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Unreal Engine C++ API Reference > Editor > UnrealEd > Commandlets
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCommandlet
- UCompileAllBlueprintsCommandlet
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h |
Include | #include "Commandlets/CompileAllBlueprintsCommandlet.h" |
Syntax
class UCompileAllBlueprintsCommandlet : public UCommandlet
Variables
Type | Name | Description | |
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TArray< FString > | AssetsWithErrorsOrWarnings | |
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bool | bCompileSkeletonOnly | |
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bool | bCookedOnly | |
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bool | bDirtyOnly | |
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TArray< FAssetData > | BlueprintAssetList | |
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FTopLevelAssetPath | BlueprintBaseClassName | |
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bool | bResultsOnly | CommandLine Config Variables. |
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bool | bSimpleAssetList | |
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TArray< TPair< FString, TArray< FString > > > | ExcludeAssetTags | |
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TArray< FString > | FileAllowList | |
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TArray< FString > | IgnoreFolders | |
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IKismetCompilerInterface * | KismetBlueprintCompilerModule | |
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TArray< TPair< FString, TArray< FString > > > | RequireAssetTags | |
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int | TotalNumFailedLoads | Variables to store overall results. |
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int | TotalNumFatalIssues | |
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int | TotalNumWarnings |
Constructors
Type | Name | Description | |
---|---|---|---|
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UCompileAllBlueprintsCommandlet
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | Stores FAssetData for every BlueprintAsset inside of the BlueprintAssetList member variable | |
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void | Loads and builds all blueprints in the BlueprintAssetList member variable | |
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bool | CheckHasTagInList
(
FAssetData const& Asset, |
Checks if the passed in asset has any tag inside of the passed in tag collection. |
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void | CompileBlueprint
(
UBlueprint* Blueprint |
Handles attempting to compile an individual blueprint asset. Blueprint Asset that is compiled. |
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void | InitCommandLine
(
const FString& Params |
Handles setting config variables from the command line Params command line parameter string |
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void | Loads the Kismet Compiler Module | |
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bool | IsAssetAllowed
(
FAssetData const& Asset |
Checks if the passed in asset is included in the allow list. |
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void | LogResults () |
Handles outputting the results to the log |
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void | ParseAllowList
(
const FString& ListFilePath |
Handles parsing out all the different files to allow from a file. |
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void | ParseIgnoreFolders
(
const FString& FullIgnoreFolderString |
Handles parsing out a string of ignore folders and puts it into the IgnoreFolders member variable FullIgnoreFolderString the string passedi n from the commandline to parse out individual folder names from |
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void | Handles parsing out a string of command line tag pairs into the passed in output tag collection. | |
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bool | ShouldBuildAsset
(
FAssetData const& Asset |
Determines if we should try and Load / Build the asset based on config variables Asset What asset to check True if we should build the asset |