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Unreal Engine C++ API Reference > Runtime > Engine > Commandlets
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCommandlet
- UACLDatabaseBuildCommandlet
- UACLStatsDumpCommandlet
- UAssetRegistryDumpCommandlet
- UAssetRegUtilCommandlet
- UAssetSizeQueryCommandlet
- UAudioMixerCommandlet
- UBaseIteratePackagesCommandlet
- UCheckAndroidDeviceProfileCommandlet
- UCompileAllBlueprintsCommandlet
- UCompileShadersTestBedCommandlet
- UCompressAnimationsCommandlet
- UConvertLevelsToExternalActorsCommandlet
- UCookCommandlet
- UCookGlobalShadersCommandlet
- UCryptoKeysCommandlet
- UCustomizableObjectValidationCommandlet
- UDataLayerToAssetCommandlet
- UDataValidationCommandlet
- UDDCCleanupCommandlet
- UDerivedDataCacheCommandlet
- UDiffAssetBulkDataCommandlet
- UDiffAssetRegistriesCommandlet
- UDiffAssetsCommandlet
- UDiffFilesCommandlet
- UDumpAssetRegistryCommandlet
- UDumpBlueprintsInfoCommandlet
- UDumpHiddenCategoriesCommandlet
- UDumpMaterialExpressionsCommandlet
- UDumpMaterialShaderTypesCommandlet
- UEditorDomainSaveCommandlet
- UExportPakDependenciesCommandlet
- UExternalActorsCommandlet
- UExtractLocResCommandlet
- UFileServerCommandlet
- UFixConflictingLocalizationKeysCommandlet
- UGameFeatureVersePathMapperCommandlet
- UGatherTextCommandletBase
- UExportDialogueScriptCommandlet
- UGatherTextCommandlet
- UGatherTextFromAssetsCommandlet
- UGatherTextFromMetaDataCommandlet
- UGatherTextFromSourceCommandlet
- UGenerateGatherArchiveCommandlet
- UGenerateGatherManifestCommandlet
- UGenerateTextLocalizationReportCommandlet
- UGenerateTextLocalizationResourceCommandlet
- UImportDialogueScriptCommandlet
- UImportLocalizedDialogueCommandlet
- UInternationalizationConditioningCommandlet
- UInternationalizationExportCommandlet
- UGenerateAssetManifestCommandlet
- UGenerateBlueprintAPICommandlet
- UGenerateDistillFileSetsCommandlet
- UImportAssetsCommandlet
- UIoStoreCommandlet
- ULandscapeGrassTypeCommandlet
- ULearningSocketImitationTrainerServerCommandlet
- ULearningSocketPPOTrainerServerCommandlet
- UListMaterialsUsedWithMeshEmittersCommandlet
- UListStaticMeshesImportedFromSpeedTreesCommandlet
- ULoadPackageCommandlet
- UMakeBinaryConfigCommandlet
- UMaterialLayerUsageCommandlet
- UMergeShaderPipelineCachesCommandlet
- UNiagaraDumpByteCodeCommandlet
- UNiagaraDumpModuleInfoCommandlet
- UNiagaraScriptValidationCommandlet
- UNiagaraSystemAuditCommandlet
- UParticleSystemAuditCommandlet
- UPkgInfoCommandlet
- UPluginCommandlet
- UPopulateDialogueWaveFromCharacterSheetCommandlet
- UReplaceActorCommandlet
- UReplaceAssetsCommandlet
- UResavePackagesCommandlet
- UFixupNeedsLoadForEditorGameCommandlet
- USavePackageUtilitiesCommandlet
- UScreenshotComparisonCommandlet
- UShaderCodeLibraryToolsCommandlet
- UShaderPipelineCacheToolsCommandlet
- USmokeTestCommandlet
- UStabilizeLocalizationKeysCommandlet
- UStaticMeshMinLodCommandlet
- USummarizeTraceCommandlet
- USwapSoundForDialogueInCuesCommandlet
- UTextAssetCommandlet
- UUnitTestCommandlet
- UUnrealPakCommandlet
- UUpdateGameProjectCommandlet
- UWorldPartitionBuilderCommandlet
- UWorldPartitionConvertCommandlet
- UWrangleContentCommandlet
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Commandlets/Commandlet.h |
Include | #include "Commandlets/Commandlet.h" |
Syntax
class UCommandlet : public UObject
Remarks
Commandlet (command-line applet) class.
Commandlets are executed from the ucc.exe command line utility, using the following syntax: yourgame.exe package_name.commandlet_class_name [parm=value]...
for example: yourgame.exe Core.HelloWorldCommandlet yourgame.exe UnrealEd.CookCommandlet
As a convenience, if a user tries to run a commandlet and the exact name they type isn't found, then ucc.exe appends the text "commandlet" onto the name and tries again. Therefore, the following shortcuts perform identically to the above: yourgame.exe Core.HelloWorld yourgame.exe UnrealEd.Make
Commandlets are executed in a "raw" environment, in which the game isn't loaded, the client code isn't loaded, no levels are loaded, and no actors exist.
To disable shader compiling during the run of the commandlet add "-NoShaderCompile" to the commandline. This would be added as data member setting except that the shader compiler is initialized before a commandlet is created so it cannot be queried soon enough.
Variables
Type | Name | Description | |
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uint32: 1 | FastExit | Whether to exit the process as soon as the commandlet completes, skipping the engine shutdown |
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FString | HelpDescription | Description of the commandlet's purpose |
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TArray< FString > | HelpParamDescriptions | The description of the parameter |
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TArray< FString > | HelpParamNames | The name of the parameter the commandlet takes |
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FString | HelpUsage | Usage template to show for "ucc help" |
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FString | HelpWebLink | Hyperlink for more info |
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uint32: 1 | IsClient | |
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uint32: 1 | IsEditor | |
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uint32: 1 | IsServer | Whether to load objects required in server, client, and editor context. |
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uint32: 1 | LogToConsole | Whether to redirect standard log to the console |
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uint32: 1 | ShowErrorCount | Whether to show standard error and warning count on exit |
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uint32: 1 | ShowProgress | Whether to show cooking progress on tick |
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uint32: 1 | UseCommandletResultAsExitCode | Whether to use the commandlet result as the exit code, even if errors were logged during the whole engine execution |
Constructors
Type | Name | Description | |
---|---|---|---|
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UCommandlet
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CreateCustomEngine
(
const FString& Params |
Allows commandlets to override the default behavior and create a custom engine class for the commandlet. |
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int32 | Entry point for your commandlet | |
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void | ParseCommandLine
(
const TCHAR* CmdLine, |
Parses a string into tokens, separating switches (beginning with - or /) from other parameters |
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void | Parses a string into tokens, separating switches (beginning with - or /) from other parameters |