code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator!= ( const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) & A, const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) & B ) } }


module: DerivedDataCache

code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator!= ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & A, const [FValueId](API\Developer\DerivedDataCache\FValueId) & B ) } }


code: namespace UE { namespace DerivedData { constexpr bool UE::DerivedData::operator! ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) E ) } }


code: namespace UE { namespace DerivedData { constexpr bool UE::DerivedData::operator! ( [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) E ) } }


code: namespace UE { namespace DerivedData { constexpr bool UE::DerivedData::operator! ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) E ) } }


code: namespace UE { namespace DerivedData { constexpr bool UE::DerivedData::operator! ( [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) E ) } }


code: namespace UE { namespace DerivedData { constexpr [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) UE::DerivedData::operator~ ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) E ) } }


code: namespace UE { namespace DerivedData { constexpr [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) UE::DerivedData::operator~ ( [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) E ) } }


code: namespace UE { namespace DerivedData { constexpr [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) UE::DerivedData::operator~ ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) E ) } }


code: namespace UE { namespace DerivedData { constexpr [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) UE::DerivedData::operator~ ( [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) E ) } }


code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator< ( const [FBuildKey](API\Developer\DerivedDataCache\FBuildKey) & A, const [FBuildKey](API\Developer\DerivedDataCache\FBuildKey) & B ) } }


code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator< ( const [FBuildActionKey](API\Developer\DerivedDataCache\FBuildActionKey) & A, const [FBuildActionKey](API\Developer\DerivedDataCache\FBuildActionKey) & B ) } }


code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator< ( const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) & A, const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) & B ) } }


code: namespace UE { namespace DerivedData { template<typename CharType> bool UE::DerivedData::operator< ( const [TSharedString](API\Runtime\CoreUObject\Serialization\TSharedString)< CharType > & Lhs, const [TSharedString](API\Runtime\CoreUObject\Serialization\TSharedString)< CharType > & Rhs ) } }


description: Compare values by the hash and size of their raw buffer.

code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator< ( const [FValue](API\Developer\DerivedDataCache\FValue) & A, const [FValue](API\Developer\DerivedDataCache\FValue) & B ) } }


description: Compare values by their ID and the hash and size of their raw buffer.

code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator< ( const [FValueWithId](API\Developer\DerivedDataCache\FValueWithId) & A, const [FValueWithId](API\Developer\DerivedDataCache\FValueWithId) & B ) } }


code: namespace UE { namespace DerivedData { bool UE::DerivedData::operator< ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & A, const [FValueId](API\Developer\DerivedDataCache\FValueId) & B ) } }


code: namespace UE { namespace DerivedData { template<typename CharType> [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & UE::DerivedData::operator<< ( [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & Builder, const [FBuildKey](API\Developer\DerivedDataCache\FBuildKey) & Key ) } }


code: namespace UE { namespace DerivedData { template<typename CharType> [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & UE::DerivedData::operator<< ( [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & Builder, const [FBuildActionKey](API\Developer\DerivedDataCache\FBuildActionKey) & Key ) } }


code: namespace UE { namespace DerivedData { template<typename CharType> [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & UE::DerivedData::operator<< ( [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & Builder, const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) & Key ) } }


code: namespace UE { namespace DerivedData { template<typename CharType> [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & UE::DerivedData::operator<< ( [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & Builder, const [FCacheBucket](API\Developer\DerivedDataCache\FCacheBucket) & Bucket ) } }


code: namespace UE { namespace DerivedData { template<typename CharType> [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & UE::DerivedData::operator<< ( [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & Builder, const [FCacheKey](API\Developer\DerivedDataCache\FCacheKey) & Key ) } }


description: Convert the ID to a 24-character hex string.

code: namespace UE { namespace DerivedData { template<typename CharType> [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & UE::DerivedData::operator<< ( [TStringBuilderBase](API\Runtime\Core\Containers\TStringBuilderBase)< CharType > & Builder, const [FValueId](API\Developer\DerivedDataCache\FValueId) & Id ) } }


code: namespace UE { namespace DerivedData { [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) & UE::DerivedData::operator&= ( [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) & Lhs, [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) Rhs ) } }


code: namespace UE { namespace DerivedData { [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) & UE::DerivedData::operator&= ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) & Lhs, [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) & UE::DerivedData::operator&= ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) & Lhs, [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) & UE::DerivedData::operator&= ( [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) & Lhs, [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) Rhs ) } }


code: namespace UE { namespace DerivedData { [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) & UE::DerivedData::operator^= ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) & Lhs, [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) & UE::DerivedData::operator^= ( [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) & Lhs, [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) Rhs ) } }


code: namespace UE { namespace DerivedData { [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) & UE::DerivedData::operator^= ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) & Lhs, [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) & UE::DerivedData::operator^= ( [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) & Lhs, [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) UE::DerivedData::operator& ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Lhs, [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) UE::DerivedData::operator& ( [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) Lhs, [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) UE::DerivedData::operator& ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Lhs, [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) UE::DerivedData::operator& ( [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) Lhs, [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) UE::DerivedData::operator^ ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Lhs, [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) UE::DerivedData::operator^ ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Lhs, [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) UE::DerivedData::operator^ ( [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) Lhs, [EBuildStatus](API\Developer\DerivedDataCache\UE__DerivedData__EBuildStatus) Rhs ) } }


code: namespace UE { namespace DerivedData { constexpr [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) UE::DerivedData::operator^ ( [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) Lhs, [ERequestBarrierFlags](API\Developer\DerivedDataCache\UE__DerivedData__ERequestBarrier-) Rhs ) } }


module: DesktopPlatform

code: namespace EFileDialogFlags { enum Type { None = 0x00, Multiple = 0x01, } }


className: EFontImportFlags

code: enum EFontImportFlags { None = 0x0, EnableAntialiasing = 0x1, EnableBold = 0x2, EnableItalic = 0x4, EnableUnderline = 0x8, AlphaOnly = 0x10, CreatePrintableOnly = 0x20, IncludeASCIIRange = 0x40, EnableDropShadow = 0x80, EnableLegacyMode = 0x100, UseDistanceFieldAlpha = 0x200, }


className: EProjectType

description: Forward declaration.

code: enum EProjectType { Unknown, Any, Code, Content, }


className: EInstalledPlatformState

code: enum EInstalledPlatformState { Supported, Downloaded, }


className: EProjectTypeFromString

code: [EProjectType](API\Developer\DesktopPlatform\EProjectType) EProjectTypeFromString ( const [FString](API\Runtime\Core\Containers\FString) & ProjectTypeName )


className: FBuildProduct

description: Record of a file that was created as part of the build process

code: struct FBuildProduct

Path

type: FString

description: Path to the file.

Type

description: Type of the build product.


code: static [IDesktopPlatform](API\Developer\DesktopPlatform\IDesktopPlatform) * Get()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


code: static [IDesktopPlatform](API\Developer\DesktopPlatform\IDesktopPlatform) * TryGet()


className: FDesktopPlatformModule

code: class FDesktopPlatformModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FInstalledPlatformConfiguration

description: Information about a single installed platform configuration

code: struct FInstalledPlatformConfiguration

Architecture

description: Name of the Architecture for this combination

bCanBeDisplayed

type: bool

description: Whether to display this platform as an option even if it is not valid

Configuration

type: EBuildConfigura...

description: Build Configuration of this combination

PlatformName

description: Name of the Platform for this combination

PlatformType

type: EBuildTargetTyp...

description: Type of Platform for this combination

ProjectType

type: EProjectType

description: Type of project this configuration can be used for

RequiredFile

description: Location of a file that must exist for this combination to be valid (optional)


description: Queries whether a platform can be displayed as an option, even if it's not supported for the specified project type

code: bool CanDisplayPlatform ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName, [EProjectType](API\Developer\DesktopPlatform\EProjectType) ProjectType ) const


description: Accessor for singleton

code: static [FInstalledPlatformInfo](API\Developer\DesktopPlatform\FInstalledPlatformInfo) & Get()


description: Queries whether a platform has any missing required files

code: bool IsPlatformMissingRequiredFile ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName ) const


description:
Determines whether the given target type is supported
True if the target can be built

code: bool IsValid ( [TOptional](API\Runtime\Core\IO\TOptional)< EBuildTargetType > TargetType, [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > Platform, [TOptional](API\Runtime\Core\IO\TOptional)< EBuildConfiguration > Configuration, [EProjectType](API\Developer\DesktopPlatform\EProjectType) ProjectType, [EInstalledPlatformState](API\Developer\DesktopPlatform\EInstalledPlatformState) State ) const


description: Queries whether a configuration is valid for any available platform

code: bool IsValidConfiguration ( const EBuildConfiguration Configuration, [EProjectType](API\Developer\DesktopPlatform\EProjectType) ProjectType ) const


description: Queries whether a platform has any valid configurations

code: bool IsValidPlatform ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName, [EProjectType](API\Developer\DesktopPlatform\EProjectType) ProjectType ) const


description: Queries whether a platform and configuration combination is valid

code: bool IsValidPlatformAndConfiguration ( const EBuildConfiguration Configuration, const [FString](API\Runtime\Core\Containers\FString) & PlatformName, [EProjectType](API\Developer\DesktopPlatform\EProjectType) ProjectType ) const


description: Queries whether a platform architecture is valid for any configuration

code: bool IsValidPlatformArchitecture ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName, const [FString](API\Runtime\Core\Containers\FString) & Architecture ) const


description:
Attempts to open the Launcher to the Installer options so that additional platforms can be downloaded
false if the engine is not a stock release, user cancels action or launcher fails to load

code: static bool OpenInstallerOptions()


description: Queries whether a target type is valid for any configuration

code: bool IsValidTargetType ( EBuildTargetType TargetType ) const


className: FInstalledPlatformInfo

description: No constructors are accessible with public or protected access.

code: class FInstalledPlatformInfo


code: FMultiPlatformTargetReceiptBuildWorkers ( const TCHAR * TargetReceiptFilePath )


className: ESupportedPlatform

code: enum ESupportedPlatform { SupportedPlatform_Win64 = 0, SupportedPlatform_Mac, SupportedPlatform_Linux, SupportedPlatform_MAX, }


className: FMultiPlatformTargetReceiptBuildWorkers

description: Globally registers aUE::DerivedData::IBuildWorkerFactoryinstance for each platform that build workers can be supported. Users should include a  variable in their file path to indicate that this worker receipt can exist for any platform. If the receipt path does not include a  variable, then no attempt will be made to find variations of it for other platforms.


className: FRuntimeDependency

description: Information about a file which is required by the target at runtime, and must be moved around with it.

code: struct FRuntimeDependency

Path

description: The file that should be staged.

Type

description: How to stage this file.


className: FReceiptProperty

description: Arbitrary property name/value which metadata from the build scripts can be passed on to downstream tasks

code: struct FReceiptProperty

Name

description: Property name

Value

description: Value of the property


code: ~FScopedSystemModalMode()


className: FTargetInfo

description: Information about a target supported by a project

code: struct FTargetInfo


className: FScopedSystemModalMode

description: When constructed leaves system wide modal mode (all windows disabled except for the OS modal window) When destructed leaves this mode

code: class FScopedSystemModalMode


description: Convenience function

code: [FName](API\Runtime\Core\UObject\FName) GetIconStyleName ( const EPlatformIconSize InIconSize ) const


description: Returns true if this platform is a flavor

code: bool IsFlavor() const


description: Returns true if this platform is vanilla

code: bool IsVanilla() const


code: FTargetPlatformInfo ( const [FString](API\Runtime\Core\Containers\FString) & InIniPlatformName, EBuildTargetType InType, const [FString](API\Runtime\Core\Containers\FString) & InCookFlavor )


className: FTargetPlatformInfo

description: Information about a given platform

code: struct FTargetPlatformInfo

DataDrivenPlatformInfo

type: constFDataDriv...

description: Cached pointer to the DDPI

DisplayName

type: FText

description: The friendly (and localized) display name of this platform

Flavors

type: TArray< constF...

description: For vanilla objects, this contains the flavors (children)

IniPlatformName

type: FName

description: Name of this platform when loading INI files (and finding DataDrivenPlatformInfo)

Name

description: Name of the Info object as well as theITargetPlatformthat this Info describes

PlatformFlags

description: Flags for this platform

PlatformFlavor

description: Platform flavor, eg "ETC2" for "Android_ETC2"

PlatformType

description: Type of this platform

UATCommandLine

description: Additional argument string data to append to UAT commands relating to this platform

VanillaInfo

type: FTargetPlatform...

description: For flavors, this points to the vanilla (parent) object - for vanilla objects, this points to itself so ->VanillaInfo can be used without checking for null


description:
Gets the default path for a target receipt
Path to the receipt for this target

code: static [FString](API\Runtime\Core\Containers\FString) GetDefaultPath ( const TCHAR * BaseDir, const TCHAR * TargetName, const TCHAR * Platform, EBuildConfiguration Configuration, const TCHAR * BuildArchitecture )


className: FTargetReceipt

description: Stores information about a compiled target. Mirror of the TargetReceipt class generated by UBT.

code: struct FTargetReceipt

AdditionalProperties

type: TArray<FReceip...

description: Additional build properties passed through from the module rules

Architecture

description: Which platform the target is compiled for

BuildProducts

type: TArray<FBuildP...

description: The build products which are part of this target

Configuration

description: Which configuration this target is compiled in

Launch

description: The exectuable to launch for this target

PluginNameToEnabledState

type: TMap<FString, ...

description: All plugins that were either enabled or disabled via the target rules.

ProjectDir

description: The project directory

ProjectFile

description: Path to the project file for this target

RuntimeDependencies

type: TArray<FRuntim...

description: All the runtime dependencies that this target relies on

TargetName

description: The name of this target

TargetType

description: The type of the target

Version

type: FBuildVersion

description: The version information for this target


description:
Read a target receipt from disk
True if the file was read successfully

code: bool Read ( const [FString](API\Runtime\Core\Containers\FString) & FileName, bool bExpandVariables )


className: FWorkerPathMeta

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [FIoHash](API\Runtime\Core\IO\FIoHash), uint64 > FWorkerPathMeta


className: WorkerReceiptVersion

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) WorkerReceiptVersion;


code: FTargetReceiptBuildWorker ( const TCHAR * TargetReceiptFilePath )


code: virtual ~FTargetReceiptBuildWorker()


className: FTargetReceiptBuildWorker

description: Globally registers aUE::DerivedData::IBuildWorkerFactoryinstance that runs an executable built by UnrealBuildTool. UnrealBuildTool provides the executable information through a TargetReceipt file.

code: class FTargetReceiptBuildWorker


description: Cleans a game project. Removes the intermediate folder and binary build products.

code: bool CleanGameProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectDir, [FString](API\Runtime\Core\Containers\FString) & OutFailPath, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description:
Compiles a game project.
true if project files were generated successfully.

code: bool CompileGameProject ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [ECompilationResult::Type](API\Runtime\Core\Misc\ECompilationResult__Type) * OutResult )


description: Enumerates all the registered engine installations.

code: void EnumerateEngineInstallations ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & OutInstallations )


description: Enumerates all the registered binary engine installations.

code: void EnumerateLauncherEngineInstallations ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & OutInstallations )


description: Enumerates all the samples installed by the launcher.

code: void EnumerateLauncherSampleInstallations ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutInstallations )


description: Enumerates all the sample projects installed by the launcher.

code: void EnumerateLauncherSampleProjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFileNames )


description:
Finds all the projects which the engine (given by an identifier) has a record of. This includes all the recently opened projects, projects in the default project directory, and so on.
Path to the folder

code: bool EnumerateProjectsKnownByEngine ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, bool bIncludeNativeProjects, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutProjectFileNames )


description:
Generates project files for the given project.
true if project files were generated successfully.

code: bool GenerateProjectFiles ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [FString](API\Runtime\Core\Containers\FString) LogFilePath )


description:
Gets the identifier for the currently executing engine installation
Identifier for the current engine installation. Empty string if it isn't registered.


description:
Gets the identifier for the default engine. This will be the newest installed engine.
true if OutIdentifier is valid.

code: bool GetDefaultEngineIdentifier ( [FString](API\Runtime\Core\Containers\FString) & OutIdentifier )


description:
Gets the root directory for the default engine installation.
true if OutRootDir is valid

code: bool GetDefaultEngineRootDir ( [FString](API\Runtime\Core\Containers\FString) & OutRootDir )


description:
Gets the default folder for creating new projects.
Path to the folder


description:
Returns a description for the engine with the given identifier.
Description for the engine identifier. Empty string if it's unknown.

code: [FString](API\Runtime\Core\Containers\FString) GetEngineDescription ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description:
Gets the engine association for a project.
true if OutIdentifier is set to the project's engine association

code: bool GetEngineIdentifierForProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName, [FString](API\Runtime\Core\Containers\FString) & OutIdentifier )


description: Returns the identifier for the engine with the given root directory.

code: bool GetEngineIdentifierFromRootDir ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, [FString](API\Runtime\Core\Containers\FString) & OutIdentifier )


code: bool GetEngineRootDirFromIdentifier ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, [FString](API\Runtime\Core\Containers\FString) & OutRootDir )


description:
Gets the root directory for the engine's saved config files
The absoluate path to the engines Saved/Config directory

code: [FString](API\Runtime\Core\Containers\FString) GetEngineSavedConfigDirectory ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description: Gets a feedback context which can display progress information using the native platform GUI.FFeedbackContextfor the native GUI.


description:
Get a Access token for use by OIDC compliant Identity Providers
true if the task completed successfully.

code: bool GetOidcAccessToken ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName, const [FString](API\Runtime\Core\Containers\FString) & ProviderIdentifier, bool bUnattended, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [FString](API\Runtime\Core\Containers\FString) & OutToken, [FDateTime](API\Runtime\Core\Misc\FDateTime) & OutTokenExpiresAt, bool & bOutWasInteractiveLogin )


description:
Get the status of a access token for use by OIDC compliant Identity Providers
true if the task completed successfully.

code: bool GetOidcTokenStatus ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName, const [FString](API\Runtime\Core\Containers\FString) & ProviderIdentifier, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int & OutStatus )


description:
Gets information about the build targets supported by a particular project.
Array of TargetInfo objects

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) > & GetTargetsForProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFile ) const


description:
Gets information about the build targets supported by the current project.
Array of TargetInfo objects

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) > & GetTargetsForCurrentProject() const


description:
Gets the path to the user's temporary directory
The path to the user's temporary directory


description:
Launches UnrealBuildTool with the specified command line parameters
process handle to the new UBT process

code: [FProcHandle](API\Runtime\Core\Unix\FProcHandle) InvokeUnrealBuildToolAsync ( const [FString](API\Runtime\Core\Containers\FString) & InCmdLineParams, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, void *& OutReadPipe, void *& OutWritePipe, bool bSkipBuildUBT )


description:
Invokes UnrealBuildTool with the given arguments
true if tool was invoked properly

code: bool InvokeUnrealBuildToolSync ( const [FString](API\Runtime\Core\Containers\FString) & InCmdLineParams, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, bool bSkipBuildUBT, int32 & OutReturnCode, [FString](API\Runtime\Core\Containers\FString) & OutProcOutput )


description:
Tests whether an engine installation is a perforce build.
true if the engine is a perforce build.

code: bool IsPerforceBuild ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


description:
Compares two identifiers and checks whether the first is preferred to the second.
true if Identifier is preferred over OtherIdentifier

code: bool IsPreferredEngineIdentifier ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FString](API\Runtime\Core\Containers\FString) & OtherIdentifier )


description:
Checks if the given engine identifier is for an stock engine release.
true if the identifier is for a binary engine release

code: bool IsStockEngineRelease ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description:
Tests whether an engine installation is a source distribution.
true if the engine contains source.

code: bool IsSourceDistribution ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


description:
Determines whether UnrealBuildTool is available
true if UnrealBuildTool is available

code: bool IsUnrealBuildToolAvailable()


description:
Checks if an instance of UnrealBuildTool is running.
true if an instance of UnrealBuildTool is running.

code: bool IsUnrealBuildToolRunning()


description:
Tests whether a root directory is a valid Unreal Engine installation
true if the engine is a valid installation

code: bool IsValidRootDirectory ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


description:
Opens the "choose folder" dialog for the platform
true if folder choice was successfully selected

code: bool OpenDirectoryDialog ( const void * ParentWindowHandle, const [FString](API\Runtime\Core\Containers\FString) & DialogTitle, const [FString](API\Runtime\Core\Containers\FString) & DefaultPath, [FString](API\Runtime\Core\Containers\FString) & OutFolderName )


description:
Opens the "open file" dialog for the platform
true if files were successfully selected

code: bool OpenFileDialog ( const void * ParentWindowHandle, const [FString](API\Runtime\Core\Containers\FString) & DialogTitle, const [FString](API\Runtime\Core\Containers\FString) & DefaultPath, const [FString](API\Runtime\Core\Containers\FString) & DefaultFile, const [FString](API\Runtime\Core\Containers\FString) & FileTypes, uint32 Flags, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


code: bool OpenFileDialog ( const void * ParentWindowHandle, const [FString](API\Runtime\Core\Containers\FString) & DialogTitle, const [FString](API\Runtime\Core\Containers\FString) & DefaultPath, const [FString](API\Runtime\Core\Containers\FString) & DefaultFile, const [FString](API\Runtime\Core\Containers\FString) & FileTypes, uint32 Flags, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames, int32 & outFilterIndex )


description:
Opens the "choose font" dialog for the platform
true if font choice was successfully selected

code: bool OpenFontDialog ( const void * ParentWindowHandle, [FString](API\Runtime\Core\Containers\FString) & OutFontName, float & OutHeight, [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) & OutFlags )


description:
Opens the given project with the appropriate editor. Tries to use the shell association.
true if the project was opened successfully.

code: bool OpenProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName )


description:
Registers a directory as containing an engine installation
true if the directory was added. OutIdentifier will be set to the assigned identifier.

code: bool RegisterEngineInstallation ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, [FString](API\Runtime\Core\Containers\FString) & OutIdentifier )


description:
Runs UnrealBuildTool with the given arguments.
true if the task completed successfully.

code: bool RunUnrealBuildTool ( const [FText](API\Runtime\Core\Internationalization\FText) & Description, const [FString](API\Runtime\Core\Containers\FString) & RootDir, const [FString](API\Runtime\Core\Containers\FString) & Arguments, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: bool RunUnrealBuildTool ( const [FText](API\Runtime\Core\Internationalization\FText) & Description, const [FString](API\Runtime\Core\Containers\FString) & RootDir, const [FString](API\Runtime\Core\Containers\FString) & Arguments, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 & OutExitCode )


description:
Opens the "save file" dialog for the platform
true if files were successfully selected

code: bool SaveFileDialog ( const void * ParentWindowHandle, const [FString](API\Runtime\Core\Containers\FString) & DialogTitle, const [FString](API\Runtime\Core\Containers\FString) & DefaultPath, const [FString](API\Runtime\Core\Containers\FString) & DefaultFile, const [FString](API\Runtime\Core\Containers\FString) & FileTypes, uint32 Flags, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description:
Sets the engine association for a project.
true if the project was successfully updated

code: bool SetEngineIdentifierForProject ( const [FString](API\Runtime\Core\Containers\FString) & ProjectFileName, const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description:
Attempt to get the engine version from the supplied engine root directory. Tries to read the contents of Engine/Build/Build.version, but scrapes information from the Engine/Source/Launch/Resources/Version.h if it fails.
true if the engine version was successfully obtained

code: bool TryGetEngineVersion ( const [FString](API\Runtime\Core\Containers\FString) & RootDir, [FEngineVersion](API\Runtime\Core\Misc\FEngineVersion) & OutVersion )


description:
Attempt to get the engine version from the supplied identifier
true if the engine version was successfully obtained

code: bool TryParseStockEngineVersion ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, [FEngineVersion](API\Runtime\Core\Misc\FEngineVersion) & OutVersion )


description:
Updates file associations.
true if file associations were successfully updated.

code: bool UpdateFileAssociations()


description:
Checks that the current file associations are correct.
true if file associations are up to date.

code: bool VerifyFileAssociations()


description: Virtual destructor

code: virtual ~IDesktopPlatform()


className: IDesktopPlatform

description: Interface for functionality supported by desktop platforms

code: class IDesktopPlatform


className: operator&

code: constexpr [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) operator& ( [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) Lhs, [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) Rhs )


className: operator~

code: constexpr [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) operator~ ( [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) E )


className: operator&=

code: [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) & operator&= ( [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) & Lhs, [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) Rhs )


className: operator^

code: constexpr [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) operator^ ( [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) Lhs, [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) Rhs )


className: operator^=

code: [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) & operator^= ( [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) & Lhs, [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EFontImportFlags](API\Developer\DesktopPlatform\EFontImportFlags) E )


description: Flags describing platform variants

code: namespace PlatformInfo { namespace EPlatformFlags { enum Flag { None = 0, BuildFlavor = 1 << 0, CookFlavor = 1 << 1, } } }


description: Flavor types used when filtering the platforms based upon their flags

code: namespace PlatformInfo { enum EPlatformFilter { All, BuildFlavor, CookFlavor, } }


code: virtual [FString](API\Runtime\Core\Containers\FString) GetName() const


code: static [TArray](API\Runtime\Core\Containers\TArray)< [ITargetDevicePtr](API\Developer\TargetPlatform\Interfaces\ITargetDevicePtr) > DiscoverDevices ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) & TargetPlatform, const TCHAR * RuntimeOSName )


code: virtual [FTargetDeviceId](API\Developer\TargetPlatform\Interfaces\FTargetDeviceId) GetId() const


code: TSteamDeckDevice ( [FString](API\Runtime\Core\Containers\FString) InIpAddr, [FString](API\Runtime\Core\Containers\FString) InDeviceName, [FString](API\Runtime\Core\Containers\FString) InUserName, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) & InTargetPlatform, const TCHAR * InRuntimeOSName )


code: virtual bool GetUserCredentials ( [FString](API\Runtime\Core\Containers\FString) & OutUserName, [FString](API\Runtime\Core\Containers\FString) & OutUserPassword )


className: TSteamDeckDevice

description: Extend from either WIndows or Linux device, since there will be a lot of shared functionality.

code: template<class ParentDeviceClass> class TSteamDeckDevice : public ParentDeviceClass


module: DesktopWidgets

code: void Construct ( const [FArguments](API\Developer\DesktopWidgets\Widgets\Input\SDirectoryPicker\FArguments) & InArgs )


className: FOnPathPicked

description: The first parameter will contain the path to the picked file.

code: typedef TBaseDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) & > FOnPathPicked


code: WidgetArgsType & Directory &40; FString InArg &41;


code: WidgetArgsType & File &40; FString InArg &41;


code: WidgetArgsType & IsEnabled &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & Message &40; FText InArg &41;


description: Called when a path has been picked or modified.

code: WidgetArgsType & OnDirectoryChanged &40; const FOnDirectoryChanged & InDelegate &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SDirectoryPicker >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnDirectoryChanged

code: typedef TBaseDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) & > FOnDirectoryChanged


className: FOnDirectoryPicked

code: typedef TBaseDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) & > FOnDirectoryPicked


className: SDirectoryPicker

description: A directory path box, with a button for picking a new path.

code: class SDirectoryPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Constructs a new widget.

code: void Construct ( const [FArguments](API\Developer\DesktopWidgets\Widgets\Input\SFilePathPicker\FArguments) & InArgs )


description: Browse button image resource.

code: WidgetArgsType & BrowseButtonImage &40; const TAttribute< const FSlateBrush &42; > & InAttribute &41;


description: Browse button visual style.

code: WidgetArgsType & BrowseButtonStyle &40; const FButtonStyle &42; InArg &41;


description: Browse button tool tip text.

code: WidgetArgsType & BrowseButtonToolTip &40; const TAttribute< FText > & InAttribute &41;


description: The directory to browse by default

code: WidgetArgsType & BrowseDirectory &40; const TAttribute< FString > & InAttribute &41;


description: Title for the browse dialog window.

code: WidgetArgsType & BrowseTitle &40; const TAttribute< FText > & InAttribute &41;


description: Whether the path returned by the dialog should be converted from relative to full

code: WidgetArgsType & DialogReturnsFullPath &40; const TAttribute< bool > & InAttribute &41;


description: The currently selected file path.

code: WidgetArgsType & FilePath &40; const TAttribute< FString > & InAttribute &41;


description: File type filter string.

code: WidgetArgsType & FileTypeFilter &40; const TAttribute< FString > & InAttribute &41;


description: Font color and opacity of the path text box.

code: WidgetArgsType & Font &40; const TAttribute< FSlateFontInfo > & InAttribute &41;


description: Whether the path text box can be modified by the user.

code: WidgetArgsType & IsReadOnly &40; const TAttribute< bool > & InAttribute &41;


description: Called when a file path has been picked.

code: WidgetArgsType & OnPathPicked &40; const FOnPathPicked & InDelegate &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SFilePathPicker >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SFilePathPicker

description: Implements an editable text box with a browse button.

code: class SFilePathPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: EBlueprintComponentDataCookingMethod

module: DeveloperToolSettings

code: enum EBlueprintComponentDataCookingMethod { Disabled, AllBlueprints, EnabledBlueprintsOnly, }


className: EBlueprintPropertyGuidsCookingMethod

code: enum EBlueprintPropertyGuidsCookingMethod { Disabled, AllBlueprints, EnabledBlueprintsOnly, }


className: ECookProgressDisplayMode

code: enum ECookProgressDisplayMode { Nothing = 0, RemainingPackages = 1, PackageNames = 2, NamesAndRemainingPackages = 3, Instigators = 4, InstigatorsAndCount = 5, InstigatorsAndNames = 6, InstigatorsAndNamesAndCount = 7, Max, }


className: ETextureFormatASTCCompressor

code: enum ETextureFormatASTCCompressor { IntelISPC, Arm, Max, }


className: FDeveloperToolSettingsDelegates

description: FDeveloperToolSettingsDelegatesDelegates that are needed for developer tools to talk to engine/editor

code: struct FDeveloperToolSettingsDelegates


className: EAssetRegistryWritebackMethod

description: Note that this is used in UnrealPak and thus can't use StaticEnum<>, so if you add any types here, be sure to add the parsing of the strings to IoStoreUtilities.cpp.

code: enum EAssetRegistryWritebackMethod { Disabled, OriginalFile, AdjacentFile, }


description: Enumerates the available internationalization data presets for project packaging.

code: enum EProjectPackagingInternationalizationPresets { English, EFIGS, EFIGSCJK, CJK, All, }


description: Enumerates the available methods for Blueprint nativization during project packaging.

code: enum EProjectPackagingBlueprintNativizationMethod { Disabled, Inclusive, Exclusive, }


className: EProjectPackagingBuild

description: Determines whether to build the executable when packaging. Note the equivalence between these settings and EPlayOnBuildMode.

code: enum EProjectPackagingBuild { Always, Never, IfProjectHasCode, IfEditorWasBuiltLocally, }


className: EProjectPackagingBuildConfigurations

description: Enumerates the available build configurations for project packaging.

code: enum EProjectPackagingBuildConfigurations { PPBC_Debug, PPBC_DebugGame, PPBC_Development, PPBC_Test, PPBC_Shipping, PPBC_MAX, }


code: FPakOrderFileSpec()


code: FPakOrderFileSpec ( [FString](API\Runtime\Core\Containers\FString) InPattern )


className: FPakOrderFileSpec

code: struct FPakOrderFileSpec


className: FProjectBuildSettings

code: struct FProjectBuildSettings

BuildCookRunParams

description: The commandline for BuildCookRun UAT command.

HelpText

description: Any help that you would like to include in the ToolTip of the menu option (or shown in interactive mode Turnkey)

Name

description: The name for this custom build. It will be shown in menus for selection.

SpecificPlatforms

type: TArray<FString...

description: If this build step is specific to one or more platforms, add them here by name (note: use Windows, not Win64)


description: Get and set the per-platform build config and targetplatform settings for the Turnkey/Launch on menu

code: [EProjectPackagingBuildConfigurations](API\Developer\DeveloperToolSettings\Settings\EProjectPackagingBuildConfigurat-) GetBuildConfigurationForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName ) const


code: const [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) * GetBuildTargetInfoForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, bool & bOutIsProjectTarget ) const


code: [FString](API\Runtime\Core\Containers\FString) GetBuildTargetForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName ) const


description: Gets the current launch on target, checking that it's valid, and the default build target if it is not

code: const [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) * GetLaunchOnTargetInfo() const


code: [FName](API\Runtime\Core\UObject\FName) GetTargetFlavorForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName ) const


code: void SetBuildConfigurationForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, [EProjectPackagingBuildConfigurations](API\Developer\DeveloperToolSettings\Settings\EProjectPackagingBuildConfigurat-) Configuration )


code: void SetBuildTargetForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, [FString](API\Runtime\Core\Containers\FString) BuildTargetName )


code: void SetTargetFlavorForPlatform ( [FName](API\Runtime\Core\UObject\FName) PlatformName, [FName](API\Runtime\Core\UObject\FName) TargetFlavorName )


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


className: UPlatformsMenuSettings

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

LaunchOnTarget

description: Name of the target to use for LaunchOn (only Game/Client targets)

StagingDirectory

type: FDirectoryPath

description: The directory to which the packaged project will be copied.


description: Adds the given Blueprint asset to the exclusive nativization list.

code: bool AddBlueprintAssetToNativizationList ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: ConfigurationInfo

description: Static array of information about each configuration

code: static const [FConfigurationInfo](API\Developer\DeveloperToolSettings\Settings\UProjectPackagingSettings\FConfigurationIn-) ConfigurationInfo = { { EBuildConfiguration::Debug, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Debug" ), TEXT( "SettingsClasses" ), TEXT( "DebugConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Debug configuration" ), TEXT( "SettingsClasses" ), TEXT( "DebugConfigurationTooltip" )) }, { EBuildConfiguration::DebugGame, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "DebugGame" ), TEXT( "SettingsClasses" ), TEXT( "DebugGameConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in DebugGame configuration" ), TEXT( "SettingsClasses" ), TEXT( "DebugGameConfigurationTooltip" )) }, { EBuildConfiguration::Development, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Development" ), TEXT( "SettingsClasses" ), TEXT( "DevelopmentConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Development configuration" ), TEXT( "SettingsClasses" ), TEXT( "DevelopmentConfigurationTooltip" )) }, { EBuildConfiguration::Test, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Test" ), TEXT( "SettingsClasses" ), TEXT( "TestConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Test configuration" ), TEXT( "SettingsClasses" ), TEXT( "TestConfigurationTooltip" )) }, { EBuildConfiguration::Shipping, FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Shipping" ), TEXT( "SettingsClasses" ), TEXT( "ShippingConfiguration" )), FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Package the game in Shipping configuration" ), TEXT( "SettingsClasses" ), TEXT( "ShippingConfigurationTooltip" )) }, };


className: FConfigurationInfo

description: Information about each packaging configuration

code: struct FConfigurationInfo


description: Gets the current build target, checking that it's valid, and the default build target if it is not

code: const [FTargetInfo](API\Developer\DesktopPlatform\FTargetInfo) * GetBuildTargetInfo() const


description: Returns the override config hierarchy platform (if NDAd platforms need defaults to not be in Base*.ini but still want editor to load them)

code: virtual const TCHAR * GetConfigOverridePlatform() const


description: Gets a list of all valid packaging configurations for the current project


description: Determines if the specified Blueprint is already saved for exclusive nativization.

code: bool IsBlueprintAssetInNativizationList ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint ) const


description: Called when a property on this object has been modified externally

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


description: For non-default object instances, this will LoadConfig for a specific platform,

code: void LoadSettingsForPlatform ( [FString](API\Runtime\Core\Containers\FString) PlatformName )


description: This class was moved from UnrealEd module, but to allow it to be used by developer tools, like UFE, it has moved to this module. However, for back-compat, we want to use the old name in the ini files, so that everything works without needing to touch every Game.ini file

code: virtual void OverrideConfigSection ( [FString](API\Runtime\Core\Containers\FString) & InOutSectionName )


description: Removes the given Blueprint asset from the exclusive nativization list.

code: bool RemoveBlueprintAssetFromNativizationList ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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


className: UProjectPackagingSettings

description: Implements the Editor's user settings.

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

ApplocalPrerequisitesDirectory

description: A directory containing additional prerequisite packages that should be staged in the executable directory.

bBuildHttpChunkInstallData

description: If enabled, will generate data for HTTP Chunk Installer.

bChunkHardReferencesOnly

description: Normally during chunk generation all dependencies of a package in a chunk will be pulled into that package's chunk.

bCompressed

description: Create compressed cooked packages (decreased deployment size)

bCookAll

description: Cook all things in the project content directory

bCookMapsOnly

description: Cook only maps (this only affects the cookall flag)

bDeterministicShaderCodeOrder

description: With this option off, the shader code will be stored in the library essentially in a random order, squarely the same in which the assets were loaded by the cooker.

bForceOneChunkPerFile

description: If true, individual files are only allowed to be in a single chunk and it will assign it to the lowest number requested If false, it may end up in multiple chunks if requested by the cooker

description: Force use of PackageCompressionFormat (do not use override HardwareCompressionFormat from DDPI)

bGenerateChunks

description: If enabled, will generate pak file chunks.

bGenerateNoChunks

description: If enabled, no platform will generate chunks, regardless of settings in platform-specific ini files.

bMakeBinaryConfig

description: If enabled, staging will make a binary config file for faster loading.

bPackageCompressionEnableDDC

description: Specifies if DDC should be used to store and retrieve compressed data when creating IoStore containers.

bSharedMaterialNativeLibraries

description: Bydefault shader shader code gets saved into individual platform agnostic files, enabling this option will use the platform-specific library format if and only if one is available This will reduce overall package size but might increase loading time

bShareMaterialShaderCode

description: Bydefault shader code gets saved inline inside material assets, enabling this option will store only shader code once as individual files This will reduce overall package size but might increase loading time

bSkipEditorContent

description: Don't include content in any editor folders when cooking.

bSkipMovies

description: Don't include movies by default when staging/packaging Specific movies can be specified below, and this can be in a platform ini

Build

type: EProjectPackagi...

description: Specifies whether to build the game executable during packaging.

BuildConfiguration

description: The build configuration for which the project is packaged.

BuildTarget

type: FString

description: Name of the target to build

bUseIoStore

description: If enabled, use .utoc/.ucas container files for staged/packaged package data instead of pak.

bUseZenStore

description: If enabled, use Zen storage server for storing and fetching cooked data instead of using the local file system.

CompressedChunkWildcard

description: If set, only these specific pak files will be compressed.

CulturesToStage

description: Cultures whose data should be cooked, staged, and packaged.

DirectoriesToAlwaysCook

type: TArray<FDirect...

description: Directories containing .uasset files that should always be cooked regardless of whether they're referenced by anything in your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game

DirectoriesToAlwaysStageAsNonUFS

description: Directories containing files that should always be copied when packaging your project, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory

DirectoriesToAlwaysStageAsNonUFSServer

description: Directories containing files that should always be copied when packaging your project for a dedicated server, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory

DirectoriesToAlwaysStageAsUFS

description: Directories containing files that should always be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory

DirectoriesToAlwaysStageAsUFSServer

description: Directories containing files that should always be added to the .pak file for a dedicated server (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory

DirectoriesToNeverCook

description: Directories containing .uasset files that should never be cooked even if they are referenced by your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game

EngineCustomBuilds

type: TArray<FProjec...

description: A list of custom builds, specified in engine ini files, and not editable in editor, that will show up in the Platforms menu to allow customized builds for all projects

ForDistribution

description: If enabled, a distribution build will be created and the shipping configuration will be used If disabled, a development build will be created Distribution builds are for publishing to the App Store

FullRebuild

description: If enabled, a full rebuild will be enforced each time the project is being packaged.

HttpChunkInstallDataDirectory

description: When "Build HTTP Chunk Install Data" is enabled this is the directory where the data will be build to.

HttpChunkInstallDataVersion

description: Version name for HTTP Chunk Install Data.

IncludeAppLocalPrerequisites

description: Specifies whether to include prerequisites alongside the game executable.

IncludeCrashReporter

description: Specifies whether to include the crash reporter in the packaged project.

IncludeDebugFiles

description: If enabled, debug files will be included in staged shipping builds.

IncludePrerequisites

description: Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it.

IniKeyDenylist

description: List of ini file keys to strip when packaging

IniSectionDenylist

description: List of ini file sections to strip when packaging

InternationalizationPreset

description: Predefined sets of culture whose internationalization data should be packaged.

LocalizationTargetCatchAllChunkId

description: The chunk ID that should be used as the catch-all chunk for any non-asset localized strings

LocalizationTargetsToChunk

description: List of localization targets that should be chunked during cooking (if using chunks)

MapsToCook

type: TArray<FFilePa...

description: List of maps to include when no other map list is specified on commandline

NonUFSMovies

description: If SkipMovies is true, these specific movies will be copied when packaging your project, but are not supposed to be part of the .pak file This should be the name with no extension

PackageAdditionalCompressionOptions

description: A generic setting for allowing a project to control compression settings during .pak file and iostore compression.

PackageCompressionFormat

description: A comma separated list of formats to use for .pak file and IoStore compression.

description: For compressors with variable levels, select the compressor effort level, which makes packages smaller but takes more time to encode.

PackageCompressionMethod

description: For compressors with multiple methods, select one.

PackageCompressionMinBytesSaved

description: A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files.

PackageCompressionMinSizeToConsiderDDC

description: Specifies the minimum (uncompressed) size for storing a compressed IoStore chunk in DDC.

ProjectCustomBuilds

description: A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project.

TestDirectoriesToNotSearch

description: Directories containing .uasset files that are for editor testing purposes and should not be included in enumerations of all packages in a root directory, because they will cause errors on load These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game

UFSMovies

description: If SkipMovies is true, these specific movies will still be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This should be the name with no extension

UsePakFile

description: If enabled, all content will be put into a one or more .pak files instead of many individual files (default = enabled).

WriteBackMetadataToAssetRegistry

type: EAssetRegistryW...

description: Whether to write staging metadata back to the asset registry.


description: UObjectinterface

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


className: UCookerSettings

description: Various cooker settings.

code: class UCookerSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

bCompileBlueprintsInDevelopmentMode

type: bool

description: Whether or not to compile Blueprints in development mode when cooking.

bCookOnTheFlyForLaunchOn

description: Enable -cookonthefly for launch on

bIgnoreIniSettingsOutOfDateForIteration

description: Ignore ini changes when doing iterative cooking, either in editor or out of editor

description: Ignore native header file changes when doing iterative cooking, either in editor or out of editor

bIterativeCookingForFileCookContent

description: Enable -iterate when triggering from File dropdown menu

bIterativeCookingForLaunchOn

description: Enable -iterate for launch on

BlueprintComponentDataCookingMethod

type: EBlueprintCompo...

description: Generate optimized component data to speed up Blueprint construction at runtime.

BlueprintPropertyGuidsCookingMethod

type: EBlueprintPrope...

description: Should we include the property GUIDs for a Blueprint class in a cooked build, so that SaveGame archives can redirect property names via the GUIDs?

ClassesExcludedOnDedicatedClient

description: List of class names to exclude when cooking for dedicated client

ClassesExcludedOnDedicatedServer

description: List of class names to exclude when cooking for dedicated server

ConsoleVariable

description: Allows opening cooked assets in the editor

DefaultASTCQualityBySize

description: Quality of 0 means smallest (12x12 block size), 4 means best (4x4 block size)

DefaultASTCQualityBySpeed

description: Quality of 0 means fastest, 3 means best quality

ModulesExcludedOnDedicatedClient

description: List of module names to exclude when cooking for dedicated client

ModulesExcludedOnDedicatedServer

description: List of module names to exclude when cooking for dedicated server

VersionedIntRValues

description: List of r values that need to be versioned


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


description:
Create a device manager widget.
The new widget.

module: DeviceManager

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDeviceManager ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITargetDeviceServiceManager](API\Developer\TargetDeviceServices\ITargetDeviceServiceManager) > & DeviceServiceManager, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > & ConstructUnderMajorTab, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & ConstructUnderWindow )


description: Virtual destructor.

code: virtual ~IDeviceManagerModule()


className: IDeviceManagerModule

description: Interface for device manager modules.

code: class IDeviceManagerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: DirectoryWatcher

code: namespace DirectoryWatcher { enum EFileAction { Added, Modified, Removed, Moved, } }


description: Enum specifying whether a path should be relative or absolute

code: namespace DirectoryWatcher { enum EPathType { Relative, Absolute, } }


description: Retrieve the cached state supplied to this class throughUseCachedState().


description: Get the state of the directory once finished. Relinquishes the currently stored directory state to the client. Returns nothing if incomplete, or ifGetLiveState()has already been called.


description: Returns true when this directory reader has finished scanning the directory

code: virtual bool IsComplete() const


description: Set what files are relevant to this reader. Calling this once the reader starts results in undefined behaviour.

code: void SetMatchRules ( const [FMatchRules](API\Developer\DirectoryWatcher\FMatchRules) & InRules )


description: Tick this reader (discover new directories / files). Returns progress state.

code: virtual [EProgressResult](API\Developer\DirectoryWatcher\IAsyncFileCacheTask\EProgressResult) Tick ( const [FTimeLimit](API\Developer\DirectoryWatcher\FTimeLimit) & Limit )


description: Instruct the directory reader to use the specified cached state to lookup file hashes, where timestamps haven't changed

code: void UseCachedState ( [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) InCachedState )


description: Threading strategy forFAsyncDirectoryReader: The directory reader owns the cached and live state until it has completely finished. OnceIsComplete()is true, the main thread can have access to both the cached and farmed data.

code: FAsyncDirectoryReader ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory, [EPathType](API\Developer\DirectoryWatcher\DirectoryWatcher__EPathType) InPathType )


className: FAsyncDirectoryReader

description: while(!Reader.IsComplete()) { FPlatformProcess::Sleep(1); Reader.Tick(FTimedSignal(1)); // Do 1 second of work } TOptionalState = Reader.GetFinalState();

code: struct FAsyncDirectoryReader : public [DirectoryWatcher::IAsyncFileCacheTask](API\Developer\DirectoryWatcher\IAsyncFileCacheTask)


description: Return any completed filenames and their corresponding hashes


description: Returns true when this task has finished hashing all its files


description: Tick this reader (hashes as many files as possible in the time allowed). Returns progress state.


description: Threading strategy forFAsyncFileHasher: The task is constructed on the main thread with its Data. The array 'Data'neverchanges size. The task thread moves along setting file hashes, while the main thread trails behind accessing the completed entries. We should thus never have 2 threads accessing the same memory, except for the atomic 'CurrentIndex'

code: FAsyncFileHasher ( [TArray](API\Runtime\Core\Containers\TArray)< [FFilenameAndHash](API\Developer\DirectoryWatcher\FFilenameAndHash) > InFilesThatNeedHashing )


className: FAsyncFileHasher

description: Async task responsible for MD5 hashing a number of files, reporting completed hashes to the client when done

code: struct FAsyncFileHasher : public [DirectoryWatcher::IAsyncFileCacheTask](API\Developer\DirectoryWatcher\IAsyncFileCacheTask)

CurrentIndex

type: FThreadSafeCoun...

description: The number of files that we have hashed on the task thread.

Data

type: TArray<FFilena...

description: The array of data that we will process

NumReturned

description: The number of items we have returned to the client. Only accessed from the main thread.

ScratchBuffer

type: TArray< uint8 >

description: Scratch buffer used for reading in files


code: [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) & operator= ( [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) && In )


description: Default construction

code: FDirectoryState()


description: Move construction

code: FDirectoryState ( [FDirectoryState](API\Developer\DirectoryWatcher\FDirectoryState) && In )


className: FDirectoryState

description: Structure representing the file data for a number of files in a directory

code: struct FDirectoryState

Files

type: TMap<FImmutabl...

description: Filename -> data map

Rules

type: FMatchRules

description: The rules that define what this state applies to


description: Gets the directory watcher singleton or returns NULL if the platform does not support directory watching

code: virtual [IDirectoryWatcher](API\Developer\DirectoryWatcher\IDirectoryWatcher) * Get()


description: Register external changes that the OS file watcher couldn't detect (eg, a file changing in a UE sandbox)

code: virtual void RegisterExternalChanges ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFileChangeData](API\Developer\DirectoryWatcher\FFileChangeData) > FileChanges ) const


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FDirectoryWatcherModule

code: class FDirectoryWatcherModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Return a transaction to the cache for completion. Will update the cached state with the change described in the transaction, and mark the cache as needing to be saved.

code: void CompleteTransaction ( [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) && Transaction )


description: Destroy this cache. Cleans out the in-memory state and deletes the cache file, if present.

code: void Destroy()


description: Get pending changes to the cache. Transactions must be returned to CompleteTransaction to update the cache. Filter predicate receives a transaction and the time the change was reported.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) > FilterOutstandingChanges ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) &, const [FDateTime](API\Runtime\Core\Misc\FDateTime) &)> InPredicate )


description:
Attempt to locate file data pertaining to the specified filename.
The current cached file data pertaining to the specified filename, or nullptr. May not be completely up to date if there are outstanding transactions.

code: const [FFileData](API\Developer\DirectoryWatcher\FFileData) * FindFileData ( [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) InFilename ) const


description: Get the absolute path of the directory this cache reflects

code: const [FString](API\Runtime\Core\Containers\FString) & GetDirectory() const


description: Get the number of pending changes to the cache.

code: int32 GetNumDirtyFiles() const


description: Check whether this file cache has finished starting up yet. Does not imply rename/move detection is fully initialized. (seeMoveDetectionInitialized())

code: bool HasStartedUp() const


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


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


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

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


description: Iterate the number of pending changes to the cache with the specified predicate. Assumes Tick has been called (and thus, PendingTransactions is up-to-date)

code: void IterateOutstandingChanges ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) &, const [FDateTime](API\Runtime\Core\Misc\FDateTime) &)> InPredicate ) const


description: Check whether this move/rename detection has been initiated or not. This can take much longer than startup, so can be checked separately

code: bool MoveDetectionInitialized() const


code: [FFileCache](API\Developer\DirectoryWatcher\FFileCache) & operator= ( const [FFileCache](API\Developer\DirectoryWatcher\FFileCache) & )


description: Tick this FileCache

code: void Tick()


description: Write out the cached file, if we have any changes to write

code: void WriteCache()


description: Construction from a config

code: FFileCache ( const [FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & InConfig )


code: FFileCache ( const [FFileCache](API\Developer\DirectoryWatcher\FFileCache) & )


description: Destructor

code: ~FFileCache()


className: FFileCache

description: A class responsible for scanning a directory, and maintaining a cache of its state (files and timestamps). Changes in the cache can be retrieved throughGetOutstandingChanges(). Changes will be reported for any change in the cached state even between runs of the process.

code: class FFileCache


description: Instruct the cache to report the specified changes to files

code: [FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & DetectChangesFor ( [EChangeDetection](API\Developer\DirectoryWatcher\FFileCacheConfig\EChangeDetection) ChangeType, bool Value )


description: Set up this cache to detect moves

code: [FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & DetectMoves ( bool bInDetectMoves )


className: EChangeDetection

description: Enum that specifies what changes are required for a change to be reported. When combined, any valid change is reported.

code: enum EChangeDetection { Timestamp, FileHash, }


description: Set up this cache to generate MD5 hashes for its constituent files

code: [FFileCacheConfig](API\Developer\DirectoryWatcher\FFileCacheConfig) & RequireFileHashes ( bool bInRequireFileHashes )


code: FFileCacheConfig ( [FString](API\Runtime\Core\Containers\FString) InDirectory, [FString](API\Runtime\Core\Containers\FString) InCacheFile )


className: FFileCacheConfig

description: Configuration structure required to construct aFFileCache

code: struct FFileCacheConfig

bDetectChangesSinceLastRun

description: When true, changes to the directory since the cache shutdown will be detected and reported.

CacheFile

description: String specifying the file that the cache should be saved to.

CustomChangeLogic

type: TFunction<TOpt...

description: User-specified custom change detection logic.

Directory

description: String specifying the directory on disk that the cache should reflect

PathType

type: EPathType

description: Path type to return, relative to the directory or absolute.

description: List of rules which define what we will be watching


className: Key

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) Key;


className: Type

code: enum Type { Initial, IncludeFileHash, Latest = IncludeFileHash, }


className: FFileCacheCustomVersion

description: Custom serialization version forFFileCache

code: struct FFileCacheCustomVersion


className: EFileChangeAction

code: enum EFileChangeAction { FCA_Unknown, FCA_Added, FCA_Modified, FCA_Removed, FCA_RescanRequired, }


code: FFileChangeData ( const [FString](API\Runtime\Core\Containers\FString) & InFilename, [EFileChangeAction](API\Developer\DirectoryWatcher\FFileChangeData\EFileChangeAction) InAction )


className: FFileChangeData

code: struct FFileChangeData

Action

type: EFileChangeActi...

description: The reported Action.

Filename

description: If the Action references a specific file, the name of the file.

TimeStamp

description: If the Action references a timestamp, the timezone UTC UnixTimeStamp (e.g. FDateTime::ToUnixTimeStamp) of the Action.


code: FFileData ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InTimestamp, const [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) & InFileHash )


description: Constructiors

code: FFileData()


className: FFileData

description: Structure representing specific information about a particular file

code: struct FFileData

FileHash

description: The cached MD5 hash of the file on disk

Timestamp

type: FDateTime

description: The cached timestamp of the file on disk


code: FFilenameAndHash ( const [FString](API\Runtime\Core\Containers\FString) & File )


className: FFilenameAndHash

description: Simple struct that encapsulates a filename and its associated MD5 hash

code: struct FFilenameAndHash

AbsoluteFilename

type: FString


description: Get the underlying string

code: const [FString](API\Runtime\Core\Containers\FString) & Get() const


code: [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) & operator= ( [FString](API\Runtime\Core\Containers\FString) InString )


code: [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) & operator= ( const TCHAR * InString )


code: [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) & operator= ( const [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) & )


code: [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) & operator= ( [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) && In )


description: Constructible from a raw string

code: FImmutableString ( [FString](API\Runtime\Core\Containers\FString) InString )


code: FImmutableString ( const TCHAR * InString )


code: FImmutableString ( const [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) & )


description: Move construction/assignment

code: FImmutableString ( [FImmutableString](API\Developer\DirectoryWatcher\FImmutableString) && In )


className: FImmutableString

description: An immutable string with a cached CRC for efficient comparison with other strings

code: struct FImmutableString


description: Specify a wildcard match to include or exclude

code: void AddWildcardRule ( const [FWildcardString](API\Runtime\Core\Misc\FWildcardString) & WildcardString, bool bInclude )


className: EType

code: enum EType { Wildcard, }


className: FMatchRule

description: Implementation of a match rule, wrapping up its type, and implementation

code: struct FMatchRule

RuleImpl

type: TSharedPtr<IMa...

description: The runtime implementation

Type

type: TEnumAsByte< ET...

description: The type of this rule


description: Check whether the specified file is applicable based on these rules or not

code: bool IsFileApplicable ( const TCHAR * Filename ) const


description: Specify a set of applicable extensions, ; separated. Provided as an optimization to early-out on files we're not interested in.

code: void SetApplicableExtensions ( const [FString](API\Runtime\Core\Containers\FString) & InExtensions )


className: FMatchRules

description: A set of rules that specifies what files we'll be watching

code: struct FMatchRules


description: Check whether we have exceeded the time limit

code: bool Exceeded() const


description: Return true if this time limit has been set up, false otherwise

code: bool IsValid() const


description: Reset the time limit to start timing again from the current time

code: void Reset()


description: Constructor specifying not to run over the specified number of seconds

code: FTimeLimit ( float NumSeconds )


description: Constructor specifying that we should never bail out early

code: FTimeLimit()


className: FTimeLimit

description: A time limit that counts down from the time of construction, until it hits a given delay

code: struct FTimeLimit


code: [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) & operator= ( [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) && In )


code: FUpdateCacheTransaction & operator&61; &40; const FUpdateCacheTransaction & &41;


description: Publically moveable

code: FUpdateCacheTransaction ( [FUpdateCacheTransaction](API\Developer\DirectoryWatcher\FUpdateCacheTransaction) && In )


description: Not Copyable

code: FUpdateCacheTransaction &40; const FUpdateCacheTransaction & &41;


description: Construction responsibility is held byFFileCache

code: FUpdateCacheTransaction &40; FImmutableString InFilename, EFileAction InAction, const FFileData & InFileData &41;


code: FUpdateCacheTransaction &40; FImmutableString InMovedFromFilename, FImmutableString InMovedToFilename, const FFileData & InFileData &41;


className: FUpdateCacheTransaction

description: A transaction issued byFFileCacheto describe a change to the cache. The change is only committed once the transaction is returned to the cache (seeFFileCache::CompleteTransaction).

code: struct FUpdateCacheTransaction

Action

type: EFileAction

description: The type of action that prompted this transaction

FileData

type: FFileData

description: File data pertaining to this change at the time of dispatch

Filename

type: FImmutableStrin...

description: The path of the file to which this transaction relates

MovedFromFilename

description: In the case of a moved file, this represents the path the file was moved from


className: EProgressResult

code: enum EProgressResult { Finished, Pending, }


description: Get the age of this task in seconds

code: double GetAge() const


description: Check whether this task is complete. Must be implemented in a thread-safe manner.

code: bool IsComplete() const


description: Tick this task. Only to be called on the task thread.

code: [EProgressResult](API\Developer\DirectoryWatcher\IAsyncFileCacheTask\EProgressResult) Tick ( const [FTimeLimit](API\Developer\DirectoryWatcher\FTimeLimit) & TimeLimit )


className: IAsyncFileCacheTask

code: struct IAsyncFileCacheTask : public [TSharedFromThis< IAsyncFileCacheTask, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

StartTime

type: double

description: The time this task started


code: virtual ~IAsyncFileCacheTask()


description: Allows for subclasses to dump notify statistics (returns true if implemented)

code: virtual bool DumpStats()


className: FDirectoryChanged

description: A delegate to report directory changes

code: typedef TBaseDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FFileChangeData](API\Developer\DirectoryWatcher\FFileChangeData) > & > FDirectoryChanged


description: Register a callback to fire when directories are changed

code: bool RegisterDirectoryChangedCallback_Handle ( const [FString](API\Runtime\Core\Containers\FString) & Directory, const [FDirectoryChanged](API\Developer\DirectoryWatcher\IDirectoryWatcher\FDirectoryChanged) & InDelegate, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & OutHandle, uint32 Flags )


description: Allows for subclasses to be ticked (by editor or other programs that need to tick the singleton)

code: virtual void Tick ( float DeltaSeconds )


description: Unregisters a callback to fire when directories are changed

code: bool UnregisterDirectoryChangedCallback_Handle ( const [FString](API\Runtime\Core\Containers\FString) & Directory, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


className: WatchOptions

description: Options for a single watch (can be combined)

code: enum WatchOptions { IncludeDirectoryChanges = (1<<0), IgnoreChangesInSubtree = (1<<1), }


description: Virtual destructor

code: virtual ~IDirectoryWatcher()


className: IDirectoryWatcher

description: The public interface for the directory watcher singleton.

code: class IDirectoryWatcher


description: Test to see if a file is applicable based on this rule. Returns true if so, false of not, or empty if the file doesn't match this rule.

code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > IsFileApplicable ( const TCHAR * Filename ) const


description: Serialize this rule

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: IMatchRule

description: A rule that checks whether a file is applicable or not

code: struct IMatchRule


className: FDistributedBuildTaskResult

module: DistributedBuildInterface

code: struct FDistributedBuildTaskResult

bCompleted

type: bool


className: FTask

code: struct FTask

CommandData

type: FTaskCommandDat...

Promise

type: TPromise<FDist...


code: FTask ( uint32 ID, const [FTaskCommandData](API\Developer\DistributedBuildInterface\FTaskCommandData) & CommandData, [TPromise](API\Runtime\Core\Async\TPromise)< [FDistributedBuildTaskResult](API\Developer\DistributedBuildInterface\FDistributedBuildTaskResult) > && Promise )


className: FTaskCommandData

code: struct FTaskCommandData

Dependencies

type: TArray<FString...


description: Returns a new file path to be used for writing input data to.


description: Launches a task. Returns a future which can be waited on for the results.

code: [TFuture](API\Runtime\Core\Async\TFuture)< [FDistributedBuildTaskResult](API\Developer\DistributedBuildInterface\FDistributedBuildTaskResult) > EnqueueTask ( const [FTaskCommandData](API\Developer\DistributedBuildInterface\FTaskCommandData) & CommandData )


code: static const [FName](API\Runtime\Core\UObject\FName) & GetModularFeatureType()


description: Returns the name of the controller. Used for logging purposes.


code: void InitializeController()


description: Returns true if the controller may be used.

code: bool IsSupported()


code: virtual [FString](API\Runtime\Core\Containers\FString) RemapPath ( const [FString](API\Runtime\Core\Containers\FString) & SourcePath ) const


code: virtual bool RequiresRelativePaths()


className: FTaskResponse

code: struct FTaskResponse


description:
Override this to set whether your module is allowed to be unloaded on the fly
Whether the module supports shutdown separate from the rest of the engine.

code: virtual bool SupportsDynamicReloading()


code: virtual void Tick ( float DeltaSeconds )


className: IDistributedBuildController

code: class IDistributedBuildController : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Instructs the renderer to capture a snapshot for the debugger on the next frame.

module: DrawPrimitiveDebugger

code: void CaptureSingleFrame()


description: Closes the graphics debugger window if it is currently open.

code: void CloseDebugWindow()


description: Disables capturing debug data each frame.

code: void DisableLiveCapture()


description: Enables capturing debug data each frame.

code: void EnableLiveCapture()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IDrawPrimitiveDebugger](API\Developer\DrawPrimitiveDebugger\IDrawPrimitiveDebugger) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description:
Is live data capture enabled for the debugger? This implies that the renderer will capture debug data each frame.
True if live capture is enabled.

code: bool IsLiveCaptureEnabled() const


description: Opens the graphics debugger window if it is available.

code: void OpenDebugWindow()


className: IDrawPrimitiveDebugger

description: This tool allows easy on screen debugging of graphics data, primarily on-screen primitives

code: class IDrawPrimitiveDebugger : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


code: static int32 GetFontSize()


code: static void SetFontSize ( const int32 InFontSize )


className: UDrawPrimitiveDebuggerUserSettings

code: class UDrawPrimitiveDebuggerUserSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

FontSize

description: Font Size used by Draw Primitive Debugger


className: CleanupDeprecatedAnalyticSessions

description: This function removes expired sessions that were created by the deprecated system.

module: EditorAnalyticsSession

code: void CleanupDeprecatedAnalyticSessions ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) & MaxAge )


className: deprecated

code: class deprecated ( "Deprecated. This class was replaced by [FAnalyticsSessionSummarySender](API\Runtime\AnalyticsET\FAnalyticsSessionSummarySender)"" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


className: FEditorAnalyticsSession

description: Deprecated* Deprecated. This class was replaced by FEngineAnalyticsSessionSummary/FEditorAnalyticsSessionSummary

code: struct FEditorAnalyticsSession


className: FEditorAnalyticsSessionModule

code: class FEditorAnalyticsSessionModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FEditorSessionSummarySender

code: class FEditorSessionSummarySender


module: ExternalImagePicker

code: FExternalImagePickerConfiguration()


className: FExternalImagePickerConfiguration

description: Used for configuring the external image picker

bRequiresSpecificSize

description: Does the image need to be a specific size?

DefaultImagePath

description: The image on disk that we will use if the target does not exist.

GenerateImageToolTipText

type: FText

description: Tooltip for Generate Image button

GenerateImageVisibility

type: TAttribute<EVi...

description: Whether the button to generate a new image should be shown.

MaxDisplayedImageDimensions

description: The dimensions the image display should be constrained to. Aspect ratio is maintained.

OnExternalImagePicked

type: FOnExternalImag...

description: Delegate fired when picking a new image.

OnGenerateImageClicked

type: FOnClicked

description: Delegate fired when an Generate Image button is pressed

OnGetPickerPath

type: FOnGetPickerPat...

description: The path the picker will use to start from

PropertyHandle

type: TSharedPtr< cla...

description: A property handle to use if required

RequiredImageDimensions

type: FIntPoint

description: The size the actual image needs to be (ignored unless bRequiresSpecificSize is set)

TargetImagePath

description: The image on disk that the external image is stored as.


className: FOnExternalImagePicked

code: typedef TBaseDelegate_TwoParams< bool, const [FString](API\Runtime\Core\Containers\FString) &, const [FString](API\Runtime\Core\Containers\FString) & > FOnExternalImagePicked


className: FOnGetPickerPath

description: Delegate fired to get the path to start picking from.

code: typedef TBaseDelegate_NoParams< [FString](API\Runtime\Core\Containers\FString) > FOnGetPickerPath


description:
Gets a reference to the ExternalImagePicker module instance.
A reference to the ExternalImagePicker module.

code: static [IExternalImagePickerModule](API\Developer\ExternalImagePicker\IExternalImagePickerModule) & Get()


description: Make a widget used for displaying & editing splash screens

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeEditorWidget ( const [FExternalImagePickerConfiguration](API\Developer\ExternalImagePicker\FExternalImagePickerConfiguratio-) & InConfiguration )


className: IExternalImagePickerModule

description: Public interface for splash screen editor module

code: class IExternalImagePickerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: FileUtilities

code: TArray< FString > GetFileNames&40;&41; const


code: bool TryReadFile &40; FStringView FileName, TArray< uint8 > & OutData, FOutputDevice &42; ErrorHandler &41; const


code: FImpl &40; IFileHandle &42; InFileHandle, FOutputDevice &42; ErrorHandler &41;


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFileNames() const


code: bool TryReadFile ( FStringView FileName, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorHandler ) const


description: Constructs the ZipArchive to read from a FileHandle. Takes ownership of the FileHandle (even if it is corrupt); it will be closed by the destructor.

code: FZipArchiveReader ( [IFileHandle](API\Runtime\Core\GenericPlatform\IFileHandle) * InFileHandle, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorHandler )


className: FZipArchiveReader

description: Helper class for reading an uncompressed zip archive file.

code: class FZipArchiveReader


description: Iterate through the list of spawn sets and execute Predicate on each in a const-correct way.

module: FunctionalTesting

code: virtual void ForEachSpawnSet ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase) &)> Predicate ) const


description: Iterate through the list of spawn sets and execute Predicate on each.

code: virtual void ForEachSpawnSet ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase) &)> Predicate )


description: Return the SpawnSet at this index of the SpawnSets array. Const-correct version.

code: virtual const [FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase) * GetSpawnSet ( const int32 SpawnSetIndex ) const


description: Return the SpawnSet at this index of the SpawnSets array.

code: virtual [FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase) * GetSpawnSet ( const int32 SpawnSetIndex )


description: Return whether the index is valid in the SpawnSets array.

code: virtual bool IsValidSpawnSetIndex ( const int32 Index ) const


description: Iterate through the list of spawn sets and remove the spawn set if Predicate returns true.

code: virtual void RemoveSpawnSetIfPredicate ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase) &)> Predicate )


className: AFunctionalAITest

description: Functional AI Test using a regularFAITestSpawnSetas a default SpawnSet class type.

code: class AFunctionalAITest : public [AFunctionalAITestBase](API\Developer\FunctionalTesting\AFunctionalAITestBase)

SpawnSets

type: TArray<FAITest...


code: void AddSpawnedPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & SpawnedPawn )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Called to clean up when tests is removed from the list of active tests after finishing execution. Note that FinishTest gets called after every "cycle" of a test (where further cycles are enabled by WantsToRunAgain calls). CleanUp gets called when all cycles are done.

code: virtual void CleanUp()


code: void ClearPendingDelayedSpawns()


code: virtual void GatherRelevantActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetAdditionalTestFinishedMessage ( [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) TestResult ) const


code: FVector GetRandomizedLocation ( const FVector & Location ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetReproString() const


description: Return the SpawnInfo at SpawnInfoIndexof the SpawnSet at SpawnSetIndex. Const-correct version.

code: const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnSetIndex, const int32 SpawnInfoIndex ) const


description: Return the SpawnInfo at SpawnInfoIndexof the SpawnSet at SpawnSetIndex.

code: [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnSetIndex, const int32 SpawnInfoIndex )


code: bool IsNavMeshReady() const


code: virtual bool IsOneOfSpawnedPawns ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual bool IsReady_Implementation()


code: void KillOffSpawnedPawns()


code: void OnSpawningFailure()


code: virtual void OnTimeout()


code: virtual void RemoveSpawnSetIfPredicate ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase) &)> Predicate )


code: virtual bool RunTest ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Params )