code: void IgnoreMovedFile ( const [FString](API\Runtime\Core\Containers\FString) & SrcFilename, const [FString](API\Runtime\Core\Containers\FString) & DstFilename )


description: Report an external change to the manager, such that a subsequent equal change reported by the os be ignored

module: UnrealEd

code: void IgnoreNewFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: UAutoReimportManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Initialize during engine startup

code: void Initialize()


className: UAutoReimportManager

description: Deals with auto reimporting of objects when the objects file on disk is modified

code: class UAutoReimportManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Destructor; restore all viewports

code: ~FBookmarkScoped()


description: Constructor; bookmark all viewports

code: FBookmarkScoped()


className: FBookmarkScoped

description: Provides a way to temporarily bookmark and restore all viewports This allows camera locations and rotations to be preserved across a map reload

code: class FBookmarkScoped


description: Called to jump to the given bookmark.

code: virtual void JumpToBookmark ( [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * Bookmark, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & InViewportClient )


className: FBookmarkSingleViewportActions

description: A bookmark action which jumps a single viewport to a single bookmark

code: class FBookmarkSingleViewportActions : public [FBookMarkTypeActions](API\Editor\UnrealEd\Bookmarks\FBookMarkTypeActions)


description: Called to initialize the given bookmark from the given Viewport.

code: virtual void InitFromViewport ( [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * InBookmark, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & InViewportClient )


code: void ApplyBookmarkToViewportClient ( [UBookMark](API\Runtime\Engine\Engine\UBookMark) * InBookmark, [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient )


description: Gets the class of bookmarks with which these actions can be used. Must match exactly with the desired bookmark class.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetBookmarkClass()


className: FBookMarkTypeActions

code: class FBookMarkTypeActions : public [IBookmarkTypeActions](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeActions)


code: static [FName](API\Runtime\Core\UObject\FName) GetClearCommandName ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetClearLabel ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetClearTooltip ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetJumpToLabel ( const int32 BookmarkIndex )


code: static [FName](API\Runtime\Core\UObject\FName) GetJumpToCommandName ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetJumpToTooltip ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetPlainLabel ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetSetLabel ( const int32 BookmarkIndex )


code: static [FName](API\Runtime\Core\UObject\FName) GetSetCommandName ( const int32 BookmarkIndex )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetSetTooltip ( const int32 BookmarkIndex )


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetBookmarkClass()


code: void InitFromViewport ( class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * InBookmark, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & InViewportClient )


description: Called to jump to the given bookmark.

code: void JumpToBookmark ( class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * Bookmark, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) & InViewportClient )


className: IBookmarkTypeActions

description: Actions that can be applied to or completed with bookmarks. Must be registered, seeIBookmarkTypeTools.

code: class IBookmarkTypeActions


description: Checks to see if a bookmark exists at a given index

code: const bool CheckBookmark ( const uint32 InIndex, const class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Clears all book marks

code: void ClearAllBookmarks ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Clears a bookmark from the list.

code: void ClearBookmark ( const uint32 InIndex, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Compacts the available bookmarks into mapped spaces. Does nothing if all mapped spaces are already filled, or if no bookmarks exist that are not mapped.

code: void CompactBookmarks ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Sets the specified bookmark based on the given viewport, allocating it if necessary.

code: void CreateOrSetBookmark ( const uint32 InIndex, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


code: static [IBookmarkTypeTools](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeTools) & Get()


description: Gets the currently configured Bookmark class.

code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetBookmarkClass ( const class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Gets the current maximum number of bookmarks allowed.

code: const uint32 GetMaxNumberOfBookmarks ( const class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Jumps to a bookmark from the list.

code: void JumpToBookmark ( const uint32 InIndex, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings) > InSettings, class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient ) const


description: Registers the given Bookmark Type Actions so they can be used by the editor.

code: void RegisterBookmarkTypeActions ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IBookmarkTypeActions](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeActions) > & InActions )


description: Unregisters the given Bookmark Type Actions so they are no longer considered by the editor.

code: void UnregisterBookmarkTypeActions ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IBookmarkTypeActions](API\Editor\UnrealEd\Bookmarks\IBookmarkTypeActions) > & InActions )


description: Upgrades all bookmarks, ensuring they are of appropriate class. Note, this is currently not used.

code: void UpgradeBookmarks ( class [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, class [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * InWorldSettings ) const


className: IBookmarkTypeTools

description: Provides convenience methods for interacting with Bookmarks.

code: class IBookmarkTypeTools : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description:
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr.
true if the brush shape was updated.

code: virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )


code: virtual void BuildCone ( int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius, [FName](API\Runtime\Core\UObject\FName) Item )


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UConeBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UConeBuilder

code: class UConeBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

AlignToSide

type: uint32: 1

description: Whether to align the brush to a face

CapZ

type: float

description: Distance from base to the tip of inner cone (when hollow)

GroupName

type: FName

Hollow

description: Whether this is a hollow or solid cone

InnerRadius

description: Radius of inner cone (when hollow)

OuterRadius

description: Radius of cone

Sides

description: How many sides this cone should have

Z

description: Distance from base to tip of cone


code: virtual void BuildCube ( int32 Direction, float dx, float dy, float dz, bool _tessellated )


code: UCubeBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCubeBuilder

code: class UCubeBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

Hollow

description: Whether this is a hollow or solid cube

Tessellated

description: Whether extra internal faces should be generated for each cube face

WallThickness

description: The thickness of the cube wall when hollow

X

description: The size of the cube in the X dimension

Y

description: The size of the cube in the Y dimension

description: The size of the cube in the Z dimension


code: virtual void BuildCurvedStair ( int32 Direction )


code: UCurvedStairBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurvedStairBuilder

code: class UCurvedStairBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

AddToFirstStep

description: The distance below the first step

AngleOfCurve

description: The angle of the total arc described by this stair

CounterClockwise

description: Whether the stair curves clockwise or counter-clockwise

InnerRadius

description: The radius of the inner curve of the stair

NumSteps

description: The number of steps

StepHeight

description: The height of each step

StepWidth

description: The width of each step


code: virtual void BuildCylinder ( int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius )


code: UCylinderBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool BadParameters ( const [FText](API\Runtime\Core\Internationalization\FText) & msg )


className: UCylinderBuilder

code: class UCylinderBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

AlignToSide

description: Whether to align the brush to a face

Hollow

description: Whether this is a hollow or solid cylinder

InnerRadius

description: Radius of inner cylinder (when hollow)

OuterRadius

description: Radius of cylinder

Sides

description: How many sides this cylinder should have

Z

description: Distance from base to tip of cylinder


description: UBrushBuilderinterface

code: virtual void BeginBrush ( bool InMergeCoplanars, [FName](API\Runtime\Core\UObject\FName) InLayer )


code: virtual bool EndBrush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )


code: virtual int32 GetPolyCount() const


code: virtual FVector GetVertex ( int32 i ) const


code: virtual int32 GetVertexCount() const


code: virtual void Poly4i ( int32 Direction, int32 i, int32 j, int32 k, int32 l, [FName](API\Runtime\Core\UObject\FName) ItemName, bool bIsTwoSidedNonSolid )


code: virtual void Poly3i ( int32 Direction, int32 i, int32 j, int32 k, [FName](API\Runtime\Core\UObject\FName) ItemName, bool bIsTwoSidedNonSolid )


code: virtual void PolyBegin ( int32 Direction, [FName](API\Runtime\Core\UObject\FName) ItemName )


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual int32 Vertex3f ( float X, float Y, float Z )


code: virtual int32 Vertexv ( FVector v )


code: UEditorBrushBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEditorBrushBuilder

code: class UEditorBrushBuilder : public [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder)


code: virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )


code: ULinearStairBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULinearStairBuilder

code: class ULinearStairBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

AddToFirstStep

description: The distance below the first step

NumSteps

description: The number of steps

StepHeight

description: The height of each step

StepLength

description: The length of each step

StepWidth

description: The width of each step


code: USheetBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USheetBuilder

code: class USheetBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

Axis

type: TEnumAsByte< en...


code: virtual void BuildCurvedStair ( int32 Direction )


code: USpiralStairBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USpiralStairBuilder

code: class USpiralStairBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

NumSteps

description: The total number of steps

description: The number of steps in one whole spiral rotation

SlopedCeiling

description: Whether the underside of the spiral is sloped or stepped

SlopedFloor

description: Whether the surface of the spiral is sloped or stepped

StepHeight

description: The height of each step

StepThickness

description: The thickness of each step

StepWidth

description: The width of each step


code: virtual void BuildTetrahedron ( float R, int32 InSphereExtrapolation )


code: virtual void Extrapolate ( int32 a, int32 b, int32 c, int32 Count, float InRadius )


code: UTetrahedronBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UTetrahedronBuilder

code: class UTetrahedronBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)

Radius

description: The radius of this sphere

SphereExtrapolation

description: How many iterations this sphere uses to tessellate its geometry


code: virtual void BuildVolumetric ( int32 Direction, int32 InNumSheets, float InZ, float InRadius )


code: UVolumetricBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UVolumetricBuilder

code: class UVolumetricBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)


code: namespace EOutputJson { enum Format { Manifest, Archive, } }


className: EIgnoreObjectFlags

description: As well as the optional command line.

code: enum EIgnoreObjectFlags { IGNORE_StaticMesh = 0x00000001, IGNORE_StaticMeshComponent = 0x00000002, IGNORE_StaticMeshActor = 0x00000004, IGNORE_Texture = 0x00000008, IGNORE_Particle = 0x00000020, IGNORE_Anim = 0x00000040, IGNORE_LightingOptimization = 0x00000080, IGNORE_SoundCue = 0x00000100, IGNORE_Brush = 0x00000200, IGNORE_Level = 0x00000400, IGNORE_SkeletalMesh = 0x00000800, IGNORE_SkeletalMeshComponent = 0x00001000, IGNORE_Primitive = 0x00002000, IGNORE_SoundWave = 0x00004000, }


className: EAnimReferenceType

code: enum EAnimReferenceType { ART_SkeletalMeshComponent, ART_Crowd, }


description:
This is for summary
command separated summary CSV header row


description:
Returns a header row for CSV
comma separated header row

code: static FString GetCSVHeaderRow&40;&41;


description: true if this asset type should be logged

code: bool ShouldLogStat&40;&41; const


description: This takes a LevelName and then looks for the number of Instances of this AnimStat used within that level

code: FString ToCSV &40; const FString & LevelName &41; const


description:
Stringifies gathered stats in CSV format.
comma separated list of stats

code: FString ToCSV&40;&41; const


description:
This is for summary
command separated summary data row

code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FAnimSequenceStats > & StatsData &41;


description: Constructor, initializing all members

code: FAnimSequenceStats &40; UAnimSequence &42; Sequence &41;


description: This function fills up MapsUsedIn and LevelNameToInstanceCount if bAddPerLevelDataMap is true.

code: void AddLevelInfo &40; UPackage &42; LevelPackage, bool bAddPerLevelDataMap &41;


className: FAnimSequenceStats

AnimationResourceSize

description: Size in bytes of this animation.

AnimSetName

type: FString

description: Animset name.

AnimTag

description: Animation Tag.

bIsReferencedByScript

type: bool

description: Whether resource is referenced by script.

bMarkedAsDoNotOverrideCompression

description: Whether resource is forced to be uncompressed by human action

CompressionRatio

description: Percentage(0-100%) of compress ratio

CompressionScheme

description: Name of compression algo class used.

NumRotTracksWithOneKey

description: Total Tracks with no animated rotation.

NumScaleTracksWithOneKey

description: Total Tracks with no animated scale.

NumTransTracksWithOneKey

description: Total Tracks with no animated translation.

OverheadSize

description: Size of the overhead that isn't directly key data (includes data that is required to reconstruct keys, so it's not 'waste'), in bytes

ReferenceType

type: EAnimReferenceT...

description: Reference Type

ResourceName

description: Resource name.

ResourceType

description: Resource type.

RotationFormat

type: AnimationCompre...

description: Type of compression used on this animation.

RotationKeySize

description: Average size of a single rotation key, in bytes.

ScaleKeySize

description: Average size of a single scale key, in bytes.

TotalFrames

description: Total Frames in this animation.

TotalNumRotKeys

description: Total rotation keys.

TotalNumScaleKeys

description: Total scale keys.

TotalNumTransKeys

description: Total translation keys.

TotalTracks

description: Total Tracks in this animation.

TrackTableSize

description: Size in bytes of this animation's track table.

TranslationKeySize

description: Average size of a single translation key, in bytes.


description: For a given list of parameters, compute a full spread of potential savings values using vertex light, or 256, 128, 64, 32 pixel square light maps

code: static void CalculateLightingOptimizationInfo &40; ELightMapInteractionType LMType, int32 NumVertices, int32 Width, int32 Height, int32 TexCoordIndex, FLightingOptimizationStats & LOStats &41;


className: FAssetStatsBase

code: struct FAssetStatsBase

LevelNameToInstanceCount

type: PerLevelDataMap

description: Mapping from LevelName to the number of instances of this type in that level

MapsUsedIn

type: TArray<FString...

description: Maps this static mesh was used in.


description: Assuming DXT1 lightmaps... 4 bits/pixel * width * height = Highest MIP Level * 1.333 MIP Factor for approx usage for a full mip chain Either 1 or 3 textures if we're doing simple or directional (3-axis) lightmap Most lightmaps require a second UV channel which is probably an extra 4 bytes (2 floats compressed to SHORT)

code: static int32 CalculateLightmapLightingBytesUsed &40; int32 Width, int32 Height, int32 NumVertices, int32 UVChannelIndex &41;


className: LightMapSizes

code: static LightMapSizes;


className: NumLightmapTextureSizes

code: static NumLightmapTextureSizes = 4;


description: Constructor, initializing all members

code: FLightingOptimizationStats &40; AStaticMeshActor &42; StaticMeshActor &41;


className: FLightingOptimizationStats

ActorName

description: Name of the StaticMeshActor this optimization is for

BytesSaved

description: Amount of memory savings for each lighting scheme (256,128,64,32 pixel lightmaps + vertex lighting)

CurrentBytesUsed

description: Amount of memory used by the current lighting scheme

IsType

type: ELightMapIntera...

description: Current type of lighting scheme used

LevelName

description: Name of the Level this StaticMeshActor is on

SMName

description: Name of the StaticMesh belonging to the above StaticMeshActor

TextureSize

description: Texture size of the current lighting scheme, if texture, 0 otherwise


description:
This is for summary
command separated summary data row

code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FParticleStats > & StatsData &41;


description: Constructor, initializing all members

code: FParticleStats &40; UParticleSystem &42; ParticleSystem &41;


className: FParticleStats

description: Encapsulates gathered stats for a particularUParticleSystemobject

code: struct FParticleStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)

bIsReferencedByScript

description: Whether resource is referenced by script.

bMeshEmitterHasCastShadows

description: If any modules have mesh emitters that have DoCollision == true wich is more than likely bad and perf costing

MaxNumDrawnPerFrame

description: Maximum number of particles drawn per frame

NumBytesUsed

description: This is the size in bytes that this Particle System will use

NumEmitters

description: Number of emitters in this system.

NumEmittersUsingCollision

description: Combined number of collision modules across emitters

NumEmittersUsingPhysics

description: Combined number of emitters that have active physics

NumModules

description: Combined number of modules in all emitters used.

NumPeakActiveParticles

description: Combined number of peak particles in system.

PeakActiveToMaxDrawnRatio

description: Ratio of particles simulated to particles drawn

ResourceName

description: Resource name.

ResourceType

description: Resource type.

WarmUpTime

description: If the particle system has warm up time greater than N seconds


description:
Returns a header row for CSV
comma separated header row


description: true if this asset type should be logged


description:
This is for summary
command separated summary CSV header row


description:
Stringifies gathered stats in CSV format.
comma separated list of stats


description: This takes a LevelName and then looks for the number of Instances of this StatMesh used within that level


description:
This is for summary
command separated summary data row

code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FPrimitiveStats > & StatsData &41;


description: Constructor, initializing all members.

code: FPrimitiveStats &40; UModel &42; Model &41;


code: FPrimitiveStats &40; USkeletalMesh &42; SkeletalMesh, FAnalyzeReferencedContentStat::FSkeletalMeshStats &42; SkeletalMeshStats &41;


code: FPrimitiveStats &40; UStaticMesh &42; SkeletalMesh, FAnalyzeReferencedContentStat::FStaticMeshStats &42; StaticMeshStats &41;


className: FPrimitiveStats

description: Encapsulates gathered stats for a particularUModelComponent, UTerrainComponent object.

code: struct FPrimitiveStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)

NumInstances

description: Number of static mesh instances overall.

NumSections

description: Section count of mesh.

NumTriangles

description: Triangle count of mesh.

ResourceName

description: Resource name.

ResourceSize

description: Resource size of static mesh.

ResourceType

description: Resource type.


code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FSkeletalMeshStats > & StatsData &41;


description: Constructor, initializing all members.

code: FSkeletalMeshStats &40; USkeletalMesh &42; SkeletalMesh &41;


className: FSkeletalMeshStats

description: Encapsulates gathered stats for a particularUSkeletalMeshobject.

bIsReferencedByParticles

description: Whether resource is referenced by particle system

bIsReferencedByScript

description: Whether resource is referenced by script.

IndexMemorySize

description: Indexbuffer size of Skeletal mesh.

MaxBoneInfluences

description: Max bone influences of mesh.

NumActiveBoneIndices

description: Active bone index count of mesh.

NumChunks

description: Chunk count of mesh.

NumInstances

description: Number of Skeletal mesh instances overall.

NumMaterials

description: Number of materials applied to the mesh.

NumRequiredBones

description: Required bone count of mesh.

NumRigidVertices

description: Rigid vertex count of mesh.

NumSections

description: Section count of mesh.

NumSoftVertices

description: Soft vertex count of mesh.

NumTriangles

description: Triangle count of mesh.

NumVertices

description: Vertex count of mesh.

ResourceName

description: Resource name.

ResourceSize

description: Resource size of Skeletal mesh.

description: Resource type.

VertexMemorySize

description: Vertex buffer size of Skeletal mesh.


code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FSoundCueStats > & StatsData &41;


className: FSoundCueStats

description: Encapsulates gathered stats for a particularUSoundCueobject.

code: struct FSoundCueStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)

ResourceName

description: Resource name.

ResourceSize

description: Resource size of static mesh.

ResourceType

description: Resource type.


description: Constructor, initializing all members.

code: FSoundCueStats &40; USoundCue &42; SoundCue &41;


code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FSoundWaveStats > & StatsData &41;


description: Constructor, initializing all members.

code: FSoundWaveStats &40; USoundWave &42; SoundWave &41;


className: FSoundWaveStats

code: struct FSoundWaveStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)

ResourceName

description: Resource name.

ResourceSize

description: Resource size of static mesh.

description: Resource type.


code: static FString GetCSVHeaderRow&40;&41;


code: bool ShouldLogStat&40;&41; const


code: FString ToCSV&40;&41; const


code: FString ToCSV &40; const FString & LevelName &41; const


code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FStaticMeshStats > & StatsData &41;


description: Constructor, initializing all members.

code: FStaticMeshStats &40; UStaticMesh &42; StaticMesh &41;


className: FStaticMeshStats

description: Encapsulates gathered stats for a particularUStaticMeshobject.

code: struct FStaticMeshStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)

bIsMeshNonUniformlyScaled

description: Is this mesh scaled non-uniformly in a level

bShouldConvertBoxColl

description: Does this mesh have box collision that should be converted

bUsesSimpleRigidBodyCollision

description: Does this static mesh use simple collision

NumConvexPrimitives

description: Number of convex hulls in the collision geometry of mesh.

NumElementsWithCollision

description: Number of sections that have collision enabled

NumSections

description: Section count of mesh.

NumTriangles

description: Triangle count of mesh.

ResourceName

description: Resource name.

description: Resource size of static mesh.

ResourceType

description: Resource type.

UsedAtScales

type: TArray< FVector...

description: Array of different scales that this mesh is used at


description:
This is for summary
command separated summary CSV header row


description:
This is for summary
command separated summary data row

code: static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FTextureStats > & StatsData &41;


description: Constructor, initializing all members

code: FTextureStats &40; UTexture &42; Texture &41;


className: FTextureStats

description: Encapsulates gathered stats for a particularUTextureobject.

code: struct FTextureStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)

Format

description: Texture pixel format.

LODBias

description: LOD bias.

LODGroup

description: LOD group.

MaterialsUsedBy

type: TMap<FString, ...

description: Map of materials this textures is being used by.

ResourceName

description: Resource name.

ResourceSize

description: Resource size of texture.

ResourceType

description: Resource type.


code: void AddParticleSystem &40; UParticleSystem &42; InParticleSystem &41;


code: const int32 GetParticleSystemsContainedInCount&40;&41; const


code: FString GetParticleSystemContainedIn &40; int32 Index &41; const


code: FTextureToParticleSystemStats &40; UTexture &42; InTexture &41;


className: FTextureToParticleSystemStats

Format

description: Texture pixel format.

TextureName

description: Texture name.

TextureSize

description: Texture size.


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to particle system stats associated with anim sequence

code: [FAnimSequenceStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAnimSequenceStats) * GetAnimSequenceStats ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to lighting optimization stats associated with this actor component

code: [FLightingOptimizationStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FLightingOptimiz-) * GetLightingOptimizationStats ( [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * ActorComponent )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to particle system stats associated with static mesh

code: [FParticleStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FParticleStats) * GetParticleStats ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to primitive stats associated with object (ModelComponent, TerrainComponent)

code: [FPrimitiveStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FPrimitiveStats) * GetPrimitiveStats ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to skeletal mesh stats associated with skeletal mesh

code: [FSkeletalMeshStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FSkeletalMeshStats) * GetSkeletalMeshStats ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to sound cue stats associated with sound cue

code: [FSoundCueStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FSoundCueStats) * GetSoundCueStats ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )


code: [FSoundWaveStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FSoundWaveStats) * GetSoundWaveStats ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to static mesh stats associated with static mesh

code: [FStaticMeshStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FStaticMeshStats) * GetStaticMeshStats ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * LevelPackage )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to texture stats associated with texture

code: [FTextureStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FTextureStats) * GetTextureStats ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


description:
returns pointer intoTMap, only valid till next time Set is called
pointer to textureinparticlesystem stats

code: [FTextureToParticleSystemStats](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FTextureToPartic-) * GetTextureToParticleSystemStats ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: template<typename STAT_TYPE> static int32 GetTotalCountPerLevel ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & LevelName )


code: bool InIgnoreObjectFlag ( int32 IgnoreObjectFlag )


className: PerLevelDataMap

description: This holds all of the common data for our structs

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), uint32 > PerLevelDataMap


code: void SetIgnoreObjectFlag ( int32 IgnoreObjectFlag )


code: void WriteOutAllAvailableStatData ( const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory )


description: This will write out the specified Stats to the AnalyzeReferencedContentCSVs dir

code: template<typename STAT_TYPE> static void WriteOutCSVs ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory, const [FString](API\Runtime\Core\Containers\FString) & StatsName )


code: template<typename STAT_TYPE> static void WriteOutCSVsPerLevel ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory, const [FString](API\Runtime\Core\Containers\FString) & StatsName )


code: void WriteOutSummary ( const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory )


description: This will write out the summary Stats to the AnalyzeReferencedContentCSVs dir

code: template<typename STAT_TYPE> static void WriteOutSummaryCSVs ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), STAT_TYPE > & StatsData, const [FString](API\Runtime\Core\Containers\FString) & CSVDirectory, const [FString](API\Runtime\Core\Containers\FString) & StatsName )


className: FAnalyzeReferencedContentStat

code: class FAnalyzeReferencedContentStat

MapFileList

description: Include only map list that has been loaded

ResourceNameToAnimStats

description: Mapping from a fully qualified resource string (including type) to anim stats info.

ResourceNameToLightingStats

description: Mapping from a fully qualified resource string (including type) to lighting optimization stats info.

ResourceNameToParticleStats

description: Mapping from a fully qualified resource string (including type) to particle stats info.

ResourceNameToPrimitiveStats

description: Mapping from a fully qualified resource string (including type) to other primitive stats info - excluding staticmeshes/skeletalmeshes.

ResourceNameToSkeletalMeshStats

description: Mapping from a fully qualified resource string (including type) to skeletal mesh stats info.

ResourceNameToSoundCueStats

description: Mapping from a fully qualified resource string (including type) to sound cue stats info.

ResourceNameToStaticMeshStats

description: Mapping from a fully qualified resource string (including type) to static mesh stats info.

ResourceNameToTextureStats

description: Mapping from a fully qualified resource string (including type) to texture stats info.

description: Mapping from a full qualified resource string (including type) to texutreToParticleSystem stats info


description: Follows an assets dependency chain to build up a list of package names in the same order as the runtime would attempt to load them

code: void AddAssetToFileOrderRecursive ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFileOrder, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutEncounteredNames, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPackageNameSet, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InTopLevelAssets )


description: Deletes temporary manifest directories.

code: void CleanManifestDirectories()


description: Used by DLC which does not Clone the entire global AR. Copies data from the global assetregistry for all packages present in the previous AssetRegistry

code: void CloneGlobalAssetRegistryFilteredByPreviousState ( const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & PreviousState )


description: Computes just the list of packages in the PreviousState that no longer exist in the current state.

code: void ComputePackageRemovals ( const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & PreviousState, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRemovedPackages, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FGeneratorPackageInfo](API\Editor\UnrealEd\Commandlets\FAssetRegistryGenerator\FGeneratorPackageInfo) > & OutGeneratorPackages, int32 & OutNumNeverCookPlaceHolderPackages )


description: Computes differences between the current asset registry state and the provided previous state.

code: void ComputePackageDifferences ( const [FComputeDifferenceOptions](API\Editor\UnrealEd\Commandlets\FAssetRegistryGenerator\FComputeDifferenceOptions) & Options, const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & PreviousState, [FAssetRegistryDifference](API\Editor\UnrealEd\Commandlets\FAssetRegistryGenerator\FAssetRegistryDifference) & OutDifference )


description:
ContainsMap Does this package contain a map file (determined by finding if this package contains aUWorld/ULevelobject)
return if the package contains aUWorld/ULevelobject (contains a map)

code: bool ContainsMap ( const [FName](API\Runtime\Core\UObject\FName) & PackageName ) const


className: EDifference

code: enum EDifference { IdenticalCooked, ModifiedCooked, RemovedCooked, IdenticalUncooked, ModifiedUncooked, RemovedUncooked, IdenticalNeverCookPlaceholder, ModifiedNeverCookPlaceholder, RemovedNeverCookPlaceholder, IdenticalScript, ModifiedScript, RemovedScript, }


className: FAssetRegistryDifference

description: Differences between the current and the previous state.

code: struct FAssetRegistryDifference

GeneratorPackages

type: TMap<FName,FG...

description: Collection of Generator packages and the packages they generated.

Packages

type: TMap<FName,ED...

description: Collection of all non-generated packages contained in the previous cook, and their difference category.


className: FChunkPackageSet

description: Map of Package name to Sandbox Paths

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > FChunkPackageSet


className: FComputeDifferenceOptions

description: Options when computing the differences between current and previous state.

code: struct FComputeDifferenceOptions

bIterativeUseClassFilters

description: If true, use the AllowList and DenyList for classes on a package's used classes to decide whether the package is iterable.

bRecurseModifications

description: If true, modified packages are recursed to X in X->Y->Z chains.

bRecurseScriptModifications

description: If true, modified script / c++ packages are recursed, if false only asset references are recursed


className: FCreateOrFindArray

description: Ensures all assets in the input package are present in the registry

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) *, TInlineAllocator< 1 > > FCreateOrFindArray


className: FGeneratorPackageInfo

description: Info about a GeneratorPackage (seeICookPackageSplitter) loaded from previous iterative cooks.

code: struct FGeneratorPackageInfo


description: Returns the chunks

code: void GetChunkAssignments ( [TArray](API\Runtime\Core\Containers\TArray)< [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) >> & OutAssignments ) const


description: Returns editable version of the asset package state being generated

code: [FAssetPackageData](API\Runtime\CoreUObject\AssetRegistry\FAssetPackageData) * GetAssetPackageData ( const [FName](API\Runtime\Core\UObject\FName) & PackageName )


description: FinalizeChunkIDs Create the list of packages to store in each Chunk; each Chunk corresponds to a pak file, or group of pak files if the chunk is split. Each package may be in multiple chunks. The selection of chunks for each package is based on ChunkIds explicitly assigned to the package in the editor (UPackage::GetChunkIds()) and on assignment rules defined by the AssetManager

code: void FinalizeChunkIDs ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & CookedPackages, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & DevelopmentOnlyPackages, [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) & InSandboxFile, bool bGenerateStreamingInstallManifest )


description: Whether *this cloned the global the AssetRegistry during its construction. If false, package data must be copied during UpdataAssetRegistryData.


description: Get pakchunk file index from ChunkIDIndexof target pakchunk file

code: int32 GetPakchunkIndex ( int32 ChunkId ) const


code: const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * GetTargetPlatform() const


description: Initializes manifest generator - creates manifest lists, hooks up delegates.

code: void Initialize ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & StartupPackages, bool bInitializeFromExisting )


description: PostSave Notify generator that we are finished saving registry

code: void PostSave()


description: Should be called prior to SaveManifests.

code: void RegisterChunkDataGenerator ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IChunkDataGenerator](API\Editor\UnrealEd\Commandlets\IChunkDataGenerator) > InChunkDataGenerator )


description: PreSave Notify generator that we are about to save the registry and chunk manifests

code: void PreSave ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InCookedPackages )


description: Saves generated asset registry data for each platform.

code: bool SaveAssetRegistry ( const [FString](API\Runtime\Core\Containers\FString) & SandboxPath, bool bSerializeDevelopmentAssetRegistry, bool bForceNoFilterAssets, uint64 & OutDevelopmentAssetRegistryHash )


description: Saves all generated manifests for each target platform.

code: bool SaveManifests ( [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) & InSandboxFile, int64 InOverrideChunkSize, const TCHAR * InManifestSubDir )


description: Sets asset registry from a previous run that is used for iterative cooking.

code: void SetPreviousAssetRegistry ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) > && PreviousState )


description: Check config to see whether chunk assignments use the AssetManager. If so, run the once-per-process construction of ManageReferences and store them in the global AssetRegistry.


code: void UpdateAssetRegistryData ( UE::Cook::FMPCollectorServerMessageContext & Context, [UE::Cook::FAssetRegistryPackageMessage](API\Editor\UnrealEd\Commandlets\FAssetRegistryPackageMessage) && Message )


description: Attempts to update the metadata for a package in an asset registry generator. This is only called for CookByTheBook.

code: void UpdateAssetRegistryData ( [FName](API\Runtime\Core\UObject\FName) PackageName, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, UE::Cook::ECookResult CookResult, [FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) * SavePackageResult, [FCookTagList](API\Runtime\CoreUObject\AssetRegistry\FCookTagList) && InArchiveCookTagList, bool bIncludeOnlyDiskAssets, [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetPackageData](API\Runtime\CoreUObject\AssetRegistry\FAssetPackageData) > && OverrideAssetPackageData, [TOptional](API\Runtime\Core\IO\TOptional)< [TArray](API\Runtime\Core\Containers\TArray)< [FAssetDependency](API\Runtime\AssetRegistry\AssetRegistry\FAssetDependency) >> && OverridePackageDependencies )


description: Writes out CookerOpenOrder.log file

code: bool WriteCookerOpenOrder ( [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) & InSandboxFile )


description: Constructor

code: FAssetRegistryGenerator ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InPlatform )


description: Destructor

code: ~FAssetRegistryGenerator()


className: FAssetRegistryGenerator

description: Helper class for generating streaming install manifests

code: class FAssetRegistryGenerator


code: virtual void ClientTickPackage ( FMPCollectorClientTickPackageContext & Context )


code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetMessageType() const


code: virtual void ServerReceiveMessage ( FMPCollectorServerMessageContext & Context, [FCbObjectView](API\Runtime\Core\Serialization\FCbObjectView) Message )


code: FAssetRegistryMPCollector ( [UCookOnTheFlyServer](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer) & InCOTFS )


className: FAssetRegistryMPCollector

code: class FAssetRegistryMPCollector : public UE::Cook::IMPCollector


description: Return the Guid that identifies the message to the remote connection.


code: virtual const TCHAR * GetDebugName() const


description: Marshall the message to a CompactBinaryObject.

code: virtual void Write ( [FCbWriter](API\Runtime\Core\Serialization\FCbWriter) & Writer ) const


description: Unmarshall the message from a CompactBinaryObject.

code: virtual bool TryRead ( [FCbObjectView](API\Runtime\Core\Serialization\FCbObjectView) Object )


className: FAssetRegistryPackageMessage

code: class FAssetRegistryPackageMessage : public UE::CompactBinaryTCP::IMessage

AssetDatas

type: TArray<FAssetD...

CookTags

type: TMap<FSoftObje...

OverrideAssetPackageData

type: TOptional<FAss...

OverridePackageDependencies

type: TOptional<TArr...

TargetPlatform

type: constITargetPl...


code: virtual void UpdateAssetRegistryData ( [FName](API\Runtime\Core\UObject\FName) PackageName, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, UE::Cook::ECookResult CookResult, [FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) * SavePackageResult, [FCookTagList](API\Runtime\CoreUObject\AssetRegistry\FCookTagList) && InArchiveCookTagList, bool bIncludeOnlyDiskAssets, [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetPackageData](API\Runtime\CoreUObject\AssetRegistry\FAssetPackageData) > && OverrideAssetPackageData, [TOptional](API\Runtime\Core\IO\TOptional)< [TArray](API\Runtime\Core\Containers\TArray)< [FAssetDependency](API\Runtime\AssetRegistry\AssetRegistry\FAssetDependency) >> && OverridePackageDependencies )


code: FAssetRegistryReporterLocal ( [FAssetRegistryGenerator](API\Editor\UnrealEd\Commandlets\FAssetRegistryGenerator) & InGenerator )


className: FAssetRegistryReporterLocal

code: class FAssetRegistryReporterLocal : public [UE::Cook::IAssetRegistryReporter](API\Editor\UnrealEd\Commandlets\IAssetRegistryReporter)


code: FAssetRegistryReporterRemote ( FCookWorkerClient & InClient, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


className: FAssetRegistryReporterRemote

code: class FAssetRegistryReporterRemote : public [UE::Cook::IAssetRegistryReporter](API\Editor\UnrealEd\Commandlets\IAssetRegistryReporter)


code: bool operator== ( const [FChunkDependency](API\Editor\UnrealEd\Commandlets\FChunkDependency) & RHS ) const


className: FChunkDependency

description: A single dependency, read from ini file

code: struct FChunkDependency

ChunkID

description: The child chunk

ParentChunkID

description: Parent chunk, anything in both Parent and Child is only placed into Parent


code: FChunkDependencyTreeNode ( int32 InChunkID )


className: FChunkDependencyTreeNode

description: In memory structure used for dependency tree

code: struct FChunkDependencyTreeNode

ChildNodes

type: TArray<FChunkD...


className: FClassResourceMap

description: A mapping of class name to the resource stats for objects of that class

code: class FClassResourceMap : public [TMultiMap< FName, FObjectResourceStat >](API\Runtime\Core\Containers\TMultiMap)


className: FDialogueScriptEntry

code: struct FDialogueScriptEntry

AudioFileName

type: FString


className: EPathMatch

code: enum EPathMatch { Included, Excluded, NoMatch, }


className: EPathType

code: enum EPathType { Include, Exclude, }


code: [EPathMatch](API\Editor\UnrealEd\Commandlets\FFuzzyPathMatcher\EPathMatch) TestPath ( const [FString](API\Runtime\Core\Containers\FString) & InPathToTest ) const


code: FFuzzyPathMatcher ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InIncludePathFilters, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InExcludePathFilters )


className: FFuzzyPathMatcher

description: Performs fuzzy path matching against a set of include and exclude paths

code: class FFuzzyPathMatcher


className: FGetAdditionalGatherPaths

description: Delegate called during a localization gather to allow code to inject new gather and exclude paths for the given localization target

code: typedef TMulticastDelegate_ThreeParams< void, const [FString](API\Runtime\Core\Containers\FString) &, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > &, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & > FGetAdditionalGatherPaths


className: FGatherTextDelegates

code: struct FGatherTextDelegates


className: FHLODLayerActorMapping

code: struct FHLODLayerActorMapping

ActorClass

type: TSoftClassPtr< ...


code: FKismetResourceStat ( [FName](API\Runtime\Core\UObject\FName) InObjectName )


code: FKismetResourceStat ( [FName](API\Runtime\Core\UObject\FName) InObjectName, int32 InRefCount )


className: FKismetResourceStat

code: struct FKismetResourceStat

ObjectName

type: FName

description: The name of the kismet object this struct contains stats for

ReferenceCount

description: The number of references to the kismet object

ReferenceSources

description: Array of files that reference this kismet object


description: Copy constructor

code: FObjectResourceStat ( const [FObjectResourceStat](API\Editor\UnrealEd\Commandlets\FObjectResourceStat) & Other )


description: Standard Constructor

code: FObjectResourceStat ( [FName](API\Runtime\Core\UObject\FName) InClassName, const [FString](API\Runtime\Core\Containers\FString) & InResourceName, int32 InResourceSize )


className: FObjectResourceStat

description: Contains stats about a single resource in a package file.

code: struct FObjectResourceStat

ClassName

description: The name of the class for this resource

ResourceNameIndex

description: The complete path name for this resource

ResourceSize

description: The size of this resource, on disk


description:
Creates a new resource stat using the specified parameters.
a pointer to theFObjectResourceStatthat was added

code: [FObjectResourceStat](API\Editor\UnrealEd\Commandlets\FObjectResourceStat) * AddResourceStat ( [FName](API\Runtime\Core\UObject\FName) ResourceClassName, const [FString](API\Runtime\Core\Containers\FString) & ResourcePathName, int32 ResourceSize )


description: Constructor

code: FPackageResourceStat ( [FName](API\Runtime\Core\UObject\FName) InPackageName )


className: FPackageResourceStat

code: struct FPackageResourceStat

PackageFilename

description: The filename of the package; will be different from PackageName if this package is one of the loc packages

PackageName

description: The name of the package this struct contains resource stats for

PackageResources

type: FClassResourceM...

description: The map of 'Class name' to 'object resources of that class' for this package


description: Default constructor

code: FResourceDiskSize ( [FName](API\Runtime\Core\UObject\FName) InClassName )


description: Copy constructor

code: FResourceDiskSize ( const [FResourceDiskSize](API\Editor\UnrealEd\Commandlets\FResourceDiskSize) & Other )


className: FResourceDiskSize

code: struct FResourceDiskSize


description:
Creates a report using the specified stats. The type of report created depends on the reporter type.
true if the report was created successfully; false otherwise.

code: bool CreateReport ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FPackageResourceStat](API\Editor\UnrealEd\Commandlets\FPackageResourceStat) > & ResourceStats )


description: Constructor

code: FResourceStatReporter()


description: Destructor

code: virtual ~FResourceStatReporter()


className: FResourceStatReporter

description: Generates various types of reports for the list of resources collected by the AnalyzeCookedContent commandlet. Each derived version of this struct generates a different type of report.

code: struct FResourceStatReporter

OutputType

type: EReportOutputTy...


code: virtual bool CreateReport ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FPackageResourceStat](API\Editor\UnrealEd\Commandlets\FPackageResourceStat) > & ResourceStats )


description: This reporter generates a report which displays objects which are duplicated into more than one package.

code: struct FResourceStatReporter_AssetDuplication : public [FResourceStatReporter](API\Editor\UnrealEd\Commandlets\FResourceStatReporter)


code: void UpdateAssetRegistryData ( [FName](API\Runtime\Core\UObject\FName) PackageName, const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, UE::Cook::ECookResult CookResult, [FSavePackageResultStruct](API\Runtime\CoreUObject\UObject\FSavePackageResultStruct) * SavePackageResult, [FCookTagList](API\Runtime\CoreUObject\AssetRegistry\FCookTagList) && InArchiveCookTagList, bool bIncludeOnlyDiskAssets, [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetPackageData](API\Runtime\CoreUObject\AssetRegistry\FAssetPackageData) > && OverrideAssetPackageData, [TOptional](API\Runtime\Core\IO\TOptional)< [TArray](API\Runtime\Core\Containers\TArray)< [FAssetDependency](API\Runtime\AssetRegistry\AssetRegistry\FAssetDependency) >> && OverridePackageDependencies )


description: This reporter generates a report on the disk-space taken by each asset type.

code: struct FResourceStatReporter_TotalMemoryPerAsset : public [FResourceStatReporter](API\Editor\UnrealEd\Commandlets\FResourceStatReporter)


code: virtual ~IAssetRegistryReporter()


className: IAssetRegistryReporter

code: class IAssetRegistryReporter


description:
Called to generate any additional files that should be added to the given chunk.
true if successful. If this function returns false, the deprecated one will be called

code: virtual void GenerateChunkDataFiles ( const int32 InChunkId, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPackagesInChunk, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [FSandboxPlatformFile](API\Runtime\SandboxFile\FSandboxPlatformFile) * InSandboxFile, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutChunkFilenames )


className: IChunkDataGenerator

description: SeeFAssetRegistryGenerator.

code: class IChunkDataGenerator


code: UAssetRegistryDumpCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


className: UAssetRegistryDumpCommandlet

code: class UAssetRegistryDumpCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: bool GenerateOrderFile ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int64 > & OutputOrderMap, const [FString](API\Runtime\Core\Containers\FString) & ReorderFileOutPath )


description: Generate a new FOO which only takes partial update from new FOO files with input of an old FOO file and a new FOO file.

code: bool GeneratePartiallyUpdatedOrderFile ( const [FString](API\Runtime\Core\Containers\FString) & OldOrderFilePath, const [FString](API\Runtime\Core\Containers\FString) & NewOrderFilePath, const [FString](API\Runtime\Core\Containers\FString) & OutOrderFilePath, const float PatchSizePerfBalanceFactor )


code: bool MergeOrderFiles ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int64 > & NewOrderMap, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int64 > & PrevOrderMap )


code: void RecursivelyGrabDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< FSortableDependencyEntry > & OutSortableDependencies, const int32 & DepSet, int32 & DepOrder, int32 DepHierarchy, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & ProcessedFiles, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OriginalSet, const [FName](API\Runtime\Core\UObject\FName) & FilePath, const [FName](API\Runtime\Core\UObject\FName) & PackageFName, const [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & FilterByClass )


code: void ReorderOrderFile ( const [FString](API\Runtime\Core\Containers\FString) & OrderFilePath, const [FString](API\Runtime\Core\Containers\FString) & ReorderFileOutPath )


code: UAssetRegUtilCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UAssetSizeQueryCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAssetRegUtilCommandlet

code: class UAssetRegUtilCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

AssetRegistry

type: IAssetRegistry...


className: UAssetSizeQueryCommandlet

code: class UAssetSizeQueryCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UAudioMixerCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioMixerCommandlet

description: Commandlet used to test various aspects of audio mixer without loading UI.

code: class UAudioMixerCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: bool CanCheckoutFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [FString](API\Runtime\Core\Containers\FString) & CheckedOutUser )


code: void CheckInFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InFilesToSubmit, const [FText](API\Runtime\Core\Internationalization\FText) & InDescription ) const


code: void CheckoutAndSavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SublevelFilenames, bool bIgnoreAlreadyCheckedOut )


code: bool CheckoutFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, bool bAddFile, bool bIgnoreAlreadyCheckedOut )


description:
Removes anyUClassexports from packages which aren't script packages.
true to resave the package

code: bool CleanClassesFromContentPackages ( class [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


description: Delete the remaining files in the temporary files directory for the commandlet.

code: void CleanTempFiles()


description:
Creates and returns a unique filename in the temporary file directory.
A unique temporary filename


className: EBrevity

code: enum EBrevity { VERY_VERBOSE, INFORMATIVE, ONLY_ERRORS, }


description: Deletes a single package

code: virtual void DeleteOnePackage ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Get the changelist description to use if automatically checking packages out.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetChangelistDescription() const


description:
Returns the path of the directory we use to store all temporary files for this commandlet.
Path to the temporary file directory


code: virtual void InitializePackageNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MapPathNames, bool & bExplicitPackages )


description: Loads and saves a single package

code: virtual void LoadAndSaveOnePackage ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description:
Evaluates the command-line to determine which maps to check.Bydefault all maps are checked Provides child classes with a chance to initialize any variables, parse the command line, etc.
0 to indicate that the commandlet should continue; otherwise, the error code that should be returned byMain()

code: virtual int32 InitializeParameters ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MapPathNames )


description: Parse commandline to decide whether resaveondemand is activated for the given system.

code: [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > ParseResaveOnDemandSystems()


code: void OnAddResaveOnDemandPackage ( [FName](API\Runtime\Core\UObject\FName) SystemName, [FName](API\Runtime\Core\UObject\FName) PackageName )


code: void ParseSourceControlOptions ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens )


description: Allows the commandlet to perform any additional operations on the object before it is resaved.

code: virtual void PerformAdditionalOperations ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bSavePackage )


description: Allows the commandlet to perform any additional operations on the package before it is resaved.

code: virtual void PerformAdditionalOperations ( class [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, bool & bSavePackage )


description: Allows the commandlet to perform any additional operations on the world before it is resaved.

code: virtual void PerformAdditionalOperations ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool & bSavePackage )


description: Allow the commandlet to perform any operations on the export/import table of the package before all objects in the package are loaded.

code: virtual void PerformPreloadOperations ( [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * PackageLinker, bool & bSavePackage )


code: virtual void PerformWorldBuilderAdditionalOperations ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bSavePackage )


code: virtual void PostPerformAdditionalOperations ( class [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


description: Allows the commandlet to do something after all the packages have been processed

code: virtual void PostProcessPackages()


code: bool RevertFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Print out a message only if running in very verbose mode.

code: void VerboseMessage ( const [FString](API\Runtime\Core\Containers\FString) & Message )


code: virtual void PerformWorldBuilderAdditionalOperations ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool & bSavePackage )


description: Checks to see if a package should be skipped

code: virtual bool ShouldSkipPackage ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: virtual void WorldBuilderFailedLoadingActor ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


code: UBaseIteratePackagesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBaseIteratePackagesCommandlet

description: Added to expose this to the save packages test Base commandlet used to iterate packages provided on a commandline has callbacks for processing each package

code: class UBaseIteratePackagesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

bAutoCheckIn

type: bool

description: If we should auto checkin packages that were checked out

bAutoCheckOut

description: If we should auto checkout packages that need to be saved

bBatchSourceControl

description: If we should batch together source control operations rather than submit them one at a time

bCanIgnoreFails

description: Skip the assert when a package can not be opened

bForceFinishAllCompilationBeforeGC

description: Should we build lighting for the packages we are saving? Should we build reflection captures for the packages we are saving? Should we build texture streaming for the packages we are saving? Similar to above, but applies to all packages rather than just maps

bForceUATEnvironmentVariableSet

description: Bool bHLODMapCleanup;FStringForceHLODSetupAsset;FStringHLODSkipToMap;

bIgnoreChangelist

description: Should we build navigation data for the packages we are saving? Ignore package version changelist

bOnlyLicenseed

description: Only save packages that been saved by a licensee

bOnlyMaterials

description: Only process packages containing materials

bOnlyPayloadTrailers

description: Only save packages containing FPayloadTrailers

bOnlySaveDirtyPackages

description: If we should only save dirty packages

bOnlyUnversioned

description: Only save packages with a changelist of zero

bOnlyVirtualized

description: Only save packages containing bulkdata payloads that have been virtualized

bSkipCheckedOutFiles

description: If we should simply skip checked out files rather than error-ing out

bSkipSubLevels

description: Should we update HLODs bool bShouldBuildHLOD; bool bGenerateClusters; bool bGenerateMeshProxies; bool bForceClusterGeneration; bool bForceProxyGeneration; bool bForceSingleClusterForLevel;

bStripEditorOnlyContent

description: Strip editor only content

bVerifyContent

description: Load all packages, and display warnings for those packages which would have been resaved but were read-only

CollectionFilter

type: TSet<FName>

description: Filter packages based on a collection

FilesToSubmit

type: TArray<FString...

description: Lighting Build Quality(default: Production) List of files to submit

GarbageCollectionFrequency

description: Only collect garbage after N packages

MaxPackagesToResave

description: Maximum number of packages to resave to avoid having a massive sync A value of -1 (default) removes this limitation.

MaxResaveLicenseeUEVersion

description: Limits processing to packages with this licensee package version or lower.

MaxResaveUEVersion

description: Limits processing to packages with this UE4 package version or lower.

MinResaveUEVersion

description: Only packages that have this version or higher will be processed; a value of IGNORE_PACKAGE_VERSION indicates that there is no minimum package version

PackagesConsideredForResave

description: Running count of packages that got modified and will need to be resaved

PackageSubstring

description: If non-empty, this substring has to be present in the package name for the commandlet to process it.

ResaveClasses

description: Allows users to save only packages with a particular class in them (useful for fixing content)

ResaveOnDemandPackages

description: If running resaveondemand, only packages reported into this set are resaved.

ResaveOnDemandPackagesLock

type: FCriticalSectio...

SourceControlQueue

type: TPimplPtr< clas...

description: List of redirector packages that should be fixed up at the end A queue containing source control operations to be performed in batches.

Switches

description: The list of switches that were passed on the commandline

Verbosity

type: EBrevity


description: Will create a dependency tree starting with RootTreeNode. If HighestChunk is == 0 it will only add dependencies on 0 for chunks already in the dependencies list

code: const [FChunkDependencyTreeNode](API\Editor\UnrealEd\Commandlets\FChunkDependencyTreeNode) * BuildChunkDependencyGraph ( int32 HighestChunk )


description: Will return an existing dependency graph, or build if it necessary

code: const [FChunkDependencyTreeNode](API\Editor\UnrealEd\Commandlets\FChunkDependencyTreeNode) * GetOrBuildChunkDependencyGraph ( int32 HighestChunk )


code: UChunkDependencyInfo ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Removes redundant chunks from a chunk list

code: void RemoveRedundantChunks ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ChunkIDs ) const


className: UChunkDependencyInfo

description: This is read out of config and defines a tree of chunk dependencies

code: class UChunkDependencyInfo : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DependencyArray

description: List of dependencies used to remove redundant chunks


description: Loads and builds all blueprints in the BlueprintAssetList member variable

code: virtual void BuildBlueprints()


description: StoresFAssetDatafor every BlueprintAsset inside of the BlueprintAssetList member variable

code: virtual void BuildBlueprintAssetList()


description: Checks if the passed in asset has any tag inside of the passed in tag collection.  Asset Asset to check all tags of  TagCollectionToCheck Which Tag Collection to check  True if it contains a match from the tag collection. False otherwise

code: virtual bool CheckHasTagInList ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & Asset, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >>> & TagCollectionToCheck ) const


description: Handles attempting to compile an individual blueprint asset.  Blueprint Asset that is compiled.

code: virtual void CompileBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Handles setting config variables from the command line  Params command line parameter string

code: virtual void InitCommandLine ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description: Loads the Kismet Compiler Module


description: Checks if the passed in asset is included in the allow list.  Asset Asset to check against the allow list  True if the asset is in the list. False otherwise.

code: virtual bool IsAssetAllowed ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & Asset ) const


description: Handles outputting the results to the log

code: virtual void LogResults()


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description: Handles parsing out all the different files to allow from a file. These files will not be built.  ListFilePath the filepath to parse an allow list from

code: virtual void ParseAllowList ( const [FString](API\Runtime\Core\Containers\FString) & ListFilePath )


description: Handles parsing out a string of ignore folders and puts it into the IgnoreFolders member variable  FullIgnoreFolderString the string passedi n from the commandline to parse out individual folder names from

code: virtual void ParseIgnoreFolders ( const [FString](API\Runtime\Core\Containers\FString) & FullIgnoreFolderString )


description: Handles parsing out a string of command line tag pairs into the passed in output tag collection. Breaks these tags into a tag and a value to expect, or just a tag if any value will do.  FullTagString The string from the commandline that needs to be parsed  OutputAssetTags The collection of asset tags to output results to

code: virtual void ParseTagPairs ( const [FString](API\Runtime\Core\Containers\FString) & FullTagString, [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >>> & OutputAssetTags )


description: Determines if we should try and Load / Build the asset based on config variables  Asset What asset to check  True if we should build the asset

code: virtual bool ShouldBuildAsset ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) const & Asset ) const


code: UCompileAllBlueprintsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompileAllBlueprintsCommandlet

code: class UCompileAllBlueprintsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

BlueprintAssetList

type: TArray<FAssetD...

BlueprintBaseClassName

type: FTopLevelAssetP...

bResultsOnly

description: CommandLine Config Variables.

ExcludeAssetTags

type: TArray< TPair< ...

KismetBlueprintCompilerModule

type: IKismetCompiler...

TotalNumFailedLoads

type: int

description: Variables to store overall results.


code: UCompileShadersTestBedCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompileShadersTestBedCommandlet

code: class UCompileShadersTestBedCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UCompressAnimationsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompressAnimationsCommandlet

code: class UCompressAnimationsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: bool AddPackageToSourceControl ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


code: bool CheckExternalActors ( const [FString](API\Runtime\Core\Containers\FString) & Level, bool bRepair )


code: bool CheckoutPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


code: bool DeleteFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: void GetSubLevelsToConvert ( [ULevel](API\Runtime\Engine\Engine\ULevel) * MainLevel, [TSet](API\Runtime\Core\Containers\TSet)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & SubLevels, bool bRecursive )


code: [ULevel](API\Runtime\Engine\Engine\ULevel) * LoadLevel ( const [FString](API\Runtime\Core\Containers\FString) & LevelToLoad ) const


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


code: bool SavePackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


code: UConvertLevelsToExternalActorsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UConvertLevelsToExternalActorsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

SourceControlProvider

type: ISourceControlP...


description: Collect garbage if the cooker's TickResults requested it

code: void ConditionalCollectGarbage ( uint32 TickResults, [UCookOnTheFlyServer](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer) & COTFS )


description: Cooks for specified targets

code: bool CookByTheBook ( const [TArray](API\Runtime\Core\Containers\TArray)< [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & Platforms )


description:
Cook on the fly routing for the commandlet
true on success, false otherwise.

code: bool CookOnTheFly ( [FGuid](API\Runtime\Core\Misc\FGuid) InstanceId, int32 Timeout, bool bForceClose, const [TArray](API\Runtime\Core\Containers\TArray)< [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > & TargetPlatforms )


code: UCookCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCookCommandlet

code: class UCookCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

bCookAll

description: Cook everything

bCookEditorOptional

description: Produce editor optional package output when cooking.

bCookOnTheFly

description: Prototype cook-on-the-fly server

bCookSinglePackage

description: Only cook packages specified on commandline options (for debugging)

bErrorOnEngineContentUse

description: Error if we access engine content (useful for dlc)

bFastCook

description: Is using fast cook

bGenerateStreamingInstallManifests

description: Generate manifests for building streaming install packages

bIgnoreIniSettingsOutOfDate

description: Ignore ini settings out of date.

bIterativeCooking

description: If true, iterative cooking is being done

bKeepSinglePackageRefs

description: Modification to bCookSinglePackage - cook transitive hard references in addition to the packages on the commandline

bPartialGC

description: Only clean up objects which are not in use by the cooker when we gc (false will enable full gc)

bSkipEditorContent

description: Skip saving any packages in Engine/Content/Editor* UNLESS TARGET HAS EDITORONLY DATA (in which case it will save those anyway)

bUnversioned

description: Save all cooked packages without versions.

bVerboseCookerWarnings

description: Should we output additional verbose cooking warnings

Params

type: FString

description: All commandline params

Switches

description: All commandline switches

Tokens

description: All commandline tokens


code: virtual bool CopyFilesToDevice ( class [ITargetDevice](API\Developer\TargetPlatform\Interfaces\ITargetDevice) * Device, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & FilesToCopy ) const


className: UCookGlobalShadersCommandlet

code: class UCookGlobalShadersCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


className: UCookGlobalShadersDeviceHelperBase

code: class UCookGlobalShadersDeviceHelperBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UCookGlobalShadersDeviceHelperStaged

code: class UCookGlobalShadersDeviceHelperStaged : public [UCookGlobalShadersDeviceHelperBase](API\Editor\UnrealEd\Commandlets\UCookGlobalShadersDeviceHelperBa-)


code: const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > & GetCurrentConversion() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > > const & GetPreviousConversions() const


code: bool IsAPreviousConversion() const


code: void SetDataLayerInstance ( [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * InDataLayerInstance )


code: void SetDataLayerToConvert ( const [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) * InDataLayerToConvert )


className: UDataLayerConversionInfo

code: class UDataLayerConversionInfo : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DataLayerAsset

type: TObjectPtr<UDa...

DataLayerToConvert

type: TObjectPtr< con...


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


className: EReturnCode

code: enum EReturnCode { Success = 0, CommandletInitializationError, DataLayerConversionError, ActorDataLayerRemappingError, ProjectSpecificConversionError, }


code: virtual bool PerformAdditionalActorConversions ( [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [UDataLayerToAssetCommandletContext](API\Editor\UnrealEd\Commandlets\UDataLayerToAssetCommandletConte-) > & CommandletContext, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual bool PerformProjectSpecificConversions ( [TStrongObjectPtr](API\Runtime\CoreUObject\UObject\TStrongObjectPtr)< [UDataLayerToAssetCommandletContext](API\Editor\UnrealEd\Commandlets\UDataLayerToAssetCommandletConte-) > & CommandletContext )


code: UDataLayerToAssetCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataLayerToAssetCommandlet

code: class UDataLayerToAssetCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: bool FindDataLayerConversionInfos ( [FName](API\Runtime\Core\UObject\FName) DataLayerAssetName, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) >> & OutConversionInfos ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > > & GetConvertingDataLayerConversionInfo() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) > > & GetDataLayerConversionInfos() const


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) * DataLayer ) const


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * DataLayerInstance ) const


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer ) const


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * StoreDataLayerAssetConversion ( const [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) * DataLayerToConvert, [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * NewDataLayerAsset )


code: bool SetPreviousConversions ( [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * CurrentConversion, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) >> && PreviousConversions )


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * StoreDataLayerInstanceConversion ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset, [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * NewDataLayerInstance )


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * StoreExistingDataLayer ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: [UDataLayerConversionInfo](API\Editor\UnrealEd\Commandlets\UDataLayerConversionInfo) * GetDataLayerConversionInfo ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset ) const


className: UDataLayerToAssetCommandletContext

code: class UDataLayerToAssetCommandletContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UDDCCleanupCommandlet

code: class UDDCCleanupCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: void CacheLoadedPackages ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CurrentPackage, uint8 PackageFilter, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutNewProcessedPackages )


code: void CacheWorldPackages ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 PackageFilter, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutNewProcessedPackages )


className: FCachingData

code: struct FCachingData

bFirstPlatformIsSolo

description: If true, we wait to launch additional platforms until the first platform completes.

LastTimeTested

type: double

description: The last time in seconds we tested whether the object is still compiling and/or called IsCachedCookedPlatformDataLoaded.

PlatformIsComplete

type: TBitArray

description: Element n == IsCachedCookedPlatformDataLoaded has returned true for Commandlet->Platforms[n]


code: UDataLayerToAssetCommandletContext ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: FObjectReferencer &40; TMap< TObjectPtr< UObject >, FCachingData > & InReferencedObjects &41;


className: FObjectReferencer

code: class FObjectReferencer : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


code: TSet< UPackage &42; > & GetNewPackages&40;&41;


description: Provides notification that aUObjectBasehas been added to the uobject array

code: virtual void NotifyUObjectCreated &40; const class UObjectBase &42; Object, int32 Index &41;


description: Provides notification that aUObjectBasehas been removed from the uobject array

code: virtual void NotifyUObjectDeleted &40; const class UObjectBase &42; Object, int32 Index &41;


description: Called whenUObjectArray is being shut down, this is where all listeners should be removed from it


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


code: void MaybeMarkPackageAsAlreadyLoaded ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


code: UDerivedDataCacheCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDerivedDataCacheCommandlet ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UDerivedDataCacheCommandlet

code: class UDerivedDataCacheCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

bSharedLinearTextureEncodingEnabled

type: bool

CachingObjects

type: TMap<TObjectPt...

ObjectReferencer

type: TUniquePtr<FOb...

PackageListener

type: TUniquePtr<FPa...

Platforms

type: TArray< constI...


className: UDiffAssetBulkDataCommandlet

description: Detailed comments in DiffAssetBulkDataCommandlet.cpp

code: class UDiffAssetBulkDataCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: void ConsistencyCheck ( const [FString](API\Runtime\Core\Containers\FString) & OldPath, const [FString](API\Runtime\Core\Containers\FString) & NewPath )


code: UDiffAssetBulkDataCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Do the export without creating a commandlet

code: void DiffAssetRegistries ( const [FString](API\Runtime\Core\Containers\FString) & OldPath, const [FString](API\Runtime\Core\Containers\FString) & NewPath, bool bUseSourceGuid, bool bEnginePackagesOnly )


className: EAssetFlags

code: enum EAssetFlags { Add = (1 << 0), Remove = (1 << 1), GuidChange = (1 << 2), HashChange = (1 << 3), DepGuidChange = (1 << 4), DepHashChange = (1 << 5), }


className: EChangeFlags

code: enum EChangeFlags { ChangeFlagsNone = 0, ChangeFlagsDelete = (1 << 0), ChangeFlagsEdit = (1 << 1), ChangeFlagsAdd = (1 << 2), }


code: int32 GetChangeFlags&40;&41; const


code: float GetChangePercentage&40;&41; const


code: int64 GetTotalChangeCount&40;&41; const


code: int64 GetTotalChangeSize&40;&41; const


code: int64 GetTotalSize&40;&41; const


code: const FChangeInfo & operator&43;&61; &40; const FChangeInfo & Rhs &41;


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


className: SortOrder

code: enum SortOrder { BySize, ByName, ByClass, ByChange, }


code: UDiffAssetRegistriesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDiffAssetRegistriesCommandlet

code: class UDiffAssetRegistriesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description:
Copies a uasset file or map to a temp location so it can be loaded without disruption to anything
true if success

code: static bool CopyFileToTempLocation ( [FString](API\Runtime\Core\Containers\FString) & InOutFilename )


description:
Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway)
true if success

code: static bool ExportFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & LoadedObjects )


description:
The meat of the commandlet, this can be called from the editor Format of commandline is as follow File1.uasset File2.uasset -DiffCmd="C:/Program Files/Araxis/Araxis Merge/AraxisP4Diff.exe {1} {2}"
true if success

code: static bool ExportFilesToTextAndDiff ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description:
Runs an external diff utility
true if success

code: static bool ExportFilesToTextAndDiff ( const [FString](API\Runtime\Core\Containers\FString) & Filename1, const [FString](API\Runtime\Core\Containers\FString) & Filename2, const [FString](API\Runtime\Core\Containers\FString) & DiffCommand )


code: static bool LoadFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & LoadedObjects )


code: UDiffAssetsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDiffAssetsCommandlet

description: Commandlet to allow diff in P4V, and expose that functionality to the editor

code: class UDiffAssetsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description:
Parses the command-line and loads the packages being compared.
true if all parameters were parsed successfully; false if any of the specified packages couldn't be loaded or the parameters were otherwise invalid.

code: bool Initialize ( const TCHAR * Parms )


className: FPackageInfo

code: struct FPackageInfo


className: UDiffFilesCommandlet

code: class UDiffFilesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

HandledAnnotation

type: FUObjectAnnotat...

description: Handled annotation to track which objects we have dealt with

PackageInfos

type: TArray<FPackag...


code: UDiffFilesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UDumpAssetRegistryCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Load the packages in the commandline while loading diff them against eachother to track down where serialization has variation in the two packages

code: void LoadAndDiff()


className: UDumpAssetRegistryCommandlet

code: class UDumpAssetRegistryCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: virtual int32 Main ( [FString](API\Runtime\Core\Containers\FString) const & Params )


code: UDumpBlueprintsInfoCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDumpBlueprintsInfoCommandlet

code: class UDumpBlueprintsInfoCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UDumpHiddenCategoriesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


className: UDumpHiddenCategoriesCommandlet

code: class UDumpHiddenCategoriesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UDumpMaterialExpressionsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDumpMaterialExpressionsCommandlet

code: class UDumpMaterialExpressionsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UDumpMaterialShaderTypesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDumpMaterialShaderTypesCommandlet

code: class UDumpMaterialShaderTypesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UEditorDomainSaveCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEditorDomainSaveCommandlet

description: Runs the EditorDomainSave server for client Editor and CookCommandlet processes.

code: class UEditorDomainSaveCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UExportDialogueScriptCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UExportDialogueScriptCommandlet

description: UExportDialogueScriptCommandlet: Handles exporting localized script sheets for dialogue wave assets.

code: class UExportDialogueScriptCommandlet : public [UGatherTextCommandletBase](API\Editor\UnrealEd\Commandlets\UGatherTextCommandletBase)


code: UExportPakDependenciesCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UExportPakDependenciesCommandlet

code: class UExportPakDependenciesCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * LoadWorld ( const [FString](API\Runtime\Core\Containers\FString) & LevelToLoad )


code: UExternalActorsCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UExtractLocResCommandlet

description: Commandlet to extract the localization data from a binary LocRes file and dump it as human readable CSV.

code: class UExtractLocResCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: UFileServerCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFileServerCommandlet

description: Implements a file server commandlet.

code: class UFileServerCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description: Hard-coded to work with the "Game" localization target.

code: class UFixConflictingLocalizationKeysCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description:
Evaluates the command-line to determine which maps to check.Bydefault all maps are checked Provides child classes with a chance to initialize any variables, parse the command line, etc.
0 to indicate that the commandlet should continue; otherwise, the error code that should be returned byMain()

code: virtual int32 InitializeResaveParameters ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MapPathNames )


className: UExternalActorsCommandlet

code: class UExternalActorsCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description: Allow the commandlet to perform any operations on the export/import table of the package before all objects in the package are loaded.

code: virtual void PerformPreloadOperations ( [FLinkerLoad](API\Runtime\CoreUObject\UObject\FLinkerLoad) * PackageLinker, bool & bSavePackage )


className: UFixupNeedsLoadForEditorGameCommandlet

code: class UFixupNeedsLoadForEditorGameCommandlet : public [UResavePackagesCommandlet](API\Editor\UnrealEd\Commandlets\UResavePackagesCommandlet)