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Unreal Engine C++ API Reference > Developer > DesktopPlatform
References
Module | DesktopPlatform |
Header | /Engine/Source/Developer/DesktopPlatform/Public/IDesktopPlatform.h |
Include | #include "IDesktopPlatform.h" |
Syntax
class IDesktopPlatform
Remarks
Interface for functionality supported by desktop platforms
Destructors
Type | Name | Description | |
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Virtual destructor |
Functions
Type | Name | Description | |
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bool | CleanGameProject
(
const FString& ProjectDir, |
Cleans a game project. Removes the intermediate folder and binary build products. |
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bool | CompileGameProject
(
const FString& RootDir, |
Compiles a game project. |
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void | EnumerateEngineInstallations
(
TMap< FString, FString >& OutInstallations |
Enumerates all the registered engine installations. |
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void | EnumerateLauncherEngineInstallations
(
TMap< FString, FString >& OutInstallations |
Enumerates all the registered binary engine installations. |
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void | EnumerateLauncherSampleInstallations
(
TArray< FString >& OutInstallations |
Enumerates all the samples installed by the launcher. |
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void | EnumerateLauncherSampleProjects
(
TArray< FString >& OutFileNames |
Enumerates all the sample projects installed by the launcher. |
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bool | EnumerateProjectsKnownByEngine
(
const FString& Identifier, |
Finds all the projects which the engine (given by an identifier) has a record of. |
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bool | GenerateProjectFiles
(
const FString& RootDir, |
Generates project files for the given project. |
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FString | Gets the identifier for the currently executing engine installation | |
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bool | GetDefaultEngineIdentifier
(
FString& OutIdentifier |
Gets the identifier for the default engine. This will be the newest installed engine. |
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bool | GetDefaultEngineRootDir
(
FString& OutRootDir |
Gets the root directory for the default engine installation. |
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FString | Gets the default folder for creating new projects. | |
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FString | GetEngineDescription
(
const FString& Identifier |
Returns a description for the engine with the given identifier. |
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bool | GetEngineIdentifierForProject
(
const FString& ProjectFileName, |
Gets the engine association for a project. |
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bool | GetEngineIdentifierFromRootDir
(
const FString& RootDir, |
Returns the identifier for the engine with the given root directory. |
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bool | GetEngineRootDirFromIdentifier
(
const FString& Identifier, |
Returns the identifier for the engine with the given root directory. |
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FString | GetEngineSavedConfigDirectory
(
const FString& Identifier |
Gets the root directory for the engine's saved config files |
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FFeedbackContext * | Gets a feedback context which can display progress information using the native platform GUI. | |
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bool | GetOidcAccessToken
(
const FString& RootDir, |
Get a Access token for use by OIDC compliant Identity Providers |
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bool | GetOidcTokenStatus
(
const FString& RootDir, |
Get the status of a access token for use by OIDC compliant Identity Providers |
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const TArray< FTargetInfo > & | Gets information about the build targets supported by the current project. | |
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const TArray< FTargetInfo > & | GetTargetsForProject
(
const FString& ProjectFile |
Gets information about the build targets supported by a particular project. |
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FString | Gets the path to the user's temporary directory | |
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FProcHandle | InvokeUnrealBuildToolAsync
(
const FString& InCmdLineParams, |
Launches UnrealBuildTool with the specified command line parameters |
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bool | InvokeUnrealBuildToolSync
(
const FString& InCmdLineParams, |
Invokes UnrealBuildTool with the given arguments |
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bool | IsPerforceBuild
(
const FString& RootDir |
Tests whether an engine installation is a perforce build. |
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bool | IsPreferredEngineIdentifier
(
const FString& Identifier, |
Compares two identifiers and checks whether the first is preferred to the second. |
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bool | IsSourceDistribution
(
const FString& RootDir |
Tests whether an engine installation is a source distribution. |
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bool | IsStockEngineRelease
(
const FString& Identifier |
Checks if the given engine identifier is for an stock engine release. |
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bool | Determines whether UnrealBuildTool is available | |
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bool | Checks if an instance of UnrealBuildTool is running. | |
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bool | IsValidRootDirectory
(
const FString& RootDir |
Tests whether a root directory is a valid Unreal Engine installation |
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bool | OpenDirectoryDialog
(
const void* ParentWindowHandle, |
Opens the "choose folder" dialog for the platform |
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bool | Opens the "open file" dialog for the platform | |
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bool | Opens the "open file" dialog for the platform | |
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bool | OpenFontDialog
(
const void* ParentWindowHandle, |
Opens the "choose font" dialog for the platform |
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bool | OpenProject
(
const FString& ProjectFileName |
Opens the given project with the appropriate editor. Tries to use the shell association. |
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bool | RegisterEngineInstallation
(
const FString& RootDir, |
Registers a directory as containing an engine installation |
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bool | RunUnrealBuildTool
(
const FText& Description, |
Runs UnrealBuildTool with the given arguments. |
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bool | RunUnrealBuildTool
(
const FText& Description, |
Runs UnrealBuildTool with the given arguments. |
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bool | Opens the "save file" dialog for the platform | |
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bool | SetEngineIdentifierForProject
(
const FString& ProjectFileName, |
Sets the engine association for a project. |
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bool | TryGetEngineVersion
(
const FString& RootDir, |
Attempt to get the engine version from the supplied engine root directory. |
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bool | TryParseStockEngineVersion
(
const FString& Identifier, |
Attempt to get the engine version from the supplied identifier |
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bool | Updates file associations. | |
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bool | Checks that the current file associations are correct. |