Navigation
API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FEditorCommandLineUtils
Description
Generally, users supply the project path/name as the second argument of the editor command-line, but in some cases (like for the -diff command), we can infer the project from elements elsewhere in the command-line... This function serves as a fallback for determining the launching project path, and does special processing based off of commands that are found in the command-line.
| Name | ParseGameProjectPath |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h |
| Include Path | #include "EditorCommandLineUtils.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/EditorCommandLineUtils.cpp |
static bool ParseGameProjectPath
(
const TCHAR * EditorCmdLine,
FString & ProjPathOut,
FString & GameNameOut
)
True if the command-line contained enough info to pull a .uproject file from.
Parameters
| Name | Remarks |
|---|---|
| EditorCmdLine | The string to parse a project path from. |
| ProjPathOut | [out] Will be filled out with a full .uproject file path (if one was successfully parsed out) from the command-line. |
| GameNameOut | [out] Will be filled out with a game name (if a project path was successfully parsed out) from the command-line. |