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Unreal Engine C++ API Reference > Editor > UnrealEd
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/EditorBuildUtils.h |
Include | #include "EditorBuildUtils.h" |
Syntax
class FEditorBuildUtils
Remarks
Utility class to hold functionality for building within the editor
Constructors
No constructors are accessible with public or protected access.
Destructors
No destructors are accessible with public or protected access.
Functions
Type | Name | Description | |
---|---|---|---|
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void | Call this when an async custom build step has completed (successfully or not). | |
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bool | EditorAutomatedBuildAndSubmit
(
const FEditorAutomatedBuildSettings& BuildSettings, |
Start an automated build of all current maps in the editor. |
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bool | EditorBuild
(
UWorld* InWorld, |
Perform an editor build with behavior dependent upon the specified id |
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void | EditorBuildAllLandscape
(
UWorld* InWorld |
Perform an editor build for All Landscape Data |
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bool | EditorBuildMaterialTextureStreamingData
(
UPackage* Package |
Similar to EditorBuildTextureStreaming, but attempts to rebuild TextureStreamingData for all materials in loaded package(s). |
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bool | EditorBuildTextureStreaming
(
UWorld* InWorld, |
Perform an editor build for texture streaming |
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bool | EditorBuildVirtualTexture
(
UWorld* InWorld |
Perform an editor build for virtual textures |
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bool | EditorCanBuild
(
UWorld* InWorld, |
Validate if the editor build matching the specified id can be executed. |
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void | GetBuildTypes
(
TArray< FName >& RegisteredBuildTypes |
Fills `RegisteredBuildTypes_ with the names of all build types registered by 'RegisterCustomBuildType'. |
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void | GetBuildTypesLocalizedLabels
(
TArray< FText >& RegisteredBuildTypesEntryLabels, |
Fills provided arrays with localized menu entry and section labels. |
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bool | Is there currently an (async) build in progress? | |
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bool | Check if navigation build was was triggered from editor as user request | |
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void | Call it to notify that navigation builder finished building | |
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void | RegisterCustomBuildType
(
const FName Id, |
Register a custom build type. Register a custom build type. |
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void | RegisterCustomBuildType
(
const FName Id, |
Register a custom build type. Register a custom build type. |
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bool | Runs another instance of the current executable with the provided command line arguments. | |
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void | UnregisterCustomBuildType
(
FName Id |
Unregister a custom build type. |
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void | UpdateTextureStreamingMaterialBindings
(
UWorld* InWorld |
Update every used material texture binding (see FMaterialTextureInfo::TextureIndex) |
Classes
Type | Name | Description | |
---|---|---|---|
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FEditorAutomatedBuildSettings | Helper struct to specify settings for an automated editor build |
Enums
Type | Name | Description | |
---|---|---|---|
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EAutomatedBuildBehavior | Enumeration representing automated build behavior in the event of an error |
Constants
Name | Description |
---|---|
bBuildingNavigationFromUserRequest | Static variable to cache data about user request. |
CustomBuildTypes | Map of custom build types registered with us. |
InProgressBuildId | Set to a valid build type if an async build is in progress. |