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Utility class to hold functionality for building within the editor
| Name | FEditorBuildUtils |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h |
| Include Path | #include "EditorBuildUtils.h" |
Syntax
class FEditorBuildUtils
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEditorBuildUtils
(
const FEditorBuildUtils& |
EditorBuildUtils.h | ||
| Intentionally hide constructors, etc. to prevent instantiation | EditorBuildUtils.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FEditorBuildUtils() |
EditorBuildUtils.h |
Structs
| Name | Remarks |
|---|---|
| FCustomBuildType | Struct containing data for a custom build type. |
| FEditorAutomatedBuildSettings | Helper struct to specify settings for an automated editor build |
Enums
Public
| Name | Remarks |
|---|---|
| EAutomatedBuildBehavior | Enumeration representing automated build behavior in the event of an error |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bBuildingNavigationFromUserRequest | bool | Static variable to cache data about user request. | EditorBuildUtils.h |
| CustomBuildTypes | TMap< FName, FCustomBuildType > | Map of custom build types registered with us. | EditorBuildUtils.h |
| InProgressBuildId | FName | Set to a valid build type if an async build is in progress. | EditorBuildUtils.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AsyncBuildCompleted() |
Call this when an async custom build step has completed (successfully or not). | EditorBuildUtils.h | |
static bool EditorAutomatedBuildAndSubmit
(
const FEditorAutomatedBuildSettings& BuildSettings, |
Start an automated build of all current maps in the editor. | EditorBuildUtils.h | |
static bool EditorBuild
(
UWorld* InWorld, |
Perform an editor build with behavior dependent upon the specified id | EditorBuildUtils.h | |
static void EditorBuildAllLandscape
(
UWorld* InWorld |
Perform an editor build for All Landscape Data | EditorBuildUtils.h | |
static bool EditorBuildMaterialTextureStreamingData
(
UPackage* Package |
Similar to EditorBuildTextureStreaming, but attempts to rebuild TextureStreamingData for all materials in loaded package(s). | EditorBuildUtils.h | |
static bool EditorBuildTextureStreaming
(
UWorld* InWorld, |
Perform an editor build for texture streaming | EditorBuildUtils.h | |
static bool EditorBuildVirtualTexture
(
UWorld* InWorld |
Perform an editor build for virtual textures | EditorBuildUtils.h | |
| Validate if the editor build matching the specified id can be executed. | EditorBuildUtils.h | ||
| Fills `RegisteredBuildTypes_ with the names of all build types registered by 'RegisterCustomBuildType'. | EditorBuildUtils.h | ||
| Fills provided arrays with localized menu entry and section labels. | EditorBuildUtils.h | ||
static bool IsBuildCurrentlyRunning() |
Is there currently an (async) build in progress? | EditorBuildUtils.h | |
static bool IsBuildingNavigationFromUserRequest() |
Check if navigation build was was triggered from editor as user request | EditorBuildUtils.h | |
| Private helper method to log an error both to GWarn and to the build's list of accumulated errors | EditorBuildUtils.h | ||
static void PathBuildingFinished() |
Call it to notify that navigation builder finished building | EditorBuildUtils.h | |
static bool PrepForAutomatedBuild
(
const FEditorAutomatedBuildSettings& BuildSettings, |
Helper method designed to perform the necessary preparations required to complete an automated editor build | EditorBuildUtils.h | |
static bool ProcessAutomatedBuildBehavior
(
EAutomatedBuildBehavior InBehavior, |
Helper method to handle automated build behavior in the event of an error. | EditorBuildUtils.h | |
static void RegisterCustomBuildType
(
const FName Id, |
Register a custom build type. Register a custom build type. | EditorBuildUtils.h | |
static void RegisterCustomBuildType
(
const FName Id, |
Register a custom build type. Register a custom build type. | EditorBuildUtils.h | |
| Runs another instance of the current executable with the provided command line arguments. | EditorBuildUtils.h | ||
static void SubmitPackagesForAutomatedBuild
(
const TSet< UPackage* >& InPkgsToSubmit, |
Helper method to submit packages to source control as part of the automated build process | EditorBuildUtils.h | |
static void TriggerHierarchicalLODBuilder
(
UWorld* InWorld |
Trigger HLOD builder to (re)generate HLOD actors | EditorBuildUtils.h | |
static void TriggerLandscapeSplineMeshesBuilder
(
UWorld* InWorld |
Trigger LandscapeSplineMeshes builder to (re)generate landscape spline meshes actors | EditorBuildUtils.h | |
static void TriggerMinimapBuilder
(
UWorld* InWorld |
Trigger minimap builder to (re)generate minimap | EditorBuildUtils.h | |
| Trigger navigation builder to (re)generate NavMesh | EditorBuildUtils.h | ||
static void UnregisterCustomBuildType
(
FName Id |
Unregister a custom build type. | EditorBuildUtils.h | |
static void UpdateTextureStreamingMaterialBindings
(
UWorld* InWorld |
Update every used material texture binding (see FMaterialTextureInfo::TextureIndex) | EditorBuildUtils.h | |
static bool WorldPartitionBuildNavigation
(
const FString& InLongPackageName |
EditorBuildUtils.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEditorBuildUtils operator=
(
const FEditorBuildUtils& |
EditorBuildUtils.h |