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FEditorBuildUtils

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Syntax

class FEditorBuildUtils

Remarks

Utility class to hold functionality for building within the editor

Constructors

No constructors are accessible with public or protected access.

Destructors

No destructors are accessible with public or protected access.

Functions

Name Description

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

AsyncBuildCompleted()

Call this when an async custom build step has completed (successfully or not).

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

CompileViewModeShaders

(
    UWorld * InWorld,
    EViewModeIndex InViewMode
)

Compiled required shader for the given viewmode

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

EditorAutomatedBuildAndSubmit

(
    const FEditorAutomatedBuildSettings ...,
    FText & OutErrorMessages
)

Start an automated build of all current maps in the editor.

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

EditorBuild

(
    UWorld * InWorld,
    FName Id,
    const bool bAllowLightingDialog
)

Perform an editor build with behavior dependent upon the specified id

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

EditorBuildMaterialTextureStreamingData

(
    UPackage * Package
)

Similar to EditorBuildTextureStreaming, but attempts to rebuild TextureStreamingData for all materials in loaded package(s).

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

EditorBuildTextureStreaming

(
    UWorld * InWorld,
    EViewModeIndex SelectedViewMode
)

Perform an editor build for texture streaming

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

IsBuildCurrentlyRunning()

Is there currently an (async) build in progress?

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

IsBuildingNavigationFromUserRequest()

Check if navigation build was was triggered from editor as user request

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

PathBuildingFinished()

Call it to notify that navigation builder finished building

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

RegisterCustomBuildType

(
    FName Id,
    const FDoEditorBuildDelegate & DoBu...,
    FName BuildAllExtensionPoint
)

Register a custom build type.

Public function Static

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API_2)...

 

UnregisterCustomBuildType

(
    FName Id
)

Unregister a custom build type.

Classes

Name

Description

Public struct

FEditorAutomatedBuildSettings

Helper struct to specify settings for an automated editor build

Enums

Name

Description

Public enum

EAutomatedBuildBehavior

Enumeration representing automated build behavior in the event of an error

Constants

Name

Description

bBuildingNavigationFromUserRequest

Static variable to cache data about user request.

CustomBuildTypes

Map of custom build types registered with us.

InProgressBuildId

Set to a valid build type if an async build is in progress.

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/EditorBuildUtils.h