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API > API/Editor > API/Editor/GameProjectGeneration
References
| Module | GameProjectGeneration |
| Header | /Engine/Source/Editor/GameProjectGeneration/Public/GameProjectUtils.h |
| Include | #include "GameProjectUtils.h" |
Syntax
class GameProjectUtils
Functions
| Type | Name | Description | |
|---|---|---|---|
| EAddCodeToProjectResult | AddCodeToProject
(
const FString& NewClassName, |
Adds new source code to the project. | |
| EAddCodeToProjectResult | AddCodeToProject
(
const FString& NewClassName, |
Adds new source code to the project. | |
| bool | BuildCodeProject
(
const FString& ProjectFilename |
Compiles a project while showing a progress bar, and offers to open the IDE if it fails. | |
| bool | CalculateSourcePaths
(
const FString& InPath, |
Given the path provided, work out where generated .h and .cpp files would be placed | |
| void | Warn the user if the project filename is invalid in case they renamed it outside the editor | ||
| void | Prompts the user to update their project file, if necessary. | ||
| void | Clear the list of supported target platforms | ||
| bool | CreateProject
(
const FProjectInformation& InProjectInfo, |
Creates the specified project file and all required folders. | |
| void | DeleteCreatedFiles
(
const FString& RootFolder, |
Deletes the specified list of files that were created during file creation | |
| FString | DetermineModuleIncludePath
(
const FModuleContextInfo& ModuleInfo, |
Returns the path to the module's include header | |
| EProjectDuplicateResult | DuplicateProjectForUpgrade
(
const FString& InProjectFile, |
Creates a copy of a project directory in order to upgrade it. | |
| bool | GenerateBasicSourceCode
(
TArray< FString >& OutCreatedFiles, |
Creates the basic source code for a new project. On failure, OutFailReason will be populated. | |
| bool | GenerateCodeProjectFiles
(
const FString& ProjectFilename, |
Creates code project files for a new game project. | |
| bool | Generates a Build.cs file for a game module | ||
| bool | Generates a Build.cs file for a plugin module. | ||
| bool | GeneratePluginModuleCPPFile
(
const FString& CPPFileName, |
Generates a module .cpp file, intended for plugin use | |
| bool | GeneratePluginModuleHeaderFile
(
const FString& HeaderFileName, |
Generates a module .h file, intended for plugin use | |
| bool | GetClassLocation
(
const FString& InPath, |
Given the path provided, work out where it's located within the Source folder | |
| const TArray< FModuleContextInfo > & | Get the information about any modules referenced in the .uproject file of the currently loaded project | ||
| TArray< FModuleContextInfo > | Get the information about any modules in any of the plugins in the currently loaded project (Ignores Engine Plugins) | ||
| const TCHAR * | Gets the default build settings version for UBT | ||
| FString | Returns the uproject template filename for the default project template. | ||
| int32 | |||
| void | GetProjectSourceDirectoryInfo
(
int32& OutNumFiles, |
Retrieves file and size info about the project's source directory | |
| bool | Returns true if there are engine starter content files available for instancing into new projects. | ||
| bool | IsStarterContentAvailableForProject
(
const FProjectInformation& ProjectInfo |
Returns true if there are any starter content packs are available for given project. | |
| bool | IsUsingEngineStarterContent
(
const FProjectInformation& ProjectInfo |
Returns true if the given project is referencing engine starter content pack. | |
| bool | IsValidBaseClassForCreation
(
const UClass* InClass, |
Returns true if the specified class is a valid base class for any of the given modules | |
| bool | IsValidBaseClassForCreation
(
const UClass* InClass, |
Returns true if the specified class is a valid base class for the given module | |
| bool | IsValidClassNameForCreation
(
const FString& NewClassName, |
Returns true if the specified class name is properly formed and does not conflict with another class, including source/header files | |
| bool | IsValidClassNameForCreation
(
const FString& NewClassName, |
Returns true if the specified class name is properly formed and does not conflict with another class | |
| bool | IsValidProjectFileForCreation
(
const FString& ProjectFile, |
Returns true if the project filename is properly formed and does not conflict with another project | |
| bool | IsValidSourcePath
(
const FString& InPath, |
Check to see if the given path is a valid place to put source code for this project (exists within the source root path) | |
| UTemplateCategories * | LoadTemplateCategories
(
const FString& RootDir |
Loads a list of template categories defined in the TemplateCategories.ini file in the specified folder | |
| UTemplateProjectDefs * | LoadTemplateDefs
(
const FString& ProjectDirectory |
Loads a template project definitions object from the TemplateDefs.ini file in the specified project | |
| FString | MakeCommaDelimitedList
(
const TArray< FString >& InList, |
Returns a comma delimited string comprised of all the elements in InList. | |
| FString | MakeIncludeList
(
const TArray< FString >& InList |
Returns a list of #include lines formed from InList | |
| bool | NameContainsOnlyLegalCharacters
(
const FString& TestName, |
Checks the name for illegal characters | |
| bool | NameMatchesPlatformModuleName
(
const FString& TestName |
Checks the name to see if it matches platform module names | |
| void | OpenAddToProjectDialog
(
const FAddToProjectConfig& Config, |
Opens a dialog to add code files or blueprints to the current project. | |
| bool | OpenCodeIDE
(
const FString& ProjectFile, |
Opens the code editing IDE for the specified project, if it exists. | |
| bool | OpenProject
(
const FString& ProjectFile, |
Opens the specified project, if it exists. | |
| bool | Returns true if the currently loaded project has code files | ||
| bool | ReadTemplateFile
(
const FString& TemplateFileName, |
Returns the contents of the specified template file | |
| void | Reset the cached result of information about any modules referenced in the .uproject file of the currently loaded project | ||
| void | TryMakeProjectFileWriteable
(
const FString& ProjectFile |
Checks out the current project file (or prompts to make writable) | |
| bool | UpdateAdditionalPluginDirectory
(
const FString& InDir, |
Update the list of plugin directories to scan This will take care of checking out and saving the updated .uproject file automatically | |
| bool | UpdateGameProject
(
const FString& ProjectFile, |
Updates the given project file to an engine identifier. | |
| void | UpdateSupportedTargetPlatforms
(
const FName& InPlatformName, |
Update the list of supported target platforms based upon the parameters provided This will take care of checking out and saving the updated .uproject file automatically | |
| bool | WriteOutputFile
(
const FString& OutputFilename, |
Writes an output file. OutputFilename includes a path |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EAddCodeToProjectResult | Used as a function return result when adding new code to the project | ||
| EClassLocation | Where is this class located within the Source folder? | ||
| EProjectDuplicateResult | Used as a function return result when a project is duplicated when upgrading project's version in Convert project dialog - Open a copy | ||
| EReloadStatus | Reload status when adding new code to the project |
Typedefs
| Name | Description |
|---|---|
| FDoesClassNeedAPIExportCallback | Internal handler for IsValidBaseClassForCreation |
Constants
| Name | Description |
|---|---|
| bUseAudioMixerForAllPlatforms | Whether we should use AudioMixer for all platforms: |
| IncludePathFormatString | |
| UpdateGameProjectNotification | |
| WarningProjectNameNotification |