description: Helpler function to generate a changelist description.

code: [FText](API\Runtime\Core\Internationalization\FText) GetChangelistDescription ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GatherTextConfigPaths )


description: Entry point for your commandlet

module: UnrealEd

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


code: int32 ProcessGatherConfig ( const [FString](API\Runtime\Core\Containers\FString) & GatherTextConfigPath, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & CommandletSourceControlInfo, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals )


description: Returns true if this commandlet should run during a preview run. Override in child classes to conditionally skip a commandlet from being run. Most commandlets that require source control, write to files etc should be skipped for preview runs

code: virtual bool ShouldRunInPreview ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals ) const


className: UsageText

code: static const [FString](API\Runtime\Core\Containers\FString) UsageText;


description: UGatherTextCommandlet

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


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


className: DisableSubmitSwitch

code: static const TCHAR * DisableSubmitSwitch = TEXT("DisableSCCSubmit");


className: EnableSourceControlSwitch

code: static const TCHAR * EnableSourceControlSwitch = TEXT("EnableSCC");


className: GatherTypeParam

code: static const TCHAR * GatherTypeParam = TEXT("GatherType");


code: int32 GetPathArrayFromConfig ( const TCHAR * Section, const TCHAR * Key, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArr, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Wrappers for extracting config values.

code: bool GetBoolFromConfig ( const TCHAR * Section, const TCHAR * Key, bool & OutValue, const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: bool GetPathFromConfig ( const TCHAR * Section, const TCHAR * Key, [FString](API\Runtime\Core\Containers\FString) & OutValue, const [FString](API\Runtime\Core\Containers\FString) & Filename )


className: UGatherTextCommandlet

description: UGatherTextCommandlet: One commandlet to rule them all. This commandlet loads a config file and then calls other localization commandlets. Allows localization system to be easily extendable and flexible.

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


className: ConfigParam

description: Common params and switches among all text gathering commadnlets.

code: static const TCHAR * ConfigParam = TEXT("Config");


description: Utility to get the correct base path (engine or project) for the current environment.

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


code: [FName](API\Runtime\Core\UObject\FName) GetSplitPlatformNameFromPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath ) const


code: int32 GetStringArrayFromConfig ( const TCHAR * Section, const TCHAR * Key, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutArr, const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: virtual void Initialize ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FLocTextHelper](API\Developer\Localization\FLocTextHelper) > & InGatherManifestHelper, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocalizationSCC](API\Developer\Localization\FLocalizationSCC) > & InSourceControlInfo )


code: bool GetStringFromConfig ( const TCHAR * Section, const TCHAR * Key, [FString](API\Runtime\Core\Containers\FString) & OutValue, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Utilities for split platform detection.

code: bool IsSplitPlatformName ( const [FName](API\Runtime\Core\UObject\FName) InPlatformName ) const


code: virtual bool ShouldRunInPreview ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals ) const


className: PreviewSwitch

code: static const TCHAR * PreviewSwitch = TEXT("Preview");


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


code: bool ShouldSplitPlatformForPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FName](API\Runtime\Core\UObject\FName) * OutPlatformName ) const


className: UGatherTextCommandletBase

description: UGatherTextCommandletBase: Base class for localization commandlets. Just to force certain behaviors and provide helper functionality.

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

GatherManifestHelper

type: TSharedPtr<FLo...

SplitPlatforms

type: TMap<FName,FS...

description: Mapping from platform name to the path marker for that platform


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: EPackageLocCacheState

description: Localization cache states of a package

code: enum EPackageLocCacheState { Uncached_TooOld = 0, Uncached_NoCache, Cached, }


code: bool ConfigureFromScript ( const [FString](API\Runtime\Core\Containers\FString) & GatherTextConfigPath, const [FString](API\Runtime\Core\Containers\FString) & SectionName )


code: bool GetConfigurationScript ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InCommandLineParameters, [FString](API\Runtime\Core\Containers\FString) & OutFilePath, [FString](API\Runtime\Core\Containers\FString) & OutStepSectionName )


code: bool HasExceededMemoryLimit ( const bool bLog )


description: Entry point for your commandlet

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


code: void ProcessGatherableTextDataArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGatherableTextData](API\Runtime\Core\Internationalization\FGatherableTextData) > & GatherableTextDataArray )


code: void PurgeGarbage ( const bool bPurgeReferencedPackages )


code: static const [FString](API\Runtime\Core\Containers\FString) UsageText;


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


className: UGatherTextFromAssetsCommandlet

description: UGatherTextFromAssetsCommandlet: Localization commandlet that collects all text to be localized from the game assets.

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


className: FGatherParameters

code: struct FGatherParameters

InputKeys

type: TArray<FString...


code: virtual bool ShouldRunInPreview ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals ) const


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


className: UGatherTextFromMetaDataCommandlet

description: UGatherTextFromMetaDataCommandlet: Localization commandlet that collects all text to be localized from generated metadata.

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


className: ChangelistName

code: static const [FString](API\Runtime\Core\Containers\FString) ChangelistName;


className: FParsedStringTableEntryMetaDataMap

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


className: EEditorOnlyDefineState

code: enum EEditorOnlyDefineState { Undefined, Defined, }


className: EMacroArgSemantic

code: enum EMacroArgSemantic { MAS_Namespace, MAS_Identifier, MAS_SourceText, }


code: FMacroArg &40; EMacroArgSemantic InSema, bool InIsAutoText &41;


className: FMacroArg

description:
FMacroArg(
EMacroArgSemantic InSema,bool InIsAutoText)

code: struct FMacroArg


code: virtual void TryParse &40; const FString & LineText, FSourceFileParseContext & Context &41; const


code: FStringMacroDescriptor &40; FString InName, FMacroArg Arg0 &41;


code: FStringMacroDescriptor &40; FString InName, FMacroArg Arg0, FMacroArg Arg1 &41;


code: FStringMacroDescriptor &40; FString InName, FMacroArg Arg0, FMacroArg Arg1, FMacroArg Arg2 &41;


className: EFlags

code: enum EFlags { None = 0, Namespace = 1, }


className: FStringMacroDescriptor

code: class FStringMacroDescriptor : public UGatherTextFromSourceCommandlet::FMacroDescriptor


code: virtual void TryParse &40; const FString & Text, FSourceFileParseContext & Context &41; const


code: FStructuredLogMacroDescriptor &40; const TCHAR &42; Name, EFlags Flags &41;


className: FStructuredLogMacroDescriptor

code: class FStructuredLogMacroDescriptor : public UGatherTextFromSourceCommandlet::FMacroDescriptor


description: Entry point for your commandlet

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


code: virtual bool ShouldRunInPreview ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & ParamVals ) const


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


className: UGatherTextFromSourceCommandlet

description: UGatherTextFromSourceCommandlet: Localization commandlet that collects all text to be localized from the source code.

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


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


className: UGenerateAssetManifestCommandlet

description: Commandlet for generating a filtered list of assets from the asset registry (intended use is for replacing assets with cooked version)

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


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


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


className: UGenerateBlueprintAPICommandlet

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


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


className: UGenerateDistillFileSetsCommandlet

description: Find AnimNotify instances that do not have the AnimSeqeunce that 'owns' them as their outer.

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


description: UGenerateGatherArchiveCommandlet

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


className: UGenerateGatherArchiveCommandlet

description: UGenerateGatherArchiveCommandlet: Generates a localisation archive; generally used as a gather step.

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


description: UGenerateGatherManifestCommandlet

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


className: UGenerateGatherManifestCommandlet

description: UGenerateGatherManifestCommandlet: Generates a localisation manifest; generally used as a gather step.

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


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


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


description: Entry point for your commandlet

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


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


description: UGenerateTextLocalizationResourceCommandlet: Localization commandlet that generates a table ofFTextkeys to localized string values.

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


description: Runs the commandlet


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


className: UImportAssetsCommandlet

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


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


className: UImportDialogueScriptCommandlet

description: UImportDialogueScriptCommandlet: Handles importing localized script sheets to update the translated archive text.

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


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


className: UImportLocalizedDialogueCommandlet

description: UImportLocalizedDialogueCommandlet: Handles synchronizing localized raw audio files with dialogue and sound wave assets.

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


description: Adds the specified file as the foreign version for a loc file pair

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


description: Adds the specified file as the native version for a loc file pair

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


description: Returns the index of the loc file pair that contains the native version of the specified filename, or INDEX_NONE if it isn't found

code: int32 FindForeignIndex ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: int32 FindNativeIndex ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Compares the data in this loc file against the data in the specified counterpart file, placing the results in the various tracking arrays.

code: void CompareToCounterpart &40; TSharedPtr< FLocalizationFile > Other &41;


code: const FString GetDirectoryName&40;&41; const


code: const FString GetExtension&40;&41; const


code: FConfigFile &42; GetFile&40;&41; const


code: const FString GetFilename&40;&41; const


description: Accessors

code: const FString GetFullName&40;&41; const


description: Appends all the entries that have matching primary language and translated text to the passed in array.

code: void GetIdenticalProperties &40; TArray< FLocalizationFileEntry > & OutProperties &41; const


description: Appends all the entries that have non-empty translated text to the passed in array. Note this will not get entries where the primary language text is the same as the translated text, useGetIdenticalProperties()instead.

code: void GetTranslatedProperties &40; TArray< FLocalizationFileEntry > & OutProperties &41; const


description: Copy ctor

code: FLocalizationFile &40; const TSharedRef< FLocalizationFile > Other &41;


description: UInternationalizationConditioningCommandlet::FLocalizationFile

code: FLocalizationFile &40; const FString & InPath, FConfigFile &42;const InConfigFile &41;


description: Dtor


className: FLocalizationFile

description: Contains information about a single localization file, any language.

code: struct FLocalizationFile


code: FLocalizationFileEntry &40; const FString & InFile, const FString & InNamespace, const FString & InKey, const FString & InSourceText, const FString & InTranslatedText &41;


className: FLocalizationFileEntry

description: Contains all the info we need to create archive/manifest entries from.

code: struct FLocalizationFileEntry

File

type: FString


description: Compares the two loc files against each other.

code: void CompareFiles&40;&41;


description: Adds any identical entries to an array.

code: void GetIdenticalProperties &40; TArray< FLocalizationFileEntry > & Properties &41;


description: Returns the filename (without path or extension info) for this file pair

code: const FString GetFilename&40;&41;


description: Adds entries that differ and are non-empty to an array.

code: void GetTranslatedProperties &40; TArray< FLocalizationFileEntry > & Properties &41;


code: bool HasForeignFile &40; const FString & Filename &41;


code: bool HasNativeFile &40; const FString & Filename &41;


description: Assigns the foreign version of this loc file pair.

code: bool SetForeignFile &40; const FString & ForeignFilename, FConfigFile &42;const ForeignConfigFile &41;


description: Assigns the native version of the loc file pair.

code: bool SetNativeFile &40; const FString & NativeFilename, FConfigFile &42;const NativeConfigFile &41;


description: Default ctor


description: UInternationalizationConditioningCommandlet::FLocalizationFilePair


code: void LoadLegacyLocalizationFiles ( const [FString](API\Runtime\Core\Containers\FString) & SourcePath, const [FString](API\Runtime\Core\Containers\FString) & NativeLanguage, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & LanguagesToProcess )


className: FLocalizationFilePair

description: Contains information about a localization file and its native counterpart.

code: struct FLocalizationFilePair


description: Entry point for your commandlet

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


code: bool ProcessArchive ( const [FString](API\Runtime\Core\Containers\FString) & PrimaryLangExt, const [FString](API\Runtime\Core\Containers\FString) & SourcePath, const [FString](API\Runtime\Core\Containers\FString) & DestinationPath )


code: bool ProcessManifest ( const [FString](API\Runtime\Core\Containers\FString) & PrimaryLangExt, const [FString](API\Runtime\Core\Containers\FString) & SourcePath, const [FString](API\Runtime\Core\Containers\FString) & DestinationPath )


description: Initializes the LocPairs arrays using the list of filenames provided.

code: void ReadLocFiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NativeFilenames, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ForeignFilenames )


description: UGatherTextCommandlet

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


description: UInternationalizationConditioningCommandlet: Commandlet that contains various misc functionality to prepare, modify, and condition Internationalization manifest and archive data.

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

LocPairs

type: TArray<FLocali...


description: UInternationalizationExportCommandlet


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


className: UInternationalizationExportCommandlet

description: UInternationalizationExportCommandlet: Commandlet used to export internationalization data to various standard formats.

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


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


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


className: UIoStoreCommandlet

description: Commandlet for creating container file(s) used by the IoDispatcher.

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


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


className: ULandscapeGrassTypeCommandlet

description: Commandlet

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


description: Process the given particle system. For mesh emitters, output material paths that don't have bUsedWithParticleSprites flagged.

code: void ProcessParticleSystem ( [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * ParticleSystem, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMaterials )


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


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


description: Entry point for your commandlet


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


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


description:
Parse the given load list file, placing the entries in the given Tokens array.
bool true if successful and non-empty, false otherwise

code: bool ParseLoadListFile ( [FString](API\Runtime\Core\Containers\FString) & LoadListFilename, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens )


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


className: ULoadPackageCommandlet

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


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


className: UMakeBinaryConfigCommandlet

description: Commandlet for creating a binary GConfig to read in quickly

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


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


className: UMaterialLayerUsageCommandlet

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


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


className: UMergeShaderPipelineCachesCommandlet

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


description: Dump the results of the audit

code: virtual void DumpResults()


description:
Dump the give list of particle systems to an audit CSV file...
bool true if successful, false if not

code: bool DumpSimplePSysSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InPSysSet, const TCHAR * InShortFilename, const TCHAR * OptionalHeader )


description: Generic function to handle dumping values to a CSV file

code: bool DumpSimpleSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & InSet, const TCHAR * InShortFilename, const TCHAR * InObjectClassName, const TCHAR * OptionalHeader )


description: Gets an archive to write to an output file

code: [FArchive](API\Runtime\Core\Serialization\FArchive) * GetOutputFile ( const TCHAR * InShortFilename )


description: Entry point

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


description: Process all referenced particle systems

code: bool ProcessParticleSystems()


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


className: UParticleSystemAuditCommandlet

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

AuditOutputFolder

description: The folder in which the commandlet's output files will be stored

FarLODDistanceTheshold

type: float

description: If a particle system has an LODDistance larger than this value, it will be reported

FilterCollection

description: Only assets in this collection will be considered.

HighSpawnRateOrBurstThreshold

description: If a particle system has a spawn rate or burst count greater than this value, it will be reported

PackagePaths

type: TArray<FName>

description: Package paths to include

ParticleSystemsWithBadLODCheckTimes

type: TSet<FString>

description: All particle systems w/ LOD Method of Automatic & a check time of 0.0

description: All particle systems w/ bone location sources that do not match between LODs

ParticleSystemsWithFarLODDistance

description: All particle systems w/ a far LODDistance

ParticleSystemsWithHighSpawnRateOrBurst

description: All particle systems w/ a high spawn rate or burst

ParticleSystemsWithLights

description: All particle systems with lights and the details

ParticleSystemsWithMissingMaterials

description: All particle systems w/ missing materials

ParticleSystemsWithNoEmitters

description: All particle systems w/ no emitters

ParticleSystemsWithNoLODs

description: All particle systems w/ a NO LOD levels

description: All particle systems w/ bOrientZAxisTowardCamera enabled

ParticleSystemsWithoutFixedBounds

description: All particle systems w/out fixed bounds set

ParticleSystemsWithSingleLOD

description: All particle systems w/ a single LOD level

ParticleSystemsWithWarmupTime

description: All particle systems with warmup time on them


description: Entry point for your commandlet


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


className: UPkgInfoCommandlet

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


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


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


className: UReplaceActorCommandlet

description: Commandlet for replacing one kind of actor with another kind of actor, copying changed properties from the most-derived common superclass

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


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


className: UReplaceAssetsCommandlet

description: Commandlet for replacing assets with those from another location (intended use is replacing with cooked assets)

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


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


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


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


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


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

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


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

code: void CleanTempFiles()


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


description: Deletes a single package

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


className: EBrevity

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


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

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


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


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

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


description: Loads and saves a single package

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


description: Entry point for your commandlet

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


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


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

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


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


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

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


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

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


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

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


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

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


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


description: Checks to see if a package should be skipped

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


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

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


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


className: UResavePackagesCommandlet

description: Added to expose this to the save packages test

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

bAutoCheckIn

type: bool

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

bAutoCheckOut

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

bBatchSourceControl

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

bCanIgnoreFails

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

bIgnoreChangelist

description: Ignore package version changelist

bOnlyLicenseed

description: Only save packages that been saved by a licensee

bOnlyMaterials

description: Only process packages containing materials

bOnlyPayloadTrailers

description: Only save packages containing FPayloadTrailers

bOnlySaveDirtyPackages

description: If we should only save dirty packages

bOnlyUnversioned

description: Only save packages with a changelist of zero

bOnlyVirtualized

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

bShouldBuildHLOD

description: Should we update HLODs

bShouldBuildLighting

description: Should we build lighting for the packages we are saving?

bShouldBuildNavigationData

description: Should we build navigation data for the packages we are saving?

bShouldBuildReflectionCaptures

description: Should we build reflection captures for the packages we are saving?

bShouldBuildTextureStreaming

description: Should we build texture streaming for the packages we are saving?

bShouldBuildTextureStreamingForAll

description: Similar to above, but applies to all packages rather than just maps

bSkipCheckedOutFiles

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

bSkipPayloadTrailers

description: Only save packages without a FPayloadTrailer

bSkipVirtualization

description: If we should skip trying to virtualize packages being checked in

bSkipVirtualized

description: Only save packages containing bulkdata payloads that have not been virtualized

bStripEditorOnlyContent

description: Strip editor only content

bVerifyContent

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

CollectionFilter

type: TSet<FName>

description: Filter packages based on a collection

FilesToSubmit

description: List of files to submit

GarbageCollectionFrequency

description: Only collect garbage after N packages

LightingBuildQuality

type: ELightingBuildQ...

description: Lighting Build Quality(default: Production)

MaxPackagesToResave

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

MaxResaveLicenseeUEVersion

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

MaxResaveUEVersion

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

MinResaveUEVersion

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

PackagesConsideredForResave

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

PackageSubstring

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

RedirectorsToFixup

description: List of redirector packages that should be fixed up at the end

ResaveClasses

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

ResaveOnDemandPackages

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

ResaveOnDemandPackagesLock

type: FCriticalSectio...

SourceControlQueue

type: TPimplPtr< clas...

description: A queue containing source control operations to be performed in batches.

Switches

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

Verbosity

type: EBrevity


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


className: USavePackageUtilitiesCommandlet

description: Commandlet used to validate the package saving mechanism. It can currently compare two back to back saves of a package (or folder of packages)

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


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


code: static bool TryVirtualization ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FilesToSubmit, [FText](API\Runtime\Core\Internationalization\FText) & InOutDescription )


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


className: UShaderCodeLibraryToolsCommandlet

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


description: Entry point for your commandlet

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


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


className: UShaderPipelineCacheToolsCommandlet

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


className: UStabilizeLocalizationKeysCommandlet

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


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


className: UStaticMeshMinLodCommandlet

description: Commandlet

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


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


className: USummarizeTraceCommandlet

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


className: USwapSoundForDialogueInCuesCommandlet

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


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


code: static bool DoTextAssetProcessing ( const [FProcessingArgs](API\Editor\UnrealEd\Commandlets\UTextAssetCommandlet\FProcessingArgs) & InArgs )


className: FProcessingArgs

code: struct FProcessingArgs

ProcessingMode

type: ETextAssetComma...


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


className: UTextAssetCommandlet

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


className: UUnrealPakCommandlet

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


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


className: UUpdateGameProjectCommandlet

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


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


className: UWorldPartitionBuilderCommandlet

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


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


code: void ChangeObjectOuter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter )


code: [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * CreateHLODLayerFromINI ( const [FString](API\Runtime\Core\Containers\FString) & InHLODLayerName )


code: void CreateWorldMiniMapTexture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * CreateWorldPartition ( class [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * MainWorldSettings )


code: bool DetachDependantLevelPackages ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


code: void FixupSoftObjectPaths ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OuterPackage )


code: virtual bool GetAdditionalLevelsToConvert ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & SubLevels )


code: static const [FString](API\Runtime\Core\Containers\FString) GetConversionSuffix ( const bool bInOnlyMergeSubLevels )


code: [ULevel](API\Runtime\Engine\Engine\ULevel) * InitWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


description: Entry point for your commandlet

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


code: virtual void OnWorldLoaded ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: virtual void OutputConversionReport() const


code: virtual void PerformAdditionalWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: virtual bool PrepareStreamingLevelForConversion ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel )


code: virtual void PerformAdditionalActorChanges ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: virtual void ReadAdditionalTokensAndSwitches ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches )


code: bool RenameWorldPackageWithSuffix ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: void SetActorGuid ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FGuid](API\Runtime\Core\Misc\FGuid) & NewGuid )


code: virtual bool ShouldConvertStreamingLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel )


code: virtual bool ShouldDeleteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bMainLevel ) const


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


className: UWorldPartitionConvertCommandlet

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

DataLayerFactory

type: TObjectPtr<UDa...

EditorHashClass

type: TSubclassOf<UW...

ExcludedLevels

description: Levels excluded from conversion.

HLODLayers

type: TMap<FString, ...

HLODLayersForActorClasses

type: TArray<FHLODLa...

MapsWithLevelScriptsBPs

description: Conversion report.

PackagesToDelete

type: TArray<UPackag...

WorldExtent

type: FVector


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


code: namespace WorldPartitionCommandletHelpers { template<class T> bool WorldPartitionCommandletHelpers::CheckoutSaveAdd ( T && ToSave, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & SCHelper ) }


className: UWrangleContentCommandlet

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


code: namespace CommonEditorViewportUtils { static void CommonEditorViewportUtils::FillShowMenu ( class [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TArray](API\Runtime\Core\Containers\TArray)< [FShowMenuCommand](API\Editor\UnrealEd\FShowMenuCommand) > MenuCommands, int32 EntryOffset ) }


code: namespace ECookMode { enum Type { CookOnTheFly, CookOnTheFlyFromTheEditor, CookByTheBookFromTheEditor, CookByTheBook, CookWorker, } }


className: FIniSettingContainer

description: Tmap of the Config name, Section name, Key name, to the value

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


code: void AddInstance ( int64 CurrentValue )


code: void Initialize ( int64 InitialValue )


className: FStatHistoryInt

code: struct FStatHistoryInt


className: ActiveCOTFS

description: Cook on the fly server.

code: static [UCookOnTheFlyServer](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer) * ActiveCOTFS = nullptr;


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Broadcast the fileserver's presence on the network

code: bool BroadcastFileserverPresence ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InstanceId )


description: Cancel the currently running cook by the book (needs to be called from the game thread)

code: void CancelCookByTheBook()


description: Demote PackageDatas in any queue back to Idle, and eliminate pending requests. Used when canceling a cook.

code: void CancelAllQueues()


description: Clear all the previously cooked data all cook requests from now on will be considered recook requests

code: void ClearAllCookedData()


description: Clear any cached cooked platform data for a platform and call ClearCachedCookedPlatformData on all UObjects.

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


description: Clear all the previously cooked data for the platform passed in

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


className: CookByTheBookStartedEvent

description: Cook events that can be listenned to.


code: void CookerAddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Ar )


description: Dumps cooking stats to the log. Run from the exec command "Cook stats".

code: void DumpStats()


className: ECookAction

code: enum ECookAction { Done, Request, Load, LoadLimited, Save, SaveLimited, Poll, PollIdle, WaitForAsync, YieldTick, }


className: ECookOnTheSideResult

code: enum ECookOnTheSideResult { COSR_None = 0x00000000, COSR_CookedMap = 0x00000001, COSR_CookedPackage = 0x00000002, COSR_ErrorLoadingPackage = 0x00000004, COSR_RequiresGC = 0x00000008, COSR_WaitingOnCache = 0x00000010, COSR_MarkedUpKeepPackages = 0x00000040, COSR_RequiresGC_OOM = 0x00000080, COSR_RequiresGC_PackageCount = 0x00000100, COSR_RequiresGC_IdleTimer = 0x00000200, COSR_YieldTick = 0x00000400, COSR_RequiresGC_Soft_OOM = 0x00000800, }


code: void EvaluateGarbageCollectionResults ( bool bWasDueToOOM, bool bWasPartialGC, uint32 ResultFlags, int32 NumObjectsBeforeGC, const [FPlatformMemoryStats](API\Runtime\Core\Unix\FPlatformMemoryStats) & MemStatsBeforeGC, const [FGenericMemoryStats](API\Runtime\Core\HAL\FGenericMemoryStats) & AllocatorStatsBeforeGC, int32 NumObjectsAfterGC, const [FPlatformMemoryStats](API\Runtime\Core\Unix\FPlatformMemoryStats) & MemStatsAfterGC, const [FGenericMemoryStats](API\Runtime\Core\HAL\FGenericMemoryStats) & AllocatorStatsAfterGC )


className: EIdleStatus

code: enum EIdleStatus { Active, Idle, Done, }


description: FExecinterface used in the editor.

code: virtual bool Exec_Editor ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


className: FCookByTheBookStartupOptions

code: struct FCookByTheBookStartupOptions

BasedOnReleaseVersion

type: FString

bErrorOnEngineContentUse

description: This is a flag for dlc, will cause the cooker to error if the dlc references engine content

CookCultures

type: TArray<FString...

CookOptions

type: ECookByTheBookO...

CookPackages

description: List of packages we should cook, used to specify specific packages to cook

TargetPlatforms

type: TArray<ITarget...


code: const ITargetPlatform &42; AddPlatform &40; const FName & PlatformName &41;


description: Enqueue a new cook request.

code: virtual bool EnqueueCookRequest &40; UE::Cook::FCookPackageRequest CookPackageRequest &41;


description: Returns the package store writer for the specified platform.

code: virtual ICookedPackageWriter & GetPackageWriter &40; const ITargetPlatform &42; TargetPlatform &41;


description: Returns the cooker sandbox directory path.

code: virtual FString GetSandboxDirectory&40;&41; const


description: Returns all unsolicited files that has been produced has a result of a cook request.

code: virtual void GetUnsolicitedFiles &40; const FName & PlatformName, const FString & Filename, const bool bIsCookable, TArray< FString > & OutUnsolicitedFiles &41;


code: virtual void MarkPackageDirty &40; const FName & PackageName &41;


description: Remove platform from the cook-on-the-fly session.

code: virtual void RemovePlatform &40; const FName & PlatformName &41;


code: FCookOnTheFlyServerInterface &40; UCookOnTheFlyServer & InCooker &41;


className: FCookOnTheFlyServerInterface

code: class FCookOnTheFlyServerInterface : public UE::Cook::ICookOnTheFlyServer


className: FCookOnTheFlyStartupOptions

code: struct FCookOnTheFlyStartupOptions

bBindAnyPort

type: bool

description: Wether the network file server or the I/O store connection server should bind to any port

bPlatformProtocol

description: Whether the network file server should use a platform-specific communication protocol instead of TCP (used when bZenStore == false)

bZenStore

description: Whether to save the cooked output to the Zen storage server.

description: Target platforms


className: FOnCookByTheBookFinished

code: typedef TMulticastDelegate_NoParams< void > FOnCookByTheBookFinished


className: EManualTrigger

code: enum EManualTrigger { }


className: FOnCookByTheBookStarted

code: typedef TMulticastDelegate_NoParams< void > FOnCookByTheBookStarted


description: Run the pollable's callback function, from PumpPollables. Calculate the new time and store it in the output.

code: void RunDuringPump &40; UE::Cook::FTickStackData & StackData, double & OutNewCurrentTime, double & OutNextTimeSeconds &41;


description: Run the pollable's callback function now. Note this means running it outside of its normal location which is not valid for all pollables. PumpPollables is not thread safe, so this must be called on the scheduler thread.

code: void RunNow &40; UCookOnTheFlyServer & COTFS &41;


description: Update the position of this in the Pollables queue, called from RunNow or for a deferred RunNow.

code: void RunNowInternal &40; UCookOnTheFlyServer & COTFS, double LastTimeRun &41;


description: Trigger the pollable to execute on the next PumpPollables

code: void Trigger &40; UCookOnTheFlyServer & COTFS &41;


description: Update the position of this in the Pollables queue, called from Trigger or for a deferred Trigger.

code: void TriggerInternal &40; UCookOnTheFlyServer & COTFS &41;


code: FPollable &40; const TCHAR &42; InDebugName, EManualTrigger, FPollFunction && InFunction &41;


code: FPollable &40; const TCHAR &42; InDebugName, float InPeriodSeconds, float InPeriodIdleSeconds, FPollFunction && InFunction &41;


className: FPollable

description: Wrapper around a function for cooker tasks that need to be ticked on a schedule. Includes data to support calling it on a schedule or triggering it manually.

code: struct FPollable : public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)

DebugName

type: const TCHAR ...

NextTimeIdleSeconds

type: double

description: Time when this should be next called, if the cooker is idle. (See also NextTimeSeconds).

PeriodIdleSeconds

type: float

PollFunction

type: FPollFunction


className: FPollFunction

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void(UE::Cook::FTickStackData &)> FPollFunction


description: Returns the configured amount of idle time before forcing a GC

code: double GetIdleTimeToGC() const


description: Return the instigator that first caused the package to be requested by the cook. Returns category EInstigator::NotYetRequested if package is not yet known to the cook.

code: virtual [UE::Cook::FInstigator](API\Runtime\CoreUObject\UObject\FInstigator) GetInstigator ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Return the chain of instigators that caused the package to be requested by the cook. First element is the direct instigator of the package, last is the root instigator that started the chain.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UE::Cook::FInstigator](API\Runtime\CoreUObject\UObject\FInstigator) > GetInstigatorChain ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Returns the configured number of packages to process before GC

code: uint32 GetPackagesPerGC() const


description: Returns the configured number of packages to process before partial GC

code: uint32 GetPackagesPerPartialGC() const


description: Calculate the ShaderLibrary codedir and metadatadir

code: void GetShaderLibraryPaths ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [FString](API\Runtime\Core\Containers\FString) & OutShaderCodeDir, [FString](API\Runtime\Core\Containers\FString) & OutMetaDataPath, bool bUseProjectDirForDLC )


description: FTickableEditorObjectinterface used by cook on the side.

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description: Deprecated*UCookOnTheFlyServernow uses a more complicated private GC scheme; HasExceededMaxMemory is no longer used and returns false

code: bool HasExceededMaxMemory()


description: Return whether the tick needs to take any action for the current session. If not, the session is done. Used for external managers of the cooker to know when to tick it.

code: bool HasRemainingWork() const


description: Initialize *this so that either CookOnTheFly or CookByTheBook can be started and ticked

code: void Initialize ( [ECookMode::Type](API\Editor\UnrealEd\CookOnTheSide\ECookMode__Type) DesiredCookMode, ECookInitializationFlags InCookInitializationFlags, const [FString](API\Runtime\Core\Containers\FString) & OutputDirectoryOverride )


description: Is the local CookOnTheFlyServer initialized to run CookByTheBook (find all required packages and cook them)?

code: bool IsCookByTheBookMode() const


description: Is the local CookOnTheFlyServer in a cook session in CookByTheBook Mode?

code: bool IsCookByTheBookRunning() const


description: Is the local CookOnTheFlyServer cooking a DLC plugin rather than a Project+Engine+EmbeddedPlugins?

code: bool IsCookingDLC() const


description: Is the local CookOnTheFlyServer running in the editor?

code: bool IsCookingInEditor() const


description: Is the local CookOnTheFlyServer initialized to run CookOnTheFly (accept connections from game executables, cook what they ask for)?

code: bool IsCookOnTheFlyMode() const


description: Is the CookDirector (local CookOnTheFlyServer for SPCook or MPDirector, or the remote MPDirector for a CookWorker) initialized to run CookByTheBook?

code: bool IsDirectorCookByTheBook() const


description: Is the CookDirector (local CookOnTheFlyServer for SPCook or MPDirector, or the remote MPDirector for a CookWorker) initialized to run CookOnTheFly?

code: bool IsDirectorCookOnTheFly() const


description: Is the local CookOnTheFlyServer in a cook session in any CookMode? Used to restrict operations when cooking and reduce cputime when not cooking.

code: bool IsInSession() const


description: Is the local CookOnTheFlyServer initialized to run in real time mode (respects the timeslice), (e.g. in Editor)?

code: bool IsRealtimeMode() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description: Is the local CookOnTheFlyServer using ZenStore (cooked packages are stored in Zen's Cache storage rather than as loose files on disk)?

code: bool IsUsingZenStore() const


description: Is the local CookOnTheFlyServer in a mode that uses ShaderCodeLibraries rather than storing shaders in the Packages that use them?

code: bool IsUsingShaderCodeLibrary() const


description: Is the local CookOnTheFlyServer initialized to run as a CookWorker (connect to a Director cooker cooking CBTB or COTF, cook what it assigns to us)?

code: bool IsCookWorkerMode() const


description: Log stats for the CookWorker; this is called before the connection to the director is terminated.

code: void LogCookWorkerStats()


description: Helper function for MarkPackageDirtyForCooker. Executes the MarkPackageDirtyForCooker operations that are only safe to execute from the scheduler's designated point for handling external requests.

code: void MarkPackageDirtyForCookerFromSchedulerThread ( const [FName](API\Runtime\Core\UObject\FName) & PackageName )


description: Marks a package as dirty for cook causes package to be recooked on next request (and all dependent packages which are currently cooked)

code: void MarkPackageDirtyForCooker ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, bool bAllowInSession )


description: MaybeMarkPackageAsAlreadyLoaded Mark the package as already loaded if we have already cooked the package for all requested target platforms this hints to the objects on load that we don't need to load all our bulk data

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


description: Callbacks from editor

code: void OnObjectModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectMoving )


code: void OnObjectPropertyChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectBeingModified, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void OnObjectSaved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectSaved, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: void OnObjectUpdated ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Execute class-specific special case cook postloads and reference discovery on a given package.

code: void PostLoadPackageFixup ( UE::Cook::FPackageData & PackageData, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


description: Callbacks fromUObjectglobals.

code: void PreGarbageCollect()


description: Queue a cook by the book cancel (can be called from any thread)

code: void QueueCancelCookByTheBook()


description: Print detailed stats from the cook.

code: void PrintDetailedCookStats()


description:
Recompile any global shader changes if any are detected then clear the cooked platform data so that they can be rebuilt
return true if shaders were recompiled

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


description: RequestPackage to be cooked This function can only be called while the cooker is in cook by the book mode

code: bool RequestPackage ( const [FName](API\Runtime\Core\UObject\FName) & StandardPackageFName, const bool bForceFrontOfQueue )


description: RequestPackage to be cooked

code: bool RequestPackage ( const [FName](API\Runtime\Core\UObject\FName) & StandardFileName, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) *const > & TargetPlatforms, const bool bForceFrontOfQueue )


description: Clear platforms' explored flags for all PackageDatas and optionally clear the cookresult flags.

code: void ResetCook ( TConstArrayView< TPair< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) *, bool >> TargetPlatforms )


description: Log a list of all of the transitively requested packages.

code: void RunCookList ( ECookListOptions CookListOptions )


code: void SetGarbageCollectType ( uint32 ResultFlagsFromTick )


description: Return whether EDLCookInfo verification has NOT been rendered useless by settings such as CookFilter.

code: bool ShouldVerifyEDLCookInfo() const


description: Terminate the CookWorker session

code: void ShutdownCookAsCookWorker()


description: Shutdown *this from running in CookOnTheFly mode

code: void ShutdownCookOnTheFly()


description: Start a cook by the book session Cook on the fly can't run at the same time as cook by the book

code: void StartCookByTheBook ( const [FCookByTheBookStartupOptions](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer\FCookByTheBookSt-) & CookByTheBookStartupOptions )


description:
Initialize cook on the fly server
true on success, false otherwise.

code: bool StartCookOnTheFly ( [FCookOnTheFlyStartupOptions](API\Editor\UnrealEd\CookOnTheSide\UCookOnTheFlyServer\FCookOnTheFlyStartupOptions) InCookOnTheFlyOptions )


description: Force stop whatever pending cook requests are going on and clear all the cooked data Note CookOnTheFly clients may not be able to recover from this if they are waiting on a cook request to complete

code: void StopAndClearCookedData()


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


description: Tick CBTB until it finishes or needs to yield. Should only be called when in CookByTheBook Mode.

code: uint32 TickCookByTheBook ( const float TimeSlice, ECookTickFlags TickFlags )


description: Tick COTF until it finishes or needs to yield. Should only be called when in CookOnTheFly Mode.

code: uint32 TickCookOnTheFly ( const float TimeSlice, ECookTickFlags TickFlags )


description: Tick CookWorker until it finishes or needs to yield. Should only be called when in CookWorker Mode.

code: uint32 TickCookWorker()


description: Connect to the CookDirector host, Initialize this UCOTFS, and start the CookWorker session

code: bool TryInitializeCookWorker()


code: void WaitForRequests ( int TimeoutMs )


className: UCookOnTheFlyServer

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

code: class UCookOnTheFlyServer : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject), public [FExec](API\Runtime\Core\Misc\FExec), public [UE::Cook::ICookInfo](API\Runtime\CoreUObject\UObject\ICookInfo)


description:
This operator can be implemented by sub-classes that wish to serializeUObjectinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )


code: FArchiveGenerateReferenceGraph ( FReferenceGraph & OutGraph )


className: FArchiveGenerateReferenceGraph

description: An archive for creating a reference graph of all UObjects

code: class FArchiveGenerateReferenceGraph : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)


className: EResult

description: Custom result types

code: enum EResult { Cancel = 0, OK, OKToAll, }


description: Accesses the NewName value


description: Accesses the NewGroup value


description: Accesses the NewPackage value


description: returns User response in EResult form.


description: Constructs A move Asset Dialog

code: FDlgMoveAsset ( bool bInLegacyOrMapPackage, const [FString](API\Runtime\Core\Containers\FString) & InPackage, const [FString](API\Runtime\Core\Containers\FString) & InGroup, const [FString](API\Runtime\Core\Containers\FString) & InName, const [FText](API\Runtime\Core\Internationalization\FText) & InTitle )


className: FDlgMoveAsset

description: Wrapper class for SDlgMoveAsset. This class creates and launches the dialog then awaits the Result to return to the user.

code: class FDlgMoveAsset


code: enum EResult { Folder, Contents, Cancel, }


code: static [EResult](API\Editor\UnrealEd\Dialogs\FDragDropConfirmation\EResult) OpenDialog ( const [FString](API\Runtime\Core\Containers\FString) & ConfirmationTitle, const [FString](API\Runtime\Core\Containers\FString) & Message, const [FString](API\Runtime\Core\Containers\FString) & FolderOption, const [FString](API\Runtime\Core\Containers\FString) & ContentsOption, const [FString](API\Runtime\Core\Containers\FString) & CancelOption )


className: FDragDropConfirmation

code: class FDragDropConfirmation


description: Returns the object that should be displayed on the graph

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectToDisplay ( bool bShowScriptReferences )


code: FReferenceGraphNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: FReferenceGraphNode

description: A struct representing a node in the reference graph

code: struct FReferenceGraphNode

bVisited

description: If the node has been visited while populating the reference tree.

Links

type: TSet<FReferenc...

description: Links from this nodes object. Each link represents a reference to the object.

Object

type: UObject*

description: The object this node represents


description: Custom return type used by ShowModal

code: enum EResult { Suppressed = -1, Cancel = 0, Confirm = 1, }


description: Constructs a warning dialog setup object, used to initialize a warning dialog.

code: FSetupInfo &40; const FText & InMessage, const FText & InTitle, const FString & InIniSettingName, const FString & InIniSettingFileName &41;


className: FSetupInfo

description: User must provide confirm text, and cancel text (if using cancel button)

code: struct FSetupInfo

bDefaultToSuppressInTheFuture

description: If true the suppress checkbox defaults to true

CancelText

type: FText

description: Text used on the button which will returnFSuppressableWarningDialog::Cancel

CheckBoxText

description: Test displayed next to the checkbox, defaulted to "Don't show this again"

ConfirmText

description: Text used on the button which will returnFSuppressableWarningDialog::Confirm

Image

type: FSlateBrush...

description: Image used on the side of the warning, a default is provided.

IniSettingFileName

description: The name of the file which stores the IniSettingName flag result

IniSettingName

description: The name of the setting which stores whether to display the warning in future

Message

description: Warning message displayed on the dialog

Title

description: Title shown at the top of the warning message window


description: Launches warning window, returns user response or suppressed


description: ConstructsFSuppressableWarningDialog

code: FSuppressableWarningDialog ( const [FSuppressableWarningDialog::FSetupInfo](API\Editor\UnrealEd\Dialogs\FSuppressableWarningDialog\FSetupInfo) & Info )


className: FSuppressableWarningDialog

description: A Dialog that displays a warning message to the user and provides the option to not display it in the future

code: class FSuppressableWarningDialog


description: Assembles the text containing the elapsed build time.


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SBuildProgressWidget\FArguments) & InArgs )


className: EBuildIssueType

description: The various issues that can occur.

code: enum EBuildIssueType { BUILDISSUE_CriticalError, BUILDISSUE_Error, BUILDISSUE_Warning, }


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: EBuildType

description: The type of build that is occurring.

code: enum EBuildType { BUILDTYPE_Unknown, BUILDTYPE_Geometry, BUILDTYPE_Lighting, BUILDTYPE_Paths, BUILDTYPE_HLODs, BUILDTYPE_Minimap, BUILDTYPE_LandscapeSplineMeshes, BUILDTYPE_TextureStreaming, BUILDTYPE_VirtualTexture, BUILDTYPE_AllLandscape, }


description: Records the application time in seconds; used in display of elapsed build time.

code: void MarkBuildStartTime()


code: [TOptional](API\Runtime\Core\IO\TOptional)< float > OnGetProgressFraction() const


description: Progress Control Callbacks


description: Sets the build progress bar percentage.

code: void SetBuildProgressPercent ( int32 InProgressNumerator, int32 InProgressDenominator )


description: Sets the text that describes what part of the build we are currently on.

code: void SetBuildStatusText ( const [FText](API\Runtime\Core\Internationalization\FText) & StatusText )


description: Sets the current build type.

code: void SetBuildType ( [EBuildType](API\Editor\UnrealEd\Dialogs\SBuildProgressWidget\EBuildType) InBuildType )


description: Updates the label displaying the current time.

code: void UpdateTime()


className: SBuildProgressWidget

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


description: Construct aSContentReference.

code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SDeleteAssetsDialog\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDeleteModel](API\Editor\UnrealEd\FAssetDeleteModel) > InDeleteModel )


description: The parent window hosting this dialog.

code: WidgetArgsType & ParentWindow &40; TSharedPtr< SWindow > InArg &41;


description: The style of the content reference widget (optional)

code: WidgetArgsType & Style &40; FName InArg &41;


description: When specified, the path box will request this fixed size.

code: WidgetArgsType & WidthOverride &40; const TAttribute< FOptionalSize > & InAttribute &41;


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


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


className: SDeleteAssetsDialog

description: The dialog that appears to help users through the deletion process in the editor. It helps them find references to assets being deleted and gives them options on how to best handle cleaning up those remaining references.

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SDlgPickAssetPath\FArguments) & InArgs )


description: If true, read only folders will be displayed

code: WidgetArgsType & AllowReadOnlyFolders &40; bool InArg &41;


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


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


code: typedef FArguments WidgetArgsType


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


description: Gets the resulting asset name

code: const [FText](API\Runtime\Core\Internationalization\FText) & GetAssetName()


description: Gets the resulting asset path

code: const [FText](API\Runtime\Core\Internationalization\FText) & GetAssetPath()


description: Gets the resulting full asset path (path+'/'+name)


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnButtonClick ( [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ButtonID )


code: void OnNameChange ( const [FText](API\Runtime\Core\Internationalization\FText) & NewName, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )


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


description: Displays the dialog in a blocking fashion


description: Ensures supplied package name information is valid

code: bool ValidatePackage()


className: SDlgPickAssetPath

code: class SDlgPickAssetPath : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SDlgPickPath\FArguments) & InArgs )


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


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


description: Gets the resulting asset path

code: const [FText](API\Runtime\Core\Internationalization\FText) & GetPath()


code: bool ValidatePath()


className: SDlgPickPath

code: class SDlgPickPath : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SGenericDialogWidget\FArguments) & InArgs )


description: Max height for the scroll box (default: 300f)

code: WidgetArgsType & ScrollBoxMaxHeight &40; int32 InArg &41;


description: Content for the dialog Called when the OK button is pressed

code: SLATE_DEFAULT_SLOT &40; FArguments, Content &41; const


description: Should this dialog use a scroll box for over-sized content? (default: true)

code: WidgetArgsType & UseScrollBox &40; bool InArg &41;


code: typedef FArguments WidgetArgsType


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


code: static void OpenDialog ( const [FText](API\Runtime\Core\Internationalization\FText) & InDialogTitle, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & DisplayContent, const [FArguments](API\Editor\UnrealEd\Dialogs\SGenericDialogWidget\FArguments) & InArgs, bool bAsModalDialog )


description: Sets the window of this dialog.

code: void SetWindow ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InWindow )


className: SGenericDialogWidget

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


description: Compute the desired size for this dialog

code: virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const


description: Constructs the dialog

code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SOutputLogDialog\FArguments) & InArgs )


description: Copies the message text to the clipboard.

code: void CopyMessageToClipboard()


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


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


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


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


code: WidgetArgsType & ParentWindow &40; const TAttribute< TSharedPtr< SWindow > > & InAttribute &41;


description: Override behavior when a key is pressed

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


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


description: Displays the modal dialog box

code: static void Open ( const [FText](API\Runtime\Core\Internationalization\FText) & InTitle, const [FText](API\Runtime\Core\Internationalization\FText) & InHeader, const [FText](API\Runtime\Core\Internationalization\FText) & InLog, const [FText](API\Runtime\Core\Internationalization\FText) & InFooter )


description: Displays the modal dialog box with a custom set of buttons

code: static int32 Open ( const [FText](API\Runtime\Core\Internationalization\FText) & InTitle, const [FText](API\Runtime\Core\Internationalization\FText) & InHeader, const [FText](API\Runtime\Core\Internationalization\FText) & InLog, const [FText](API\Runtime\Core\Internationalization\FText) & InFooter, const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & InButtons )


description: Override the base method to allow for keyboard focus

code: virtual bool SupportsKeyboardFocus() const


className: SOutputLogDialog

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SPrivateAssetsDialog\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetPrivatizeModel](API\Editor\UnrealEd\FAssetPrivatizeModel) > InPrivatizeModel )


description: The parent window hosting this dialog.


code: typedef FArguments WidgetArgsType


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


className: SPrivateAssetsDialog

description: The dialog that appears to help users through the process of marking assets private in the editor. It helps them find references to assets being marked private and notifies them of which references would become illegal and be nulled out.

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


code: void Construct ( const [FArguments](API\Editor\UnrealEd\Dialogs\SReferenceTree\FArguments) & InArgs )


code: WidgetArgsType & Object &40; UObject &42; InArg &41;


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


code: static void OpenDialog ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: SingletonInstance

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > SingletonInstance;


className: SReferenceTree

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


code: namespace DiffTreeView { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > DiffTreeView::CreateTreeView ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > * DifferencesList ) }


code: namespace DiffTreeView { int32 DiffTreeView::CurrentDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Differences ) }


code: namespace DiffTreeView { bool DiffTreeView::HasNextDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Differences ) }


code: namespace DiffTreeView { bool DiffTreeView::HasPrevDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Differences ) }


code: namespace DiffTreeView { void DiffTreeView::HighlightNextDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Differences, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & RootDifferences ) }


code: namespace DiffTreeView { void DiffTreeView::HighlightPrevDifference ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > > TreeView, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & Differences, const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FBlueprintDifferenceTreeEntry](API\Editor\UnrealEd\FBlueprintDifferenceTreeEntry) > > & RootDifferences ) }


code: namespace DiffUtils { void DiffUtils::CompareUnrelatedObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * A, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * B, [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) > & OutDifferingProperties ) }


code: namespace DiffUtils { void DiffUtils::CompareUnrelatedSCS ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Old, const [TArray](API\Runtime\Core\Containers\TArray)< [FSCSResolvedIdentifier](API\Editor\UnrealEd\FSCSResolvedIdentifier) > & OldHierarchy, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * New, const [TArray](API\Runtime\Core\Containers\TArray)< [FSCSResolvedIdentifier](API\Editor\UnrealEd\FSCSResolvedIdentifier) > & NewHierarchy, [FSCSDiffRoot](API\Editor\UnrealEd\FSCSDiffRoot) & OutDifferingEntries ) }


description: Deprecated* DiffUtils now requires root objects so that object topology can be meaningfully compared.

code: namespace DiffUtils { void DiffUtils::CompareUnrelatedStructs ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructA, const void * A, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructB, const void * B, [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) > & OutDifferingProperties ) }


code: namespace DiffUtils { void DiffUtils::CompareUnrelatedStructs ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructA, const void * A, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterA, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * StructB, const void * B, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterB, [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) > & OutDifferingProperties ) }


code: namespace DiffUtils { const [UObject](API\Runtime\CoreUObject\UObject\UObject) * DiffUtils::GetCDO ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * ForBlueprint ) }


code: namespace DiffUtils { bool DiffUtils::Identical ( const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & AProp, const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & BProp, const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & RootPath, [TArray](API\Runtime\Core\Containers\TArray)< [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) > & DifferingProperties ) }


code: namespace DiffUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) > DiffUtils::GetVisiblePropertiesInOrderDeclared ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ForStruct, const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & Scope ) }


description: DiffUtils now requires root objects so that object topology can be meaningfully compared.DiffUtils::Identicalworks similar toFProperty::Identicalexcept when aUObjectis found, that is in OwningOuter*, it's compared by topology instead. This allows sub-objects to diff correctly.

code: namespace DiffUtils { bool DiffUtils::Identical ( const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & AProp, const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & BProp, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterA, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterB ) }


code: namespace DiffUtils { bool DiffUtils::Identical ( const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & AProp, const [FResolvedProperty](API\Editor\UnrealEd\FResolvedProperty) & BProp, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterA, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningOuterB, const [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) & RootPath, [TArray](API\Runtime\Core\Containers\TArray)< [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) > & DifferingProperties ) }


code: namespace DiffUtils { [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DiffUtils::LoadPackageForDiff ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISourceControlRevision](API\Developer\SourceControl\ISourceControlRevision) > Revision ) }


code: namespace DiffUtils { [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DiffUtils::LoadPackageForDiff ( const [FPackagePath](API\Runtime\CoreUObject\Misc\FPackagePath) & InTempPackagePath, const [FPackagePath](API\Runtime\CoreUObject\Misc\FPackagePath) & InOriginalPackagePath ) }


code: namespace DiffUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > DiffUtils::ResolveAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< [FPropertySoftPath](API\Editor\UnrealEd\FPropertySoftPath) > & InSoftProperties ) }


code: namespace DiffUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FPropertyPath](API\Editor\PropertyEditor\FPropertyPath) > DiffUtils::ResolveAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) > & InDifferences ) }


code: namespace DiffViewUtils { [SHorizontalBox::FSlot::FSlotArguments](API\Runtime\SlateCore\Widgets\SHorizontalBox\FSlot\FSlotArguments) DiffViewUtils::Box ( bool bIsPresent, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color ) }


code: namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::Conflicting() }


code: namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::Differs() }


code: namespace DiffViewUtils { [FText](API\Runtime\Core\Internationalization\FText) DiffViewUtils::GetPanelLabel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FRevisionInfo](API\Editor\AssetDefinition\FRevisionInfo) & Revision, [FText](API\Runtime\Core\Internationalization\FText) Label ) }


code: namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::Identical() }


code: namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::LookupColor ( bool bDiffers, bool bConflicts ) }


code: namespace DiffViewUtils { [FLinearColor](API\Runtime\Core\Math\FLinearColor) DiffViewUtils::Missing() }


code: namespace DiffViewUtils { [FText](API\Runtime\Core\Internationalization\FText) DiffViewUtils::PropertyDiffMessage ( [FSingleObjectDiffEntry](API\Editor\UnrealEd\FSingleObjectDiffEntry) Difference, [FText](API\Runtime\Core\Internationalization\FText) ObjectName ) }


code: namespace DiffViewUtils { [FText](API\Runtime\Core\Internationalization\FText) DiffViewUtils::SCSDiffMessage ( const [FSCSDiffEntry](API\Editor\UnrealEd\FSCSDiffEntry) & Difference, [FText](API\Runtime\Core\Internationalization\FText) ObjectName ) }


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


description: Checks whether this drag and drop operation can cast safely to the specified type.

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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActorDragDropGraphEdOp](API\Editor\UnrealEd\DragAndDrop\FActorDragDropGraphEdOp) > New ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InActors )


description: Set the appropriate tool tip when dragging functionality is active

code: void SetToolTip ( [ToolTipTextType](API\Editor\UnrealEd\DragAndDrop\FActorDragDropGraphEdOp\ToolTipTextType) TextType, [FText](API\Runtime\Core\Internationalization\FText) ParamText )


className: ToolTipTextType

code: enum ToolTipTextType { ToolTip_Compatible, ToolTip_Incompatible, ToolTip_MultipleSelection_Incompatible, ToolTip_CompatibleAttach, ToolTip_IncompatibleGeneric, ToolTip_CompatibleGeneric, ToolTip_CompatibleMultipleAttach, ToolTip_IncompatibleMultipleAttach, ToolTip_CompatibleDetach, ToolTip_CompatibleMultipleDetach, }


className: FActorDragDropGraphEdOp

code: class FActorDragDropGraphEdOp : public [FActorDragDropOp](API\Editor\UnrealEd\DragAndDrop\FActorDragDropOp)


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InActors )


className: FActorDragDropOp

code: class FActorDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)

Actors

type: TArray<TWeakOb...

description: Actor that we are dragging


description: The actor factory to use if converting this asset to an actor

code: [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * GetActorFactory() const


description: The asset paths from this drag operation

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


description: The assets from this drag operation

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & GetAssets() const


description: The widget decorator to use

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


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


code: virtual int32 GetTotalCount() const


description: true if this drag operation contains asset paths

code: bool HasAssetPaths() const


description: true if this drag operation contains assets

code: bool HasAssets() const


code: void Init ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > InAssetPaths, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * InActorFactory )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDragDropOp](API\Editor\UnrealEd\DragAndDrop\FAssetDragDropOp) > New ( [FString](API\Runtime\Core\Containers\FString) InAssetPath )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDragDropOp](API\Editor\UnrealEd\DragAndDrop\FAssetDragDropOp) > New ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > InAssetPaths )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDragDropOp](API\Editor\UnrealEd\DragAndDrop\FAssetDragDropOp) > New ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssetData, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDragDropOp](API\Editor\UnrealEd\DragAndDrop\FAssetDragDropOp) > New ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetDragDropOp](API\Editor\UnrealEd\DragAndDrop\FAssetDragDropOp) > New ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > InAssetPaths, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory )


className: FAssetDragDropOp

code: class FAssetDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)

AssetThumbnail

type: TSharedPtr<FAs...

description: Handle to the thumbnail resource

ThumbnailSize

description: The size of the thumbnail


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) > GetBrushBuilder() const


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


description: Gets the widget that will serve as the decorator unless overridden. If you do not override, you will have no decorator

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FBrushBuilderDragDropOp](API\Editor\UnrealEd\DragAndDrop\FBrushBuilderDragDropOp) > New ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder) > InBrushBuilder, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InIconBrush, bool bInIsAddtive )


code: virtual void OnDragged ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Invoked when the drag and drop operation has ended.

code: virtual void OnDrop ( bool bDropWasHandled, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


className: FBrushBuilderDragDropOp

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

code: class FBrushBuilderDragDropOp : public [FDragDropOperation](API\Runtime\SlateCore\Input\FDragDropOperation)


description: The widget decorator to use

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FClassDragDropOp](API\Editor\UnrealEd\DragAndDrop\FClassDragDropOp) > New ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UClass](API\Runtime\CoreUObject\UObject\UClass) > ClassToDrop )