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| Name | UCompileAllBlueprintsCommandlet |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Commandlets/CompileAllBlueprintsCommandlet.h |
| Include Path | #include "Commandlets/CompileAllBlueprintsCommandlet.h" |
Syntax
UCLASS ()
class UCompileAllBlueprintsCommandlet : public UCommandlet
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCommandlet → UCompileAllBlueprintsCommandlet
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompileAllBlueprintsCommandlet
(
const FObjectInitializer& ObjectInitializer |
Commandlets/CompileAllBlueprintsCommandlet.h |
Functions
Public
Overridden from UCommandlet
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 Main
(
const FString& Params |
Commandlets/CompileAllBlueprintsCommandlet.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BuildBlueprintAssetList() |
Stores FAssetData for every BlueprintAsset inside of the BlueprintAssetList member variable | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void BuildBlueprints() |
Loads and builds all blueprints in the BlueprintAssetList member variable | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual bool CheckHasTagInList
(
FAssetData const& Asset, |
Checks if the passed in asset has any tag inside of the passed in tag collection. | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void CompileBlueprint
(
UBlueprint* Blueprint |
Handles attempting to compile an individual blueprint asset. | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void InitCommandLine
(
const FString& Params |
Handles setting config variables from the command line @Param Params command line parameter string | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void InitKismetBlueprintCompiler() |
Loads the Kismet Compiler Module | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual bool IsAssetAllowed
(
FAssetData const& Asset |
Checks if the passed in asset is included in the allow list. | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void LogResults() |
Handles outputting the results to the log | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void ParseAllowList
(
const FString& ListFilePath |
Handles parsing out all the different files to allow from a file. | Commandlets/CompileAllBlueprintsCommandlet.h | |
virtual void ParseIgnoreFolders
(
const FString& FullIgnoreFolderString |
Handles parsing out a string of ignore folders and puts it into the IgnoreFolders member variable @Param FullIgnoreFolderString the string passedi n from the commandline to parse out individual folder names from | Commandlets/CompileAllBlueprintsCommandlet.h | |
| Handles parsing out a string of command line tag pairs into the passed in output tag collection. | Commandlets/CompileAllBlueprintsCommandlet.h | ||
virtual bool ShouldBuildAsset
(
FAssetData const& Asset |
Determines if we should try and Load / Build the asset based on config variables @Param Asset What asset to check @Return True if we should build the asset | Commandlets/CompileAllBlueprintsCommandlet.h |