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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Commandlets
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCommandlet
- UBaseIteratePackagesCommandlet
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Classes/Commandlets/BaseIteratePackagesCommandlet.h |
| Include | #include "Commandlets/BaseIteratePackagesCommandlet.h" |
Syntax
class UBaseIteratePackagesCommandlet : public UCommandlet
Remarks
Added to expose this to the save packages test Base commandlet used to iterate packages provided on a commandline has callbacks for processing each package
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAutoCheckIn | If we should auto checkin packages that were checked out | |
| bool | bAutoCheckOut | If we should auto checkout packages that need to be saved | |
| bool | bBatchSourceControl | If we should batch together source control operations rather than submit them one at a time | |
| bool | bCanIgnoreFails | Skip the assert when a package can not be opened | |
| bool | bForceFinishAllCompilationBeforeGC | Should we build lighting for the packages we are saving? Should we build reflection captures for the packages we are saving? Should we build texture streaming for the packages we are saving? Similar to above, but applies to all packages rather than just maps | |
| bool | bForceUATEnvironmentVariableSet | Bool bHLODMapCleanup; FString ForceHLODSetupAsset; FString HLODSkipToMap; | |
| bool | bIgnoreChangelist | Should we build navigation data for the packages we are saving? Ignore package version changelist | |
| bool | bKeepPackageGUIDOnSave | ||
| bool | bOnlyLicenseed | Only save packages that been saved by a licensee | |
| bool | bOnlyMaterials | Only process packages containing materials | |
| bool | bOnlyPayloadTrailers | Only save packages containing FPayloadTrailers | |
| bool | bOnlySaveDirtyPackages | If we should only save dirty packages | |
| bool | bOnlyUnversioned | Only save packages with a changelist of zero | |
| bool | bOnlyVirtualized | Only save packages containing bulkdata payloads that have been virtualized | |
| bool | bResaveOnDemand | ||
| bool | bSkipCheckedOutFiles | If we should simply skip checked out files rather than error-ing out | |
| bool | bSkipSubLevels | Should we update HLODs bool bShouldBuildHLOD; bool bGenerateClusters; bool bGenerateMeshProxies; bool bForceClusterGeneration; bool bForceProxyGeneration; bool bForceSingleClusterForLevel; | |
| bool | bStripEditorOnlyContent | Strip editor only content | |
| bool | bUseWorldPartitionBuilder | ||
| bool | bVerifyContent | Load all packages, and display warnings for those packages which would have been resaved but were read-only | |
| TSet< FName > | CollectionFilter | Filter packages based on a collection | |
| TArray< FString > | FilesToSubmit | Lighting Build Quality(default: Production) List of files to submit | |
| int32 | GarbageCollectionFrequency | Only collect garbage after N packages | |
| int32 | MaxPackagesToResave | Maximum number of packages to resave to avoid having a massive sync A value of -1 (default) removes this limitation. | |
| int32 | MaxResaveLicenseeUEVersion | Limits processing to packages with this licensee package version or lower. | |
| int32 | MaxResaveUEVersion | Limits processing to packages with this UE4 package version or lower. | |
| int32 | MinResaveUEVersion | Only packages that have this version or higher will be processed; a value of IGNORE_PACKAGE_VERSION indicates that there is no minimum package version | |
| int32 | PackagesConsideredForResave | Running count of packages that got modified and will need to be resaved | |
| int32 | PackagesDeleted | ||
| int32 | PackagesResaved | ||
| FString | PackageSubstring | If non-empty, this substring has to be present in the package name for the commandlet to process it. | |
| TArray< FString > | ResaveClasses | Allows users to save only packages with a particular class in them (useful for fixing content) | |
| TSet< FName > | ResaveOnDemandPackages | If running resaveondemand, only packages reported into this set are resaved. | |
| FCriticalSection | ResaveOnDemandPackagesLock | ||
| TSet< FName > | ResaveOnDemandSystems | ||
| TPimplPtr< class FQueuedSourceControlOperations > | SourceControlQueue | List of redirector packages that should be fixed up at the end A queue containing source control operations to be performed in batches. | |
| TArray< FString > | Switches | The list of switches that were passed on the commandline | |
| int32 | TotalPackagesForResave | ||
| EBrevity | Verbosity |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBaseIteratePackagesCommandlet
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanCheckoutFile
(
const FString& Filename, |
||
| void | CheckInFiles
(
const TArray< FString >& InFilesToSubmit, |
||
| void | CheckoutAndSavePackage
(
UPackage* Package, |
||
| bool | CheckoutFile
(
const FString& Filename, |
||
| bool | CleanClassesFromContentPackages
(
UPackage* Package |
Removes any UClass exports from packages which aren't script packages. | |
| void | Delete the remaining files in the temporary files directory for the commandlet. | ||
| FString | Creates and returns a unique filename in the temporary file directory. | ||
| void | DeleteOnePackage
(
const FString& Filename |
Deletes a single package | |
| FText | Get the changelist description to use if automatically checking packages out. | ||
| FString | Returns the path of the directory we use to store all temporary files for this commandlet. | ||
| void | InitializePackageNames
(
const TArray< FString >& Tokens, |
||
| int32 | InitializeParameters
(
const TArray< FString >& Tokens, |
Evaluates the command-line to determine which maps to check. | |
| void | LoadAndSaveOnePackage
(
const FString& Filename |
Loads and saves a single package | |
| void | OnAddResaveOnDemandPackage
(
FName SystemName, |
||
| TSet< FName > | Parse commandline to decide whether resaveondemand is activated for the given system. | ||
| void | ParseSourceControlOptions
(
const TArray< FString >& Tokens |
||
| void | PerformAdditionalOperations
(
UObject* Object, |
Allows the commandlet to perform any additional operations on the object before it is resaved. | |
| void | PerformAdditionalOperations
(
UPackage* Package, |
Allows the commandlet to perform any additional operations on the package before it is resaved. | |
| void | PerformAdditionalOperations
(
UWorld* World, |
Allows the commandlet to perform any additional operations on the world before it is resaved. | |
| void | PerformPreloadOperations
(
FLinkerLoad* PackageLinker, |
Allow the commandlet to perform any operations on the export/import table of the package before all objects in the package are loaded. | |
| void | PerformWorldBuilderAdditionalOperations
(
AActor* Actor, |
||
| void | PerformWorldBuilderAdditionalOperations
(
UObject* Object, |
||
| void | PostPerformAdditionalOperations
(
UPackage* Package |
||
| void | Allows the commandlet to do something after all the packages have been processed | ||
| bool | RevertFile
(
const FString& Filename |
||
| bool | ShouldSkipPackage
(
const FString& Filename |
Checks to see if a package should be skipped | |
| void | VerboseMessage
(
const FString& Message |
Print out a message only if running in very verbose mode. | |
| void | WorldBuilderFailedLoadingActor
(
const FWorldPartitionActorDesc* ActorDesc |
Overridden from UCommandlet
Enums
| Type | Name | Description | |
|---|---|---|---|
| EBrevity |