" ), TEXT( "DebugConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Debug configuration" ), TEXT( "SettingsClasses" ), TEXT( "DebugConfigurationTooltip" )) }, { EBuildConfiguration::DebugGame, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "DebugGame" ), TEXT( "SettingsClasses" ), TEXT( "DebugGameConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in DebugGame configuration" ), TEXT( "SettingsClasses" ), TEXT( "DebugGameConfigurationTooltip" )) }, { EBuildConfiguration::Development, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Development" ), TEXT( "SettingsClasses" ), TEXT( "DevelopmentConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Development configuration" ), TEXT( "SettingsClasses" ), TEXT( "DevelopmentConfigurationTooltip" )) }, { EBuildConfiguration::Test, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Test" ), TEXT( "SettingsClasses" ), TEXT( "TestConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Test configuration" ), TEXT( "SettingsClasses" ), TEXT( "TestConfigurationTooltip" )) }, { EBuildConfiguration::Shipping, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Shipping" ), TEXT( "SettingsClasses" ), TEXT( "ShippingConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Shipping configuration" ), TEXT( "SettingsClasses" ), TEXT( "ShippingConfigurationTooltip" )) }, };
[]
FConfigurationInfo
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Information about each packaging configuration
DeveloperToolSettings
struct FConfigurationInfo
[ { "type": "EBuildConfigura...", "name": "Configuration", "description": "" }, { "type": "FText", "name": "Name", "description": "" }, { "type": "FText", "name": "ToolTip", "description": "" } ]
UProjectPackagingSettings::GetBuildTargetInfo
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Gets the current build target, checking that it's valid, and the default build target if it is not
DeveloperToolSettings
const [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) * GetBuildTargetInfo() const
[]
UProjectPackagingSettings::GetConfigOverridePlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Returns the override config hierarchy platform (if NDAd platforms need defaults to not be in Base*.ini but still want editor to load them)
DeveloperToolSettings
virtual const TCHAR * GetConfigOverridePlatform() const
[]
UProjectPackagingSettings::GetConfigPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
DeveloperToolSettings
[FString](API\Runtime\Core\Containers\FString) GetConfigPlatform() const
[]
UProjectPackagingSettings::GetValidPackageConfigurations
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Gets a list of all valid packaging configurations for the current project
DeveloperToolSettings
static [TArray](API\Runtime\Core\Containers\TArray)< [EProjectPackagingBuildConfigurations](API\Developer\DeveloperToolSettings\Settings\EProjectPackagingBuildConfigurat-) > GetValidPackageConfigurations()
[]
UProjectPackagingSettings::IsBlueprintAssetInNativizationList
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Determines if the specified Blueprint is already saved for exclusive nativization.
DeveloperToolSettings
bool IsBlueprintAssetInNativizationList ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint ) const
[]
UProjectPackagingSettings::PostEditChangeProperty
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Called when a property on this object has been modified externally
DeveloperToolSettings
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UProjectPackagingSettings::LoadSettingsForPlatform
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
For non-default object instances, this will LoadConfig for a specific platform,
DeveloperToolSettings
void LoadSettingsForPlatform ( [FString](API\Runtime\Core\Containers\FString) PlatformName )
[]
UProjectPackagingSettings::OverrideConfigSection
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
This class was moved from UnrealEd module, but to allow it to be used by developer tools, like UFE, it has moved to this module. However, for back-compat, we want to use the old name in the ini files, so that everything works without needing to touch every Game.ini file
DeveloperToolSettings
virtual void OverrideConfigSection ( [FString](API\Runtime\Core\Containers\FString) & InOutSectionName )
[]
UProjectPackagingSettings::RemoveBlueprintAssetFromNativizationList
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Removes the given Blueprint asset from the exclusive nativization list.
DeveloperToolSettings
bool RemoveBlueprintAssetFromNativizationList ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )
[]
UProjectPackagingSettings::PostInitProperties
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
DeveloperToolSettings
virtual void PostInitProperties()
[]
UProjectPackagingSettings::UProjectPackagingSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
DeveloperToolSettings
UProjectPackagingSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UProjectPackagingSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Implements the Editor's user settings.
DeveloperToolSettings
class UProjectPackagingSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FDirectoryPath", "name": "ApplocalPrerequisitesDirectory", "description": "A directory containing additional prerequisite packages that should be staged in the executable directory." }, { "type": "bool", "name": "bBuildHttpChunkInstallData", "description": "If enabled, will generate data for HTTP Chunk Installer." }, { "type": "bool", "name": "bChunkHardReferencesOnly", "description": "Normally during chunk generation all dependencies of a package in a chunk will be pulled into that package's chunk." }, { "type": "bool", "name": "bCompressed", "description": "Create compressed cooked packages (decreased deployment size)" }, { "type": "bool", "name": "bCookAll", "description": "Cook all things in the project content directory" }, { "type": "bool", "name": "bCookMapsOnly", "description": "Cook only maps (this only affects the cookall flag)" }, { "type": "bool", "name": "bDeterministicShaderCodeOrder", "description": "With this option off, the shader code will be stored in the library essentially in a random order, squarely the same in which the assets were loaded by the cooker." }, { "type": "bool", "name": "bForceOneChunkPerFile", "description": "If true, individual files are only allowed to be in a single chunk and it will assign it to the lowest number requested If false, it may end up in multiple chunks if requested by the cooker" }, { "type": "bool", "name": "bForceUseProjectCompressionFormatIgnoreHardwareOverride", "description": "Force use of PackageCompressionFormat (do not use override HardwareCompressionFormat from DDPI)" }, { "type": "bool", "name": "bGenerateChunks", "description": "If enabled, will generate pak file chunks." }, { "type": "bool", "name": "bGenerateNoChunks", "description": "If enabled, no platform will generate chunks, regardless of settings in platform-specific ini files." }, { "type": "bool", "name": "bMakeBinaryConfig", "description": "If enabled, staging will make a binary config file for faster loading." }, { "type": "bool", "name": "bPackageCompressionEnableDDC", "description": "Specifies if DDC should be used to store and retrieve compressed data when creating IoStore containers." }, { "type": "bool", "name": "bSharedMaterialNativeLibraries", "description": "Bydefault shader shader code gets saved into individual platform agnostic files, enabling this option will use the platform-specific library format if and only if one is available This will reduce overall package size but might increase loading time" }, { "type": "bool", "name": "bShareMaterialShaderCode", "description": "Bydefault shader code gets saved inline inside material assets, enabling this option will store only shader code once as individual files This will reduce overall package size but might increase loading time" }, { "type": "bool", "name": "bSkipEditorContent", "description": "Don't include content in any editor folders when cooking." }, { "type": "bool", "name": "bSkipMovies", "description": "Don't include movies by default when staging/packaging Specific movies can be specified below, and this can be in a platform ini" }, { "type": "EProjectPackagi...", "name": "Build", "description": "Specifies whether to build the game executable during packaging." }, { "type": "EProjectPackagi...", "name": "BuildConfiguration", "description": "The build configuration for which the project is packaged." }, { "type": "FString", "name": "BuildTarget", "description": "Name of the target to build" }, { "type": "bool", "name": "bUseIoStore", "description": "If enabled, use .utoc/.ucas container files for staged/packaged package data instead of pak." }, { "type": "bool", "name": "bUseZenStore", "description": "If enabled, use Zen storage server for storing and fetching cooked data instead of using the local file system." }, { "type": "TArray<FString...", "name": "CompressedChunkWildcard", "description": "If set, only these specific pak files will be compressed." }, { "type": "TArray<FString...", "name": "CulturesToStage", "description": "Cultures whose data should be cooked, staged, and packaged." }, { "type": "TArray<FDirect...", "name": "DirectoriesToAlwaysCook", "description": "Directories containing .uasset files that should always be cooked regardless of whether they're referenced by anything in your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game" }, { "type": "TArray<FDirect...", "name": "DirectoriesToAlwaysStageAsNonUFS", "description": "Directories containing files that should always be copied when packaging your project, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory" }, { "type": "TArray<FDirect...", "name": "DirectoriesToAlwaysStageAsNonUFSServer", "description": "Directories containing files that should always be copied when packaging your project for a dedicated server, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory" }, { "type": "TArray<FDirect...", "name": "DirectoriesToAlwaysStageAsUFS", "description": "Directories containing files that should always be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory" }, { "type": "TArray<FDirect...", "name": "DirectoriesToAlwaysStageAsUFSServer", "description": "Directories containing files that should always be added to the .pak file for a dedicated server (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory" }, { "type": "TArray<FDirect...", "name": "DirectoriesToNeverCook", "description": "Directories containing .uasset files that should never be cooked even if they are referenced by your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game" }, { "type": "TArray<FProjec...", "name": "EngineCustomBuilds", "description": "A list of custom builds, specified in engine ini files, and not editable in editor, that will show up in the Platforms menu to allow customized builds for all projects" }, { "type": "bool", "name": "ForDistribution", "description": "If enabled, a distribution build will be created and the shipping configuration will be used If disabled, a development build will be created Distribution builds are for publishing to the App Store" }, { "type": "bool", "name": "FullRebuild", "description": "If enabled, a full rebuild will be enforced each time the project is being packaged." }, { "type": "FDirectoryPath", "name": "HttpChunkInstallDataDirectory", "description": "When \"Build HTTP Chunk Install Data\" is enabled this is the directory where the data will be build to." }, { "type": "FString", "name": "HttpChunkInstallDataVersion", "description": "Version name for HTTP Chunk Install Data." }, { "type": "bool", "name": "IncludeAppLocalPrerequisites", "description": "Specifies whether to include prerequisites alongside the game executable." }, { "type": "bool", "name": "IncludeCrashReporter", "description": "Specifies whether to include the crash reporter in the packaged project." }, { "type": "bool", "name": "IncludeDebugFiles", "description": "If enabled, debug files will be included in staged shipping builds." }, { "type": "bool", "name": "IncludePrerequisites", "description": "Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it." }, { "type": "TArray<FString...", "name": "IniKeyDenylist", "description": "List of ini file keys to strip when packaging" }, { "type": "TArray<FString...", "name": "IniSectionDenylist", "description": "List of ini file sections to strip when packaging" }, { "type": "EProjectPackagi...", "name": "InternationalizationPreset", "description": "Predefined sets of culture whose internationalization data should be packaged." }, { "type": "int32", "name": "LocalizationTargetCatchAllChunkId", "description": "The chunk ID that should be used as the catch-all chunk for any non-asset localized strings" }, { "type": "TArray<FString...", "name": "LocalizationTargetsToChunk", "description": "List of localization targets that should be chunked during cooking (if using chunks)" }, { "type": "TArray<FFilePa...", "name": "MapsToCook", "description": "List of maps to include when no other map list is specified on commandline" }, { "type": "int64", "name": "MaxChunkSize", "description": "" }, { "type": "TArray<FString...", "name": "NonUFSMovies", "description": "If SkipMovies is true, these specific movies will be copied when packaging your project, but are not supposed to be part of the .pak file This should be the name with no extension" }, { "type": "FString", "name": "PackageAdditionalCompressionOptions", "description": "A generic setting for allowing a project to control compression settings during .pak file and iostore compression." }, { "type": "FString", "name": "PackageCompressionFormat", "description": "A comma separated list of formats to use for .pak file and IoStore compression." }, { "type": "int32", "name": "PackageCompressionLevel_DebugDevelopment", "description": "For compressors with variable levels, select the compressor effort level, which makes packages smaller but takes more time to encode." }, { "type": "int32", "name": "PackageCompressionLevel_Distribution", "description": "" }, { "type": "int32", "name": "PackageCompressionLevel_TestShipping", "description": "" }, { "type": "FString", "name": "PackageCompressionMethod", "description": "For compressors with multiple methods, select one." }, { "type": "int32", "name": "PackageCompressionMinBytesSaved", "description": "A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files." }, { "type": "int32", "name": "PackageCompressionMinPercentSaved", "description": "A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files." }, { "type": "int32", "name": "PackageCompressionMinSizeToConsiderDDC", "description": "Specifies the minimum (uncompressed) size for storing a compressed IoStore chunk in DDC." }, { "type": "TArray<FProjec...", "name": "ProjectCustomBuilds", "description": "A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project." }, { "type": "TArray<FDirect...", "name": "TestDirectoriesToNotSearch", "description": "Directories containing .uasset files that are for editor testing purposes and should not be included in enumerations of all packages in a root directory, because they will cause errors on load These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game" }, { "type": "TArray<FString...", "name": "UFSMovies", "description": "If SkipMovies is true, these specific movies will still be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This should be the name with no extension" }, { "type": "bool", "name": "UsePakFile", "description": "If enabled, all content will be put into a one or more .pak files instead of many individual files (default = enabled)." }, { "type": "EAssetRegistryW...", "name": "WriteBackMetadataToAssetRegistry", "description": "Whether to write staging metadata back to the asset registry." } ]
UCookerSettings::OverrideConfigSection
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
This class was moved from UnrealEd module, but to allow it to be used by developer tools, like UFE, it has moved to this module. However, for back-compat, we want to use the old name in the ini files, so that everything works without needing to touch every Game.ini file
DeveloperToolSettings
virtual void OverrideConfigSection ( [FString](API\Runtime\Core\Containers\FString) & InOutSectionName )
[]
UCookerSettings::PostEditChangeProperty
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
UObjectinterface
DeveloperToolSettings
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UCookerSettings::PostInitProperties
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
DeveloperToolSettings
virtual void PostInitProperties()
[]
UCookerSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
Various cooker settings.
DeveloperToolSettings
class UCookerSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
[ { "type": "bool", "name": "bCompileBlueprintsInDevelopmentMode", "description": "Whether or not to compile Blueprints in development mode when cooking." }, { "type": "bool", "name": "bCookOnTheFlyForLaunchOn", "description": "Enable -cookonthefly for launch on" }, { "type": "bool", "name": "bEnableBuildDDCInBackground", "description": "" }, { "type": "bool", "name": "bEnableCookOnTheSide", "description": "" }, { "type": "bool", "name": "bIgnoreIniSettingsOutOfDateForIteration", "description": "Ignore ini changes when doing iterative cooking, either in editor or out of editor" }, { "type": "bool", "name": "bIgnoreScriptPackagesOutOfDateForIteration", "description": "Ignore native header file changes when doing iterative cooking, either in editor or out of editor" }, { "type": "bool", "name": "bIterativeCookingForFileCookContent", "description": "Enable -iterate when triggering from File dropdown menu" }, { "type": "bool", "name": "bIterativeCookingForLaunchOn", "description": "Enable -iterate for launch on" }, { "type": "EBlueprintCompo...", "name": "BlueprintComponentDataCookingMethod", "description": "Generate optimized component data to speed up Blueprint construction at runtime." }, { "type": "EBlueprintPrope...", "name": "BlueprintPropertyGuidsCookingMethod", "description": "Should we include the property GUIDs for a Blueprint class in a cooked build, so that SaveGame archives can redirect property names via the GUIDs?" }, { "type": "TArray<FString...", "name": "ClassesExcludedOnDedicatedClient", "description": "List of class names to exclude when cooking for dedicated client" }, { "type": "TArray<FString...", "name": "ClassesExcludedOnDedicatedServer", "description": "List of class names to exclude when cooking for dedicated server" }, { "type": "", "name": "ConfigRestartRequired", "description": "" }, { "type": "", "name": "ConsoleVariable", "description": "Allows opening cooked assets in the editor" }, { "type": "int32", "name": "DefaultASTCQualityBySize", "description": "Quality of 0 means smallest (12x12 block size), 4 means best (4x4 block size)" }, { "type": "int32", "name": "DefaultASTCQualityBySpeed", "description": "Quality of 0 means fastest, 3 means best quality" }, { "type": "", "name": "DisplayName", "description": "" }, { "type": "", "name": "EditCondition", "description": "" }, { "type": "TArray<FString...", "name": "ModulesExcludedOnDedicatedClient", "description": "List of module names to exclude when cooking for dedicated client" }, { "type": "TArray<FString...", "name": "ModulesExcludedOnDedicatedServer", "description": "List of module names to exclude when cooking for dedicated server" }, { "type": "", "name": "ToolTip", "description": "" }, { "type": "TArray<FString...", "name": "VersionedIntRValues", "description": "List of r values that need to be versioned" } ]
UCookerSettings::UCookerSettings
/Engine/Source/Developer/DeveloperToolSettings/Classes/CookerSettings.h
DeveloperToolSettings
UCookerSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
IDeviceManagerModule::CreateDeviceManager
/Engine/Source/Developer/DeviceManager/Public/IDeviceManagerModule.h
Create a device manager widget. The new widget.
DeviceManager
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDeviceManager ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITargetDeviceServiceManager](API\Developer\TargetDeviceServices\ITargetDeviceServiceManager) > & DeviceServiceManager, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > & ConstructUnderMajorTab, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ConstructUnderWindow )
[]
IDeviceManagerModule::~IDeviceManagerModule
/Engine/Source/Developer/DeviceManager/Public/IDeviceManagerModule.h
Virtual destructor.
DeviceManager
virtual ~IDeviceManagerModule()
[]
IDeviceManagerModule
/Engine/Source/Developer/DeviceManager/Public/IDeviceManagerModule.h
Interface for device manager modules.
DeviceManager
class IDeviceManagerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
DirectoryWatcher::EFileAction
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
namespace DirectoryWatcher { enum EFileAction { Added, Modified, Removed, Moved, } }
[]
DirectoryWatcher::EPathType
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Enum specifying whether a path should be relative or absolute
DirectoryWatcher
namespace DirectoryWatcher { enum EPathType { Relative, Absolute, } }
[]
FAsyncDirectoryReader::GetCachedState
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Retrieve the cached state supplied to this class throughUseCachedState().
DirectoryWatcher
[TOptional](API\Runtime\Core\IO\TOptional)< [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) > GetCachedState()
[]
FAsyncDirectoryReader::GetFilesThatNeedHashing
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Retrieve the cached state supplied to this class throughUseCachedState().
DirectoryWatcher
[TArray](API\Runtime\Core\Containers\TArray)< [FFilenameAndHash](API\Developer\DirectoryWatcher\FFilenameAndHash) > GetFilesThatNeedHashing()
[]
FAsyncDirectoryReader::GetLiveState
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Get the state of the directory once finished. Relinquishes the currently stored directory state to the client. Returns nothing if incomplete, or ifGetLiveState()has already been called.
DirectoryWatcher
[TOptional](API\Runtime\Core\IO\TOptional)< [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) > GetLiveState()
[]
FAsyncDirectoryReader::IsComplete
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Returns true when this directory reader has finished scanning the directory
DirectoryWatcher
virtual bool IsComplete() const
[]
FAsyncDirectoryReader::SetMatchRules
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Set what files are relevant to this reader. Calling this once the reader starts results in undefined behaviour.
DirectoryWatcher
void SetMatchRules ( const [FMatchRules](API\Developer\DirectoryWatcher\FMatchRules) & InRules )
[]
FAsyncDirectoryReader::Tick
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Tick this reader (discover new directories / files). Returns progress state.
DirectoryWatcher
virtual [EProgressResult](API\Developer\DirectoryWatcher\IAsyncFileCacheTask\EProgressResult) Tick ( const [FTimeLimit](API\Developer\DirectoryWatcher\FTimeLimit) & Limit )
[]
FAsyncDirectoryReader::UseCachedState
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Instruct the directory reader to use the specified cached state to lookup file hashes, where timestamps haven't changed
DirectoryWatcher
void UseCachedState ( [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) InCachedState )
[]
FAsyncDirectoryReader::FAsyncDirectoryReader
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Threading strategy forFAsyncDirectoryReader: The directory reader owns the cached and live state until it has completely finished. OnceIsComplete()is true, the main thread can have access to both the cached and farmed data.
DirectoryWatcher
FAsyncDirectoryReader ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory, [EPathType](API\Developer\DirectoryWatcher\DirectoryWatcher__EPathType) InPathType )
[]
FAsyncDirectoryReader
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
while(!Reader.IsComplete()) { FPlatformProcess::Sleep(1); Reader.Tick(FTimedSignal(1)); // Do 1 second of work } TOptionalState = Reader.GetFinalState();
DirectoryWatcher
struct FAsyncDirectoryReader : public [DirectoryWatcher::IAsyncFileCacheTask](API\Developer\DirectoryWatcher\IAsyncFileCacheTask)
[]
FAsyncFileHasher::GetCompletedData
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Return any completed filenames and their corresponding hashes
DirectoryWatcher
[TArray](API\Runtime\Core\Containers\TArray)< [FFilenameAndHash](API\Developer\DirectoryWatcher\FFilenameAndHash) > GetCompletedData()
[]
FAsyncFileHasher::IsComplete
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Returns true when this task has finished hashing all its files
DirectoryWatcher
virtual bool IsComplete() const
[]
FAsyncFileHasher::Tick
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Tick this reader (hashes as many files as possible in the time allowed). Returns progress state.
DirectoryWatcher
virtual [EProgressResult](API\Developer\DirectoryWatcher\IAsyncFileCacheTask\EProgressResult) Tick ( const [FTimeLimit](API\Developer\DirectoryWatcher\FTimeLimit) & Limit )
[]
FAsyncFileHasher::FAsyncFileHasher
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Threading strategy forFAsyncFileHasher: The task is constructed on the main thread with its Data. The array 'Data'neverchanges size. The task thread moves along setting file hashes, while the main thread trails behind accessing the completed entries. We should thus never have 2 threads accessing the same memory, except for the atomic 'CurrentIndex'
DirectoryWatcher
FAsyncFileHasher ( [TArray](API\Runtime\Core\Containers\TArray)< [FFilenameAndHash](API\Developer\DirectoryWatcher\FFilenameAndHash) > InFilesThatNeedHashing )
[]
FAsyncFileHasher
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Async task responsible for MD5 hashing a number of files, reporting completed hashes to the client when done
DirectoryWatcher
struct FAsyncFileHasher : public [DirectoryWatcher::IAsyncFileCacheTask](API\Developer\DirectoryWatcher\IAsyncFileCacheTask)
[ { "type": "FThreadSafeCoun...", "name": "CurrentIndex", "description": "The number of files that we have hashed on the task thread." }, { "type": "TArray<FFilena...", "name": "Data", "description": "The array of data that we will process" }, { "type": "int32", "name": "NumReturned", "description": "The number of items we have returned to the client. Only accessed from the main thread." }, { "type": "TArray< uint8 >", "name": "ScratchBuffer", "description": "Scratch buffer used for reading in files" } ]
FDirectoryState::operator=
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
[FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) & operator= ( [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) && In )
[]
FDirectoryState::FDirectoryState
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Default construction
DirectoryWatcher
FDirectoryState()
[]
FDirectoryState::FDirectoryState
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Move construction
DirectoryWatcher
FDirectoryState ( [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) && In )
[]
FDirectoryState
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Structure representing the file data for a number of files in a directory
DirectoryWatcher
struct FDirectoryState
[ { "type": "TMap<FImmutabl...", "name": "Files", "description": "Filename -> data map" }, { "type": "FMatchRules", "name": "Rules", "description": "The rules that define what this state applies to" } ]
FDirectoryWatcherModule::Get
/Engine/Source/Developer/DirectoryWatcher/Public/DirectoryWatcherModule.h
Gets the directory watcher singleton or returns NULL if the platform does not support directory watching
DirectoryWatcher
virtual [IDirectoryWatcher](API\Developer\DirectoryWatcher\IDirectoryWatcher) * Get()
[]
FDirectoryWatcherModule::RegisterExternalChanges
/Engine/Source/Developer/DirectoryWatcher/Public/DirectoryWatcherModule.h
Register external changes that the OS file watcher couldn't detect (eg, a file changing in a UE sandbox)
DirectoryWatcher
virtual void RegisterExternalChanges ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFileChangeData](API\Developer\DirectoryWatcher\FFileChangeData) > FileChanges ) const
[]
FDirectoryWatcherModule::ShutdownModule
/Engine/Source/Developer/DirectoryWatcher/Public/DirectoryWatcherModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
DirectoryWatcher
virtual void ShutdownModule()
[]
FDirectoryWatcherModule::StartupModule
/Engine/Source/Developer/DirectoryWatcher/Public/DirectoryWatcherModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
DirectoryWatcher
virtual void StartupModule()
[]
FDirectoryWatcherModule
/Engine/Source/Developer/DirectoryWatcher/Public/DirectoryWatcherModule.h
DirectoryWatcher
class FDirectoryWatcherModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FFileCache::CompleteTransaction
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Return a transaction to the cache for completion. Will update the cached state with the change described in the transaction, and mark the cache as needing to be saved.
DirectoryWatcher
void CompleteTransaction ( [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) && Transaction )
[]
FFileCache::Destroy
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Destroy this cache. Cleans out the in-memory state and deletes the cache file, if present.
DirectoryWatcher
void Destroy()
[]
FFileCache::FilterOutstandingChanges
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Get pending changes to the cache. Transactions must be returned to CompleteTransaction to update the cache. Filter predicate receives a transaction and the time the change was reported.
DirectoryWatcher
[TArray](API\Runtime\Core\Containers\TArray)< [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) > FilterOutstandingChanges ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) &, const [FDateTime](API\Runtime\Core\Misc\FDateTime) &)> InPredicate )
[]
FFileCache::FindFileData
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Attempt to locate file data pertaining to the specified filename. The current cached file data pertaining to the specified filename, or nullptr. May not be completely up to date if there are outstanding transactions.
DirectoryWatcher
const [FFileData](API\Developer\DirectoryWatcher\FFileData) * FindFileData ( [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) InFilename ) const
[]
FFileCache::GetDirectory
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Get the absolute path of the directory this cache reflects
DirectoryWatcher
const [FString](API\Runtime\Core\Containers\FString) & GetDirectory() const
[]
FFileCache::GetNumDirtyFiles
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Get the number of pending changes to the cache.
DirectoryWatcher
int32 GetNumDirtyFiles() const
[]
FFileCache::GetOutstandingChanges
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
[TArray](API\Runtime\Core\Containers\TArray)< [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) > GetOutstandingChanges()
[]
FFileCache::HasStartedUp
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Check whether this file cache has finished starting up yet. Does not imply rename/move detection is fully initialized. (seeMoveDetectionInitialized())
DirectoryWatcher
bool HasStartedUp() const
[]
FFileCache::IgnoreDeletedFile
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
void IgnoreDeletedFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
FFileCache::IgnoreFileModification
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
void IgnoreFileModification ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
FFileCache::IgnoreMovedFile
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
void IgnoreMovedFile ( const [FString](API\Runtime\Core\Containers\FString) & SrcFilename, const [FString](API\Runtime\Core\Containers\FString) & DstFilename )
[]
FFileCache::IgnoreNewFile
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Report an external change to the manager, such that a subsequent equal change reported by the os be ignored
DirectoryWatcher
void IgnoreNewFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
FFileCache::IterateOutstandingChanges
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Iterate the number of pending changes to the cache with the specified predicate. Assumes Tick has been called (and thus, PendingTransactions is up-to-date)
DirectoryWatcher
void IterateOutstandingChanges ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) &, const [FDateTime](API\Runtime\Core\Misc\FDateTime) &)> InPredicate ) const
[]
FFileCache::MoveDetectionInitialized
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Check whether this move/rename detection has been initiated or not. This can take much longer than startup, so can be checked separately
DirectoryWatcher
bool MoveDetectionInitialized() const
[]
FFileCache::operator=
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
[FFileCache](API\Developer\DirectoryWatcher\FFileCache) & operator= ( const [FFileCache](API\Developer\DirectoryWatcher\FFileCache) & )
[]
FFileCache::Tick
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Tick this FileCache
DirectoryWatcher
void Tick()
[]
FFileCache::WriteCache
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Write out the cached file, if we have any changes to write
DirectoryWatcher
void WriteCache()
[]
FFileCache::FFileCache
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Construction from a config
DirectoryWatcher
FFileCache ( const [FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & InConfig )
[]
FFileCache::FFileCache
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
FFileCache ( const [FFileCache](API\Developer\DirectoryWatcher\FFileCache) & )
[]
FFileCache::~FFileCache
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Destructor
DirectoryWatcher
~FFileCache()
[]
FFileCache
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
A class responsible for scanning a directory, and maintaining a cache of its state (files and timestamps). Changes in the cache can be retrieved throughGetOutstandingChanges(). Changes will be reported for any change in the cached state even between runs of the process.
DirectoryWatcher
class FFileCache
[]
FFileCacheConfig::DetectChangesFor
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Instruct the cache to report the specified changes to files
DirectoryWatcher
[FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & DetectChangesFor ( [EChangeDetection](API\Developer\DirectoryWatcher\FFileCacheConfig\EChangeDetection) ChangeType, bool Value )
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FFileCacheConfig::DetectMoves
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Set up this cache to detect moves
DirectoryWatcher
[FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & DetectMoves ( bool bInDetectMoves )
[]
EChangeDetection
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Enum that specifies what changes are required for a change to be reported. When combined, any valid change is reported.
DirectoryWatcher
enum EChangeDetection { Timestamp, FileHash, }
[]
FFileCacheConfig::RequireFileHashes
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
Set up this cache to generate MD5 hashes for its constituent files
DirectoryWatcher
[FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & RequireFileHashes ( bool bInRequireFileHashes )
[]
FFileCacheConfig::FFileCacheConfig
/Engine/Source/Developer/DirectoryWatcher/Public/FileCache.h
DirectoryWatcher
FFileCacheConfig ( [FString](API\Runtime\Core\Containers\FString) InDirectory, [FString](API\Runtime\Core\Containers\FString) InCacheFile )
[]