31958 lines
1.6 MiB
31958 lines
1.6 MiB
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>UnrealBuildTool</name>
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</assembly>
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<members>
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<member name="T:UnrealBuildTool.Artifacts.ArtifactDirectoryMapping">
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<summary>
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Helper class for directory mapping
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactDirectoryMapping.Cache">
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<summary>
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Creating cache
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactDirectoryMapping.ProjectRoot">
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<summary>
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Root of the project
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</summary>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactDirectoryMapping.GetDirectory(UnrealBuildTool.Artifacts.ArtifactDirectoryTree)">
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<inheritdoc/>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactDirectoryMapping.GetArtifact(UnrealBuildTool.LinkedAction,UnrealBuildBase.FileItem,EpicGames.Core.IoHash)">
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<summary>
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Given a file, return the artifact structure for it. This routine tests to see if the
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file is under any of the well known directories.
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</summary>
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<param name="action">Action requesting the artifact</param>
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<param name="file">File in question</param>
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<param name="hash">Hash value used to populate artifact</param>
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<returns>Created artifact</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactDirectoryMapping.CreateArtifact(UnrealBuildTool.Artifacts.ArtifactDirectoryTree,System.String,EpicGames.Core.IoHash)">
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<summary>
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Create an artifact with the given settings
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</summary>
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<param name="tree">Directory tree</param>
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<param name="path">Path to artifact</param>
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<param name="hash">Hash of the artifact</param>
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<returns>The artifact</returns>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.ActionArtifactCache">
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<summary>
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Generic handler for artifacts
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</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ActionArtifactCache.EnableReads">
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<inheritdoc/>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ActionArtifactCache.EnableWrites">
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<inheritdoc/>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ActionArtifactCache.LogCacheMisses">
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<inheritdoc/>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ActionArtifactCache.ArtifactCache">
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<inheritdoc/>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ActionArtifactCache.EngineRoot">
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<inheritdoc/>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ActionArtifactCache.DirectoryRoots">
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<inheritdoc/>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ActionArtifactCache._logger">
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<summary>
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Logging device
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ActionArtifactCache._cppDependencyCache">
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<summary>
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Cache of dependency files.
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ActionArtifactCache._fileHasher">
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<summary>
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Cache for file hashes
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ActionArtifactCache._projectlessMapper">
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<summary>
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Directory mapper to be used for targets without projects
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ActionArtifactCache._mappings">
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<summary>
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Artifact mappers for all targets
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</summary>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.#ctor(UnrealBuildTool.Artifacts.IArtifactCache,UnrealBuildTool.CppDependencyCache,Microsoft.Extensions.Logging.ILogger)">
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<summary>
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Construct a new artifact handler object
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</summary>
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<param name="artifactCache">Artifact cache instance</param>
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<param name="cppDependencyCache">Previously created dependency cache</param>
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<param name="logger">Logging device</param>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.CreateHordeFileCache(EpicGames.Core.DirectoryReference,UnrealBuildTool.CppDependencyCache,EpicGames.Core.MemoryMappedFileCache,Microsoft.Extensions.Logging.ILogger)">
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<summary>
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Create a new action artifact cache using horde file based storage
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</summary>
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<param name="directory">Directory for the cache</param>
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<param name="cppDependencyCache">Previously created dependency cache</param>
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<param name="memoryMappedFileCache">Cache for memory mapped files</param>
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<param name="logger">Logging device</param>
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<returns>Action artifact cache object</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.CreateHordeMemoryCache(UnrealBuildTool.CppDependencyCache,Microsoft.Extensions.Logging.ILogger)">
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<summary>
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Create a new action artifact cache using horde memory based storage
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</summary>
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<param name="cppDependencyCache">Previously created dependency cache</param>
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<param name="logger">Logging device</param>
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<returns>Action artifact cache object</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.CompleteActionFromCacheAsync(UnrealBuildTool.LinkedAction,System.Threading.CancellationToken)">
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<inheritdoc/>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.ActionCompleteAsync(UnrealBuildTool.LinkedAction,System.Threading.CancellationToken)">
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<inheritdoc/>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.FlushChangesAsync(System.Threading.CancellationToken)">
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<inheritdoc/>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.CreateArtifactActionAsync(UnrealBuildTool.LinkedAction,System.Threading.CancellationToken)">
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<summary>
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Create a new artifact action that represents the input and output of the action
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</summary>
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<param name="action">Source action</param>
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<param name="cancellationToken">Cancellation token</param>
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<returns>Artifact action</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.GetKeyAsync(UnrealBuildTool.Artifacts.ArtifactDirectoryMapping,UnrealBuildTool.LinkedAction,System.Collections.Generic.List{UnrealBuildBase.FileItem})">
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<summary>
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Get the key has for the action
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</summary>
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<param name="directoryMapping">Directory mapping object</param>
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<param name="action">Source action</param>
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<param name="inputs">Inputs used to construct the key</param>
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<returns>Task returning the key</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.GetKeyAndActionKeyAsync(UnrealBuildTool.Artifacts.ArtifactDirectoryMapping,UnrealBuildTool.LinkedAction,System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Collections.Generic.List{UnrealBuildBase.FileItem})">
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<summary>
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Generate the key and action key hashes for the action
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</summary>
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<param name="directoryMapping">Directory mapping object</param>
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<param name="action">Source action</param>
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<param name="inputs">Inputs used to construct the key</param>
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<param name="dependencies">Dependencies used to construct the key</param>
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<returns>Task object with the key and action key</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.AppendKeyAsync(System.Text.StringBuilder,UnrealBuildTool.Artifacts.ArtifactDirectoryMapping,UnrealBuildTool.LinkedAction,System.Collections.Generic.List{UnrealBuildBase.FileItem})">
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<summary>
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Generate the lookup key. This key is generated from the action's inputs.
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</summary>
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<param name="builder">Destination builder</param>
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<param name="directoryMapping">Directory mapping object</param>
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<param name="action">Source action</param>
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<param name="inputs">Inputs used to construct the key</param>
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<returns>Task object</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.AppendActionKeyAsync(System.Text.StringBuilder,UnrealBuildTool.Artifacts.ArtifactDirectoryMapping,UnrealBuildTool.LinkedAction,System.Collections.Generic.List{UnrealBuildBase.FileItem})">
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<summary>
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Generate the full action key. This contains the hashes for the action's inputs and the dependent files.
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</summary>
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<param name="builder">Destination builder</param>
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<param name="directoryMapping">Directory mapping object</param>
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<param name="action">Source action</param>
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<param name="dependencies">Dependencies used to construct the key</param>
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<returns>Task object</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.AppendFilesAsync(System.Text.StringBuilder,UnrealBuildTool.Artifacts.ArtifactDirectoryMapping,UnrealBuildTool.LinkedAction,System.Collections.Generic.List{UnrealBuildBase.FileItem})">
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<summary>
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Append the file information for a given list of files
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</summary>
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<param name="builder">Destination builder</param>
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<param name="directoryMapping">Directory mapping object</param>
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<param name="action">Source action</param>
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<param name="files">Collection of files</param>
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<returns>Task object</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.CollectInputs(UnrealBuildTool.LinkedAction,System.Boolean)">
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<summary>
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Given an action, collect the list of inputs and dependencies. This includes any processing required
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for disabled actions that propagate their inputs to dependent actions.
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</summary>
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<param name="action">Action in question</param>
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<param name="collectDependencies">If true, collect the dependencies too</param>
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<returns>Collection of inputs and dependencies</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.AddFileItems(System.Collections.Generic.HashSet{UnrealBuildBase.FileItem},System.Collections.Generic.Dictionary{UnrealBuildBase.FileItem,System.Collections.Generic.List{UnrealBuildBase.FileItem}},System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Collections.Generic.IEnumerable{UnrealBuildBase.FileItem})">
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<summary>
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Add a list of file items to the collection
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</summary>
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<param name="uniques">Hash set used to detect already included file items</param>
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<param name="substitutions">Substitutions when a given input is found</param>
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<param name="outputs">Destination list</param>
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<param name="inputs">Source inputs</param>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.GetArtifactTreeName(UnrealBuildTool.Artifacts.ArtifactFile)">
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<summary>
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Return the tree name of the artifact
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</summary>
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<param name="artifact">Artifact in question</param>
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<returns>Tree name</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ActionArtifactCache.GetDirectoryMapping(UnrealBuildTool.LinkedAction)">
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<summary>
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Return an artifact mapper for the given action
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</summary>
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<param name="action">Action in question</param>
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<returns>Artifact mapper specific to the target's project directory</returns>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.ArtifactDirectoryTree">
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<summary>
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Artifacts can exist in different directory roots.
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactDirectoryTree.Absolute">
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<summary>
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Absolute path
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactDirectoryTree.Engine">
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<summary>
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Input/Output exists in the engine directory tree
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactDirectoryTree.Project">
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<summary>
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Input/Outputs exists in the project directory tree
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</summary>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.ArtifactFile">
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<summary>
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Represents a single artifact file
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</summary>
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<param name="Tree">Directory tree containing the artifact</param>
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<param name="Name">Name of the artifact</param>
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<param name="ContentHash">Hash of the artifact contents</param>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactFile.#ctor(UnrealBuildTool.Artifacts.ArtifactDirectoryTree,EpicGames.Core.Utf8String,EpicGames.Core.IoHash)">
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<summary>
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Represents a single artifact file
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</summary>
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<param name="Tree">Directory tree containing the artifact</param>
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<param name="Name">Name of the artifact</param>
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<param name="ContentHash">Hash of the artifact contents</param>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactFile.Tree">
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<summary>Directory tree containing the artifact</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactFile.Name">
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<summary>Name of the artifact</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactFile.ContentHash">
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<summary>Hash of the artifact contents</summary>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactFile.GetFullPath(UnrealBuildTool.Artifacts.IArtifactDirectoryMapping)">
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<summary>
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The full path of the artifact
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</summary>
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<param name="mapping">Mapping object to use instead of embedded object</param>
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<returns>Full path of the artifact</returns>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.ArtifactAction">
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<summary>
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Collection of inputs and outputs for an action
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</summary>
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<param name="Key">The hash of the primary input and the environment</param>
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<param name="ActionKey">The unique hash for all inputs and the environment</param>
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<param name="Inputs">Information about all inputs</param>
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<param name="Outputs">Information about all outputs</param>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactAction.#ctor(EpicGames.Core.IoHash,EpicGames.Core.IoHash,UnrealBuildTool.Artifacts.ArtifactFile[],UnrealBuildTool.Artifacts.ArtifactFile[])">
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<summary>
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Collection of inputs and outputs for an action
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</summary>
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<param name="Key">The hash of the primary input and the environment</param>
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<param name="ActionKey">The unique hash for all inputs and the environment</param>
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<param name="Inputs">Information about all inputs</param>
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<param name="Outputs">Information about all outputs</param>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactAction.Key">
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<summary>The hash of the primary input and the environment</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactAction.ActionKey">
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<summary>The unique hash for all inputs and the environment</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactAction.Inputs">
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<summary>Information about all inputs</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactAction.Outputs">
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<summary>Information about all outputs</summary>
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</member>
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<member name="P:UnrealBuildTool.Artifacts.ArtifactAction.DirectoryMapping">
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<summary>
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Directory mapping object
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</summary>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactAction.GetHashCode">
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<inheritdoc/>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.ArtifactSerializationExtensions">
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<summary>
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Collection of helper extension methods for working with IMemoryReader/Writer
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</summary>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactSerializationExtensions.ReadArtifact(EpicGames.Core.IMemoryReader)">
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<summary>
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Read an artifact structure
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</summary>
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<param name="reader">Source reader</param>
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<returns>Read artifact structure</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactSerializationExtensions.WriteArtifact(EpicGames.Core.IMemoryWriter,UnrealBuildTool.Artifacts.ArtifactFile)">
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<summary>
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Write an artifact structure
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</summary>
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<param name="writer">Destination writer</param>
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<param name="artifact">Artifact to be written</param>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactSerializationExtensions.ReadArtifactAction(EpicGames.Core.IMemoryReader)">
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<summary>
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Read an artifact action structure
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</summary>
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<param name="reader">Source reader</param>
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<returns>Read artifact action structure</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.ArtifactSerializationExtensions.WriteArtifactAction(EpicGames.Core.IMemoryWriter,UnrealBuildTool.Artifacts.ArtifactAction)">
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<summary>
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Write an artifact action structure
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</summary>
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<param name="writer">Destination writer</param>
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<param name="artifactAction">Artifact action to be written</param>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.ArtifactCacheState">
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<summary>
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Represents the state of the cache. It is expect that after construction, the cache
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can be in pending state, but this is optional. From the pending state, the cache
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becomes available or unavailable.
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactCacheState.Pending">
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<summary>
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The cache is still initializing
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactCacheState.Unavailable">
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<summary>
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|
There has been some form of cache failure and it is unavailable
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</summary>
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</member>
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<member name="F:UnrealBuildTool.Artifacts.ArtifactCacheState.Available">
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<summary>
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The cache is functional and ready to process requests
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</summary>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.IArtifactDirectoryMapping">
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<summary>
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|
Interface used to map a directory tree to an actual directory
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</summary>
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</member>
|
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<member name="M:UnrealBuildTool.Artifacts.IArtifactDirectoryMapping.GetDirectory(UnrealBuildTool.Artifacts.ArtifactDirectoryTree)">
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<summary>
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|
Return the directory root for the given tree
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</summary>
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|
<param name="tree">Tree in question</param>
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|
<returns>Directory root</returns>
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</member>
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<member name="T:UnrealBuildTool.Artifacts.IArtifactCache">
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<summary>
|
|
Interface for querying and adding artifacts
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</summary>
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</member>
|
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<member name="P:UnrealBuildTool.Artifacts.IArtifactCache.State">
|
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<summary>
|
|
Return true if the cache is ready to process requests
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</summary>
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|
<returns></returns>
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</member>
|
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<member name="M:UnrealBuildTool.Artifacts.IArtifactCache.WaitForReadyAsync">
|
|
<summary>
|
|
Return task that waits for the cache to be ready
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|
</summary>
|
|
<returns>State of the artifact cache</returns>
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</member>
|
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<member name="M:UnrealBuildTool.Artifacts.IArtifactCache.QueryArtifactActionsAsync(EpicGames.Core.IoHash[],System.Threading.CancellationToken)">
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<summary>
|
|
Given a collection of partial keys return all matching artifacts
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</summary>
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<param name="partialKeys">Source file key</param>
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<param name="cancellationToken">Token to be used to cancel operations</param>
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<returns>Collection of all known artifacts</returns>
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</member>
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<member name="M:UnrealBuildTool.Artifacts.IArtifactCache.QueryArtifactOutputsAsync(UnrealBuildTool.Artifacts.ArtifactAction[],System.Threading.CancellationToken)">
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<summary>
|
|
Query the actual contents of a group of artifacts
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</summary>
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<param name="artifactActions">Actions to be read</param>
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<param name="cancellationToken">Token to be used to cancel operations</param>
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<returns>Dictionary of the artifacts</returns>
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</member>
|
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<member name="M:UnrealBuildTool.Artifacts.IArtifactCache.SaveArtifactActionsAsync(UnrealBuildTool.Artifacts.ArtifactAction[],System.Threading.CancellationToken)">
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<summary>
|
|
Save new artifact to the cache
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</summary>
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<param name="artifactActions">Collection of artifacts to be saved</param>
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<param name="cancellationToken">Token to be used to cancel operations</param>
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<returns>Asynchronous task objects</returns>
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</member>
|
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<member name="M:UnrealBuildTool.Artifacts.IArtifactCache.FlushChangesAsync(System.Threading.CancellationToken)">
|
|
<summary>
|
|
Flush all updates in the cache asynchronously.
|
|
</summary>
|
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<param name="cancellationToken">Token to be used to cancel operations</param>
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<returns>Asynchronous task objects</returns>
|
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</member>
|
|
<member name="T:UnrealBuildTool.Artifacts.ActionArtifactResult">
|
|
<summary>
|
|
Struct containing results from artifact fetch
|
|
</summary>
|
|
<param name="Success">Is set to true if succeeded in fetching artifacts</param>
|
|
<param name="LogLines">Contains log lines if any</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.ActionArtifactResult.#ctor(System.Boolean,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Struct containing results from artifact fetch
|
|
</summary>
|
|
<param name="Success">Is set to true if succeeded in fetching artifacts</param>
|
|
<param name="LogLines">Contains log lines if any</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.ActionArtifactResult.Success">
|
|
<summary>Is set to true if succeeded in fetching artifacts</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.ActionArtifactResult.LogLines">
|
|
<summary>Contains log lines if any</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Artifacts.IActionArtifactCache">
|
|
<summary>
|
|
Interface for action specific support of artifacts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.IActionArtifactCache.ArtifactCache">
|
|
<summary>
|
|
Underlying artifact cache
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.IActionArtifactCache.EnableReads">
|
|
<summary>
|
|
If true, reads will be serviced
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.IActionArtifactCache.EnableWrites">
|
|
<summary>
|
|
If true, writes will be propagated to storage
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.IActionArtifactCache.LogCacheMisses">
|
|
<summary>
|
|
If true, log all cache misses. Defaults to false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.IActionArtifactCache.EngineRoot">
|
|
<summary>
|
|
Root location of the engine
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.IActionArtifactCache.DirectoryRoots">
|
|
<summary>
|
|
Array of extra directory roots when handling relative directories.
|
|
The array MUST be consistent between runs since only the index is saved.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.IActionArtifactCache.CompleteActionFromCacheAsync(UnrealBuildTool.LinkedAction,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Complete an action from existing cached data
|
|
</summary>
|
|
<param name="action">Action to be completed</param>
|
|
<param name="cancellationToken">Token to be used to cancel operations</param>
|
|
<returns>True if it has been completed, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.IActionArtifactCache.ActionCompleteAsync(UnrealBuildTool.LinkedAction,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Save the output for a completed action
|
|
</summary>
|
|
<param name="action">Completed action</param>
|
|
<param name="cancellationToken">Token to be used to cancel operations</param>
|
|
<returns>Asynchronous task object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.IActionArtifactCache.FlushChangesAsync(System.Threading.CancellationToken)">
|
|
<summary>
|
|
Flush all updates in the cache asynchronously.
|
|
</summary>
|
|
<param name="cancellationToken">Token to be used to cancel operations</param>
|
|
<returns>Asynchronous task object</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Artifacts.HordeArtifactAction">
|
|
<summary>
|
|
Horde specific artifact action structure that also contains the file nodes for the outputs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeArtifactAction.ArtifactAction">
|
|
<summary>
|
|
Artifact action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeArtifactAction.OutputRefs">
|
|
<summary>
|
|
Collection of output file references. There should be exactly the same number
|
|
of file references as outputs in the action
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeArtifactAction.#ctor(UnrealBuildTool.Artifacts.ArtifactAction)">
|
|
<summary>
|
|
Construct a new horde artifact number
|
|
</summary>
|
|
<param name="artifactAction">Artifact action</param>
|
|
<exception cref="T:System.ArgumentException"></exception>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeArtifactAction.#ctor(EpicGames.Horde.Storage.IBlobReader)">
|
|
<summary>
|
|
Construct a new artifact action from the reader
|
|
</summary>
|
|
<param name="reader">Source reader</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeArtifactAction.Serialize(EpicGames.Horde.Storage.IBlobWriter)">
|
|
<summary>
|
|
Serialize the artifact action
|
|
</summary>
|
|
<param name="writer">Destination writer</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeArtifactAction.WriteFilesAsync(EpicGames.Horde.Storage.IBlobWriter,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Write all the files to disk
|
|
</summary>
|
|
<param name="writer">Destination writer</param>
|
|
<param name="cancellationToken">Cancellation token</param>
|
|
<returns>Task</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Artifacts.HordeArtifactReaderWriterExtensions">
|
|
<summary>
|
|
Series of helper methods for serialization
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeArtifactReaderWriterExtensions.ReadHordeArtifactAction(EpicGames.Horde.Storage.IBlobReader)">
|
|
<summary>
|
|
Read a horde artifact action
|
|
</summary>
|
|
<param name="reader">Source reader</param>
|
|
<returns>Created artifact action</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeArtifactReaderWriterExtensions.WriteHordeArtifactAction(EpicGames.Horde.Storage.IBlobWriter,UnrealBuildTool.Artifacts.HordeArtifactAction)">
|
|
<summary>
|
|
Write a horde artifact action
|
|
</summary>
|
|
<param name="writer">Destination writer</param>
|
|
<param name="artifactAction">Artifact action to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Artifacts.ArtifactActionCollectionNode">
|
|
<summary>
|
|
Horde node that represents a collection of action nodes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.ArtifactActionCollectionNode.ArtifactActions">
|
|
<summary>
|
|
Collection of actions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.ArtifactActionCollectionNode.#ctor">
|
|
<summary>
|
|
Construct a new collection
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Artifacts.HordeStorageArtifactCache">
|
|
<summary>
|
|
Class for managing artifacts using horde storage
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.MaxPendingSize">
|
|
<summary>
|
|
Defines the theoretical max number of pending actions to write
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache._store">
|
|
<summary>
|
|
Underlying storage object
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache._readyTask">
|
|
<summary>
|
|
Task used to wait on ready state
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache._state">
|
|
<summary>
|
|
Ready state
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache._pendingWrites">
|
|
<summary>
|
|
Collection of actions waiting to be written
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache._pendingWritesFlushTask">
|
|
<summary>
|
|
Task for any pending flush
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Artifacts.HordeStorageArtifactCache._semaphore">
|
|
<summary>
|
|
Controls access to shared data structures
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.State">
|
|
<summary>
|
|
Test to see if the cache is ready
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.Dispose">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.CreateMemoryCache(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create a memory only cache
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.CreateFileCache(EpicGames.Core.DirectoryReference,EpicGames.Core.MemoryMappedFileCache,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Create a file based cache
|
|
</summary>
|
|
<param name="directory">Destination directory</param>
|
|
<param name="memoryMappedFileCache">Cache for memory mapped files</param>
|
|
<param name="logger">Logging object</param>
|
|
<param name="cleanDirectory">If true, clean the directory</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.#ctor(EpicGames.Horde.Storage.IStorageNamespace)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="storage">Storage object to use</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.WaitForReadyAsync">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.QueryArtifactActionsAsync(EpicGames.Core.IoHash[],System.Threading.CancellationToken)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.QueryArtifactOutputsAsync(UnrealBuildTool.Artifacts.ArtifactAction[],System.Threading.CancellationToken)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.SaveArtifactActionsAsync(UnrealBuildTool.Artifacts.ArtifactAction[],System.Threading.CancellationToken)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.FlushChangesAsync(System.Threading.CancellationToken)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.FlushChangesInternalAsync(System.Boolean,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Optionally flush all pending writes
|
|
</summary>
|
|
<param name="force">If true, force a flush</param>
|
|
<param name="cancellationToken">Cancellation token</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.CommitArtifactActions(UnrealBuildTool.Artifacts.ArtifactAction[],System.Threading.CancellationToken)">
|
|
<summary>
|
|
Add a group of artifact actions to a new or existing source
|
|
</summary>
|
|
<param name="artifactActions">New artifact actions to add</param>
|
|
<param name="cancellationToken">Token to be used to cancel operations</param>
|
|
<returns>List of tasks</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.InitFileCache(EpicGames.Core.DirectoryReference,EpicGames.Core.MemoryMappedFileCache,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Initialize a file based cache
|
|
</summary>
|
|
<param name="directory">Destination directory</param>
|
|
<param name="memoryMappedFileCache">Cache for memory mapped files</param>
|
|
<param name="logger">Logger</param>
|
|
<param name="cleanDirectory">If true, clean the directory</param>
|
|
<returns>Cache state</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Artifacts.HordeStorageArtifactCache.GetRefName(EpicGames.Core.IoHash)">
|
|
<summary>
|
|
Return the ref name for horde storage given a artitfact action collection key
|
|
</summary>
|
|
<param name="key">Artifact action collection key</param>
|
|
<returns>The reference name</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildConfiguration">
|
|
<summary>
|
|
Global settings for building. Should not contain any target-specific settings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bIgnoreOutdatedImportLibraries">
|
|
<summary>
|
|
Whether to ignore import library files that are out of date when building targets. Set this to true to improve iteration time.
|
|
By default, we do not bother re-linking targets if only a dependent .lib has changed, as chances are that
|
|
the import library was not actually different unless a dependent header file of this target was also changed,
|
|
in which case the target would automatically be rebuilt.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bUsePrecompiled">
|
|
<summary>
|
|
Use existing static libraries for all engine modules in this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bPrintDebugInfo">
|
|
<summary>
|
|
Whether debug info should be written to the console.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowHybridExecutor">
|
|
<summary>
|
|
Whether the hybrid executor will be used (a remote executor and local executor). No longer supported.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.RemoteExecutorPriority">
|
|
<summary>
|
|
Priority order for remote executors (XGE, SNDBS, FASTBuild, UBA)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowUBAExecutor">
|
|
<summary>
|
|
Whether the UnrealBuildAccelerator executor will be used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowUBALocalExecutor">
|
|
<summary>
|
|
Whether the UnrealBuildAccelerator (local only) executor will be used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowXGE">
|
|
<summary>
|
|
Whether XGE may be used if available, default is true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowFASTBuild">
|
|
<summary>
|
|
Whether FASTBuild may be used if available, default is true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowSNDBS">
|
|
<summary>
|
|
Whether SN-DBS may be used if available, default is true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bUseUBTMakefiles">
|
|
<summary>
|
|
Enables support for very fast iterative builds by caching target data. Turning this on causes Unreal Build Tool to emit
|
|
'UBT Makefiles' for targets when they are built the first time. Subsequent builds will load these Makefiles and begin
|
|
outdatedness checking and build invocation very quickly. The caveat is that if source files are added or removed to
|
|
the project, UBT will need to gather information about those in order for your build to complete successfully. Currently,
|
|
you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
|
|
|
|
Events that can invalidate the 'UBT Makefile':
|
|
- Adding/removing .cpp files
|
|
- Adding/removing .h files with UObjects
|
|
- Adding new UObject types to a file that did not previously have any
|
|
- Changing global build settings (most settings in this file qualify)
|
|
- Changed code that affects how Unreal Header Tool works
|
|
|
|
You can force regeneration of the 'UBT Makefile' by passing the '-gather' argument, or simply regenerating project files.
|
|
|
|
This also enables the fast include file dependency scanning and caching system that allows Unreal Build Tool to detect out
|
|
of date dependencies very quickly. When enabled, a deep C++ include graph does not have to be generated, and instead,
|
|
we only scan and cache indirect includes for after a dependent build product was already found to be out of date. During the
|
|
next build, we will load those cached indirect includes and check for outdatedness.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.MaxParallelActions">
|
|
<summary>
|
|
Number of actions that can be executed in parallel. If 0 then code will pick a default based
|
|
on the number of cores and memory available. Applies to the ParallelExecutor, HybridExecutor, and LocalExecutor
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllCores">
|
|
<summary>
|
|
Consider logical cores when determining how many total cpu cores are available.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bForceHeaderGeneration">
|
|
<summary>
|
|
If true, force header regeneration. Intended for the build machine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bDoNotBuildUHT">
|
|
<summary>
|
|
If true, do not build UHT, assume it is already built.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bFailIfGeneratedCodeChanges">
|
|
<summary>
|
|
If true, fail if any of the generated header files is out of date.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bAllowHotReloadFromIDE">
|
|
<summary>
|
|
True if hot-reload from IDE is allowed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bForceDebugUnrealHeaderTool">
|
|
<summary>
|
|
If true, the Debug version of UnrealHeaderTool will be built and run instead of the Development version.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bUseBuiltInUnrealHeaderTool">
|
|
<summary>
|
|
If true, use C# UHT internal to UBT
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bWarnOnCppUnrealHeaderTool">
|
|
<summary>
|
|
If true, generate warnings when C++ UHT is used
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bSkipRulesCompile">
|
|
<summary>
|
|
Whether to skip compiling rules assemblies and just assume they are valid
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bForceRulesCompile">
|
|
<summary>
|
|
Whether to force compiling rules assemblies, regardless of whether they are valid
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.MaxRootPathLength">
|
|
<summary>
|
|
Maximum recommended root path length.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.MaxNestedPathLength">
|
|
<summary>
|
|
Maximum length of a path relative to the root directory. Used on Windows to ensure paths are portable between machines.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bIgnoreInvalidFiles">
|
|
<summary>
|
|
When single file targets are specified, via -File=, -SingleFile=, or -FileList=
|
|
If this option is set, no error will be produced if the source file is not included in the target.
|
|
Additionally, if any file or file list is specified, the target will not be built if none of the specified files are part of that target,
|
|
including the case where a file specified via -FileList= is empty.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bCompactOutputCommandLine">
|
|
<summary>
|
|
Instruct the executor to write compact output e.g. only errors, if supported by the executor.
|
|
This field is used to hold the value when specified from the command line or XML
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bArtifactRead">
|
|
<summary>
|
|
If set, artifacts will be read
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bArtifactWrites">
|
|
<summary>
|
|
If set, artifacts will be written
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bLogArtifactCacheMisses">
|
|
<summary>
|
|
If true, log all artifact cache misses as informational messages
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.ArtifactDirectory">
|
|
<summary>
|
|
Location to store the artifacts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bCompactOutput">
|
|
<summary>
|
|
Instruct the executor to write compact output e.g. only errors, if supported by the executor,
|
|
and only if output is not being redirected e.g. during a build from within Visual Studio
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bUseUnityBuild">
|
|
<summary>
|
|
Whether to unify C++ code into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.bForceUnityBuild">
|
|
<summary>
|
|
Whether to force C++ source files to be combined into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildConfiguration.IntermediateEnvironment">
|
|
<summary>
|
|
Intermediate environment. Determines if the intermediates end up in a different folder than normal.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WarningLevel">
|
|
<summary>
|
|
Controls how a particular warning is treated
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WarningLevel.Default">
|
|
<summary>
|
|
Use the default behavior
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WarningLevel.Off">
|
|
<summary>
|
|
Do not display diagnostics
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WarningLevel.Warning">
|
|
<summary>
|
|
Output warnings normally
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WarningLevel.Error">
|
|
<summary>
|
|
Output warnings as errors
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VerseScope">
|
|
<summary>
|
|
Describes the origin and visibility of Verse code
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VerseScope.PublicAPI">
|
|
<summary>
|
|
Created by Epic and only public definitions will be visible to public users
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VerseScope.InternalAPI">
|
|
<summary>
|
|
Created by Epic and is entirely hidden from public users
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VerseScope.PublicUser">
|
|
<summary>
|
|
Created by a public user
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VerseScope.InternalUser">
|
|
<summary>
|
|
Created by an Epic internal user
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUSupport">
|
|
<summary>
|
|
To what extent a module supports include-what-you-use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUSupport.None">
|
|
<summary>
|
|
None means code does not even compile. IWYU needs to skip this module entirely
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUSupport.KeepAsIs">
|
|
<summary>
|
|
Module could be modified with iwyu but we want it to stay the way it is and handle changes manually
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUSupport.KeepAsIsForNow">
|
|
<summary>
|
|
Module is parsed and processed. This means that from the outside it is stripped for includes
|
|
even though the files are not modified. This can be used to defer iwyu work on a module.
|
|
When it comes to transitive includes this module is seen as modified from the outside.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUSupport.KeepPublicAsIsForNow">
|
|
<summary>
|
|
Same as KeepAsIsForNow but will allow iwyu to update private headers and cpp files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUSupport.Full">
|
|
<summary>
|
|
Full iwyu support. When running with -Mode=IWYU this module will be modified if needed
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules">
|
|
<summary>
|
|
ModuleRules is a data structure that contains the rules for defining a module
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.ModuleType">
|
|
<summary>
|
|
Type of module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ModuleType.CPlusPlus">
|
|
<summary>
|
|
C++
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ModuleType.External">
|
|
<summary>
|
|
External (third-party)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.PackageOverrideType">
|
|
<summary>
|
|
Override the settings of the UHTModuleType to have a different set of
|
|
PKG_ flags. Cannot set on a plugin because that value already set in
|
|
the '.uplugin' file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PackageOverrideType.None">
|
|
<summary>
|
|
Do not override the package type on this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PackageOverrideType.EditorOnly">
|
|
<summary>
|
|
Set the PKG_EditorOnly flag on this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PackageOverrideType.EngineDeveloper">
|
|
<summary>
|
|
Set the PKG_Developer on this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PackageOverrideType.GameDeveloper">
|
|
<summary>
|
|
Set the PKG_Developer on this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PackageOverrideType.EngineUncookedOnly">
|
|
<summary>
|
|
Set the PKG_UncookedOnly flag on this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PackageOverrideType.GameUncookedOnly">
|
|
<summary>
|
|
Set the PKG_UncookedOnly flag on this module as a game
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.CodeOptimization">
|
|
<summary>
|
|
Code optimization settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.CodeOptimization.Never">
|
|
<summary>
|
|
Code should never be optimized if possible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.CodeOptimization.InNonDebugBuilds">
|
|
<summary>
|
|
Code should only be optimized in non-debug builds (not in Debug).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.CodeOptimization.InShippingBuildsOnly">
|
|
<summary>
|
|
Code should only be optimized in shipping builds (not in Debug, DebugGame, Development)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.CodeOptimization.Always">
|
|
<summary>
|
|
Code should always be optimized if possible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.CodeOptimization.Default">
|
|
<summary>
|
|
Default: 'InNonDebugBuilds' for game modules, 'Always' otherwise.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.PCHUsageMode">
|
|
<summary>
|
|
What type of PCH to use for this module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PCHUsageMode.Default">
|
|
<summary>
|
|
Default: Engine modules use shared PCHs, game modules do not
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PCHUsageMode.NoPCHs">
|
|
<summary>
|
|
Never use any PCHs.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PCHUsageMode.NoSharedPCHs">
|
|
<summary>
|
|
Never use shared PCHs. Always generate a unique PCH for this module if appropriate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PCHUsageMode.UseSharedPCHs">
|
|
<summary>
|
|
Shared PCHs are OK!
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs">
|
|
<summary>
|
|
Shared PCHs may be used if an explicit private PCH is not set through PrivatePCHHeaderFile. In either case, none of the source files manually include a module PCH, and should include a matching header instead.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.PrecompileTargetsType">
|
|
<summary>
|
|
Which type of targets this module should be precompiled for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrecompileTargetsType.None">
|
|
<summary>
|
|
Never precompile this module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrecompileTargetsType.Default">
|
|
<summary>
|
|
Inferred from the module's directory. Engine modules under Engine/Source/Runtime will be compiled for games, those under Engine/Source/Editor will be compiled for the editor, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrecompileTargetsType.Game">
|
|
<summary>
|
|
Any game targets.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrecompileTargetsType.Editor">
|
|
<summary>
|
|
Any editor targets.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrecompileTargetsType.Any">
|
|
<summary>
|
|
Any targets.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.SymbolVisibility">
|
|
<summary>
|
|
Control visibility of symbols in this module for special cases
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.SymbolVisibility.Default">
|
|
<summary>
|
|
Standard visibility rules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.SymbolVisibility.VisibileForDll">
|
|
<summary>
|
|
Make sure symbols in this module are visible in Dll builds
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.RuntimeDependency">
|
|
<summary>
|
|
Information about a file which is required by the target at runtime, and must be moved around with it.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.RuntimeDependency.Path">
|
|
<summary>
|
|
The file that should be staged. Should use $(EngineDir) and $(ProjectDir) variables as a root, so that the target can be relocated to different machines.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.RuntimeDependency.SourcePath">
|
|
<summary>
|
|
The initial location for this file. It will be copied to Path at build time, ready for staging.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.RuntimeDependency.Type">
|
|
<summary>
|
|
How to stage this file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.RuntimeDependency.#ctor(System.String,UnrealBuildTool.StagedFileType)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="inPath">Path to the runtime dependency</param>
|
|
<param name="inType">How to stage the given path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.RuntimeDependency.#ctor(System.String,System.String,UnrealBuildTool.StagedFileType)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="inPath">Path to the runtime dependency</param>
|
|
<param name="inSourcePath">Source path for the file in the working tree</param>
|
|
<param name="inType">How to stage the given path</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.RuntimeDependencyList">
|
|
<summary>
|
|
List of runtime dependencies, with convenience methods for adding new items
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.RuntimeDependencyList._inner">
|
|
<summary>
|
|
Inner list of runtime dependencies
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.RuntimeDependencyList.Inner">
|
|
<summary>
|
|
Readonly access of inner list of runtime dependencies
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.RuntimeDependencyList.#ctor">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.RuntimeDependencyList.Add(System.String)">
|
|
<summary>
|
|
Add a runtime dependency to the list
|
|
</summary>
|
|
<param name="inPath">Path to the runtime dependency. May include wildcards.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.RuntimeDependencyList.Add(System.String,UnrealBuildTool.StagedFileType)">
|
|
<summary>
|
|
Add a runtime dependency to the list
|
|
</summary>
|
|
<param name="inPath">Path to the runtime dependency. May include wildcards.</param>
|
|
<param name="inType">How to stage this file</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.RuntimeDependencyList.Add(System.String,System.String,UnrealBuildTool.StagedFileType)">
|
|
<summary>
|
|
Add a runtime dependency to the list
|
|
</summary>
|
|
<param name="inPath">Path to the runtime dependency. May include wildcards.</param>
|
|
<param name="inSourcePath">Source path for the file to be added as a dependency. May include wildcards.</param>
|
|
<param name="inType">How to stage this file</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.ReceiptPropertyList">
|
|
<summary>
|
|
List of runtime dependencies, with convenience methods for adding new items
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ReceiptPropertyList._inner">
|
|
<summary>
|
|
Inner list of runtime dependencies
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ReceiptPropertyList.Inner">
|
|
<summary>
|
|
Readonly access of inner list of runtime dependencies
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.ReceiptPropertyList.#ctor">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.ReceiptPropertyList.Add(System.String,System.String)">
|
|
<summary>
|
|
Add a receipt property to the list
|
|
</summary>
|
|
<param name="name">Name of the property</param>
|
|
<param name="value">Value for the property</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.ReceiptPropertyList.RemoveAll(System.Predicate{UnrealBuildTool.ReceiptProperty})">
|
|
<summary>
|
|
Remove recepit properties from the list
|
|
</summary>
|
|
<param name="match">the maatcher predicate</param>
|
|
<returns>the number of items removed</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.Framework">
|
|
<summary>
|
|
Stores information about a framework on IOS or MacOS
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Framework.Name">
|
|
<summary>
|
|
Name of the framework
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Framework.Path">
|
|
<summary>
|
|
Specifies the path to a zip file that contains it or where the framework is located on disk
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Framework.CopyBundledAssets">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.Framework.FrameworkMode">
|
|
<summary>
|
|
How to handle linking and copying the framework
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.Framework.FrameworkMode.Link">
|
|
<summary>
|
|
Pass this framework to the linker
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.Framework.FrameworkMode.Copy">
|
|
<summary>
|
|
Copy this framework into the final .app
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.Framework.FrameworkMode.LinkAndCopy">
|
|
<summary>
|
|
Both link into executable and copy into .app
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Framework.Mode">
|
|
<summary>
|
|
How to treat the framework during linking and creating the .app
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.Framework.#ctor(System.String,System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="name">Name of the framework</param>
|
|
<param name="path">Path to a zip file containing the framework or a framework on disk</param>
|
|
<param name="copyBundledAssets"></param>
|
|
<param name="bCopyFramework">Copy the framework to the target's Framework directory</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.Framework.#ctor(System.String,System.String,UnrealBuildTool.ModuleRules.Framework.FrameworkMode,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="name">Name of the framework</param>
|
|
<param name="path">Path to a zip file containing the framework or a framework on disk</param>
|
|
<param name="mode">How to treat the framework during linking and creating the .app</param>
|
|
<param name="copyBundledAssets"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.Framework.IsZipFile">
|
|
<summary>
|
|
Specifies if the file is a zip file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.BundleResource">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.BundleResource.ResourcePath">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.BundleResource.BundleContentsSubdir">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.BundleResource.bShouldLog">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.BundleResource.#ctor(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="resourcePath"></param>
|
|
<param name="bundleContentsSubdir"></param>
|
|
<param name="bShouldLog"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRules.TypeLibrary">
|
|
<summary>
|
|
Information about a Windows type library (TLB/OLB file) which requires a generated header.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.TypeLibrary.FileName">
|
|
<summary>
|
|
Name of the type library
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.TypeLibrary.Attributes">
|
|
<summary>
|
|
Additional attributes for the #import directive
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.TypeLibrary.Header">
|
|
<summary>
|
|
Name of the output header
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.TypeLibrary.Include">
|
|
<summary>
|
|
Name of the output include
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.TypeLibrary.#ctor(System.String,System.String,System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="fileName">Name of the type library. Follows the same conventions as the filename parameter in the MSVC #import directive.</param>
|
|
<param name="attributes">Additional attributes for the import directive</param>
|
|
<param name="header">Name of the output header</param>
|
|
<param name="include">Name of the output include</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Name">
|
|
<summary>
|
|
Name of this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.File">
|
|
<summary>
|
|
File containing this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Directory">
|
|
<summary>
|
|
Directory containing this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PlatformDirectory">
|
|
<summary>
|
|
The Directory that contains either the Build.cs file, or the platform extension's SubClass directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bIsPlatformExtension">
|
|
<summary>
|
|
Returns true if the rules are a platform extension subclass
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.DirectoriesForModuleSubClasses">
|
|
<summary>
|
|
Additional directories that contribute to this module (likely in UnrealBuildTool.EnginePlatformExtensionsDirectory).
|
|
The dictionary tracks module subclasses
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.AdditionalModuleDirectories">
|
|
<summary>
|
|
Additional directories that contribute to this module but are not based on a subclass (NotForLicensees, etc)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.RulesAssembly">
|
|
<summary>
|
|
The rules assembly to use when searching for modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.Plugin">
|
|
<summary>
|
|
Plugin containing this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.IsPlugin">
|
|
<summary>
|
|
True if a Plugin contains this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Context">
|
|
<summary>
|
|
The rules context for this instance
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Target">
|
|
<summary>
|
|
Rules for the target that this module belongs to
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Type">
|
|
<summary>
|
|
Type of module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.Logger">
|
|
<summary>
|
|
Accessor for the target logger
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.OverridePackageType">
|
|
<summary>
|
|
Overridden type of module that will set different package flags.
|
|
Cannot be used for modules that are a part of a plugin because that is
|
|
set in the `.uplugin` file already.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.HasPackageOverride">
|
|
<summary>
|
|
Returns true if there has been an override type specified on this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.BinariesSubFolder">
|
|
<summary>
|
|
Subfolder of Binaries/PLATFORM folder to put this module in when building DLLs. This should only be used by modules that are found via searching like the
|
|
TargetPlatform or ShaderFormat modules. If FindModules is not used to track them down, the modules will not be found.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.OptimizeCode">
|
|
<summary>
|
|
When this module's code should be optimized.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.OptimizationLevel">
|
|
<summary>
|
|
Allows fine tuning optimization level for speed and\or code size. This requires a private PCH (or NoPCHs, which is not recommended)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.FPSemantics">
|
|
<summary>
|
|
Allows overriding the FP semantics for this module. This requires a private PCH (or NoPCHs, which is not recommended)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ForceIncludeFiles">
|
|
<summary>
|
|
Header files that should be force included for every source file in this module.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PrivatePCHHeaderFile">
|
|
<summary>
|
|
Explicit private PCH for this module. Implies that this module will not use a shared PCH.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.SharedPCHHeaderFile">
|
|
<summary>
|
|
Header file name for a shared PCH provided by this module. Must be a valid relative path to a public C++ header file.
|
|
This should only be set for header files that are included by a significant number of other C++ modules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ShortName">
|
|
<summary>
|
|
Specifies an alternate name for intermediate directories and files for intermediates of this module. Useful when hitting path length limitations.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PCHUsage">
|
|
<summary>
|
|
Precompiled header usage for this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bTreatAsEngineModule">
|
|
<summary>
|
|
Whether this module should be treated as an engine module (eg. using engine definitions, PCHs, compiled with optimizations enabled in DebugGame configurations, etc...).
|
|
Initialized to a default based on the rules assembly it was created from.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.SDKVersionRelevantPlatforms">
|
|
<summary>
|
|
If this contains a platform and the project has had it's SDK version overriden from default, this module will be compiled as a project module, instead of shared engine module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bValidateFormatStrings">
|
|
<summary>
|
|
Emits compilation errors for incorrect UE_LOG format strings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bValidateInternalApi">
|
|
<summary>
|
|
Emits deprecated warnings\errors for internal API usage for non-engine modules
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.DefaultBuildSettings">
|
|
<summary>
|
|
Which engine version's build settings to use by default.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.IncludeOrderVersion">
|
|
<summary>
|
|
What version of include order to use when compiling this module. Can be overridden via -ForceIncludeOrder on the command line or in a module's rules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bUseRTTI">
|
|
<summary>
|
|
Use run time type information
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bVcRemoveUnreferencedComdat">
|
|
<summary>
|
|
Whether to direct MSVC to remove unreferenced COMDAT functions and data.
|
|
</summary>
|
|
<seealso href="https://learn.microsoft.com/en-us/cpp/build/reference/zc-inline-remove-unreferenced-comdat">zc-inline-remove-unreferenced-comdat</seealso>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bCodeCoverage">
|
|
<summary>
|
|
Enable code coverage compilation/linking support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bUseAVX">
|
|
<summary>
|
|
Obsolete: Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used, on the platforms that support it.
|
|
Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.MinCpuArchX64">
|
|
<summary>
|
|
Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used, on the x64 platforms that support it.
|
|
Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnableBufferSecurityChecks">
|
|
<summary>
|
|
Enable buffer security checks. This should usually be enabled as it prevents severe security risks.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnableExceptions">
|
|
<summary>
|
|
Enable exception handling
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnableObjCExceptions">
|
|
<summary>
|
|
Enable objective C exception handling
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnableObjCAutomaticReferenceCounting">
|
|
<summary>
|
|
Enable objective C automatic reference counting (ARC)
|
|
If you set this to true you should not use shared PCHs for this module. The engine won't be extensively using ARC in the short term
|
|
Not doing this will result in a compile errors because shared PCHs were compiled with different flags than consumer
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.DeterministicWarningLevel">
|
|
<summary>
|
|
How to treat deterministic warnings (experimental).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.DeterministicWarningLevelPrivate">
|
|
<inheritdoc cref="F:UnrealBuildTool.ModuleRules.DeterministicWarningLevelPrivate"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ShadowVariableWarningLevel">
|
|
<summary>
|
|
How to treat shadow variable warnings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ShadowVariableWarningLevelPrivate">
|
|
<inheritdoc cref="F:UnrealBuildTool.ModuleRules.ShadowVariableWarningLevelPrivate"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bWarningsAsErrors">
|
|
<summary>
|
|
Whether to enable all warnings as errors. UE enables most warnings as errors already, but disables a few (such as deprecation warnings).
|
|
</summary>`
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.UnsafeTypeCastWarningLevel">
|
|
<summary>
|
|
How to treat unsafe implicit type cast warnings (e.g., double->float or int64->int32)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.UnsafeTypeCastWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.ModuleRules.UnsafeTypeCastWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.UndefinedIdentifierWarningLevel">
|
|
<summary>
|
|
Indicates what warning/error level to treat undefined identifiers in conditional expressions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules._undefinedIdentifierWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.ModuleRules.UndefinedIdentifierWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnableUndefinedIdentifierWarnings">
|
|
<summary>
|
|
Enable warnings for using undefined identifiers in #if expressions
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ModuleIncludePathWarningLevel">
|
|
<summary>
|
|
How to treat general module include path validation messages
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ModuleIncludePathWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.ModuleRules.ModuleIncludePathWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ModuleIncludePrivateWarningLevel">
|
|
<summary>
|
|
How to treat private module include path validation messages, where a module is adding an include path that exposes private headers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ModuleIncludePrivateWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.ModuleRules.ModuleIncludePrivateWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ModuleIncludeSubdirectoryWarningLevel">
|
|
<summary>
|
|
How to treat unnecessary module sub-directory include path validation messages
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ModuleIncludeSubdirectoryWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.ModuleRules.ModuleIncludeSubdirectoryWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bDisableStaticAnalysis">
|
|
<summary>
|
|
Disable all static analysis - clang, msvc, pvs-studio.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bStaticAnalyzerExtensions">
|
|
<summary>
|
|
Enable additional analyzer extension warnings using the EspXEngine plugin. This is only supported for MSVC.
|
|
See https://learn.microsoft.com/en-us/cpp/code-quality/using-the-cpp-core-guidelines-checkers
|
|
This will add a large number of warnings by default. It's recommended to use StaticAnalyzerRulesets if this is enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.StaticAnalyzerRulesets">
|
|
<summary>
|
|
The static analyzer rulesets that should be used to filter warnings. This is only supported for MSVC.
|
|
See https://learn.microsoft.com/en-us/cpp/code-quality/using-rule-sets-to-specify-the-cpp-rules-to-run
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.StaticAnalyzerCheckers">
|
|
<summary>
|
|
The static analyzer checkers that should be enabled rather than the defaults. This is only supported for Clang.
|
|
See https://clang.llvm.org/docs/analyzer/checkers.html for a full list. Or run:
|
|
'clang -Xclang -analyzer-checker-help'
|
|
or:
|
|
'clang -Xclang -analyzer-checker-help-alpha'
|
|
for the list of experimental checkers.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.StaticAnalyzerDisabledCheckers">
|
|
<summary>
|
|
The static analyzer default checkers that should be disabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang.
|
|
See https://clang.llvm.org/docs/analyzer/checkers.html for a full list. Or run:
|
|
'clang -Xclang -analyzer-checker-help'
|
|
or:
|
|
'clang -Xclang -analyzer-checker-help-alpha'
|
|
for the list of experimental checkers.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.StaticAnalyzerAdditionalCheckers">
|
|
<summary>
|
|
The static analyzer non-default checkers that should be enabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang.
|
|
See https://clang.llvm.org/docs/analyzer/checkers.html for a full list. Or run:
|
|
'clang -Xclang -analyzer-checker-help'
|
|
or:
|
|
'clang -Xclang -analyzer-checker-help-alpha'
|
|
for the list of experimental checkers.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.StaticAnalyzerPVSDisabledErrors">
|
|
<summary>
|
|
The PVS Studio analysis errors that should be disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bUseUnity">
|
|
<summary>
|
|
If unity builds are enabled this can be used to override if this specific module will build using Unity.
|
|
This is set using the per module configurations in BuildConfiguration.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bMergeUnityFiles">
|
|
<summary>
|
|
Whether to merge module and generated unity files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.MinSourceFilesForUnityBuildOverride">
|
|
<summary>
|
|
The number of source files in this module before unity build will be activated for that module. If set to
|
|
anything besides -1, will override the default setting which is controlled by MinGameModuleSourceFilesForUnityBuild
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.MinFilesUsingPrecompiledHeaderOverride">
|
|
<summary>
|
|
Overrides BuildConfiguration.MinFilesUsingPrecompiledHeader if non-zero.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.NumIncludedBytesPerUnityCPPOverride">
|
|
<summary>
|
|
Overrides Target.NumIncludedBytesPerUnityCPP if non-zero.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.GetNumIncludedBytesPerUnityCPP">
|
|
<summary>
|
|
Helper function to get the number of byes per unity cpp file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bBuildLocallyWithSNDBS">
|
|
<summary>
|
|
Module uses a #import so must be built locally when compiling with SN-DBS
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnableNonInlinedGenCppWarnings">
|
|
<summary>
|
|
Enable warnings for when there are .gen.cpp files that could be inlined in a matching handwritten cpp file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.IsRedistributableOverride">
|
|
<summary>
|
|
Redistribution override flag for this module.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bLegalToDistributeObjectCode">
|
|
<summary>
|
|
Whether the output from this module can be publicly distributed, even if it has code/
|
|
dependencies on modules that are not (i.e. CarefullyRedist, NotForLicensees, NoRedist).
|
|
This should be used when you plan to release binaries but not source.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.AllowedRestrictedFolders">
|
|
<summary>
|
|
List of folders which are allowed to be referenced when compiling this binary, without propagating restricted folder names
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.AliasRestrictedFolders">
|
|
<summary>
|
|
Set of aliased restricted folder references
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bEnforceIWYU">
|
|
<summary>
|
|
Enforce "include what you use" rules when PCHUsage is set to ExplicitOrSharedPCH; warns when monolithic headers (Engine.h, UnrealEd.h, etc...)
|
|
are used, and checks that source files include their matching header first.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.IWYUSupport">
|
|
<summary>
|
|
Allows "include what you use" to modify the source code when run. bEnforceIWYU must be true for this variable to matter.
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bAddDefaultIncludePaths">
|
|
<summary>
|
|
Whether to add all the default include paths to the module (eg. the Source/Classes folder, subfolders under Source/Public).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bIgnoreUnresolvedSymbols">
|
|
<summary>
|
|
Whether to ignore dangling (i.e. unresolved external) symbols in modules
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bPrecompile">
|
|
<summary>
|
|
Whether this module should be precompiled. Defaults to the bPrecompile flag from the target. Clear this flag to prevent a module being precompiled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bUsePrecompiled">
|
|
<summary>
|
|
Whether this module should use precompiled data. Always true for modules created from installed assemblies.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bAllowConfidentialPlatformDefines">
|
|
<summary>
|
|
Whether this module can use PLATFORM_XXXX style defines, where XXXX is a confidential platform name. This is used to ensure engine or other
|
|
shared code does not reveal confidential information inside an #if PLATFORM_XXXX block. Licensee game code may want to allow for them, however.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bDisableAutoRTFMInstrumentation">
|
|
<summary>
|
|
Disables AutoRTFM instrumentation to this module only when AutoRTFMCompiler is enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicIncludePathModuleNames">
|
|
<summary>
|
|
List of modules names (no path needed) with header files that our module's public headers needs access to, but we don't need to "import" or link against.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicDependencyModuleNames">
|
|
<summary>
|
|
List of public dependency module names (no path needed) (automatically does the private/public include). These are modules that are required by our public source files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrivateIncludePathModuleNames">
|
|
<summary>
|
|
List of modules name (no path needed) with header files that our module's private code files needs access to, but we don't need to "import" or link against.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrivateDependencyModuleNames">
|
|
<summary>
|
|
List of private dependency module names. These are modules that our private code depends on but nothing in our public
|
|
include files depend on.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.CircularlyReferencedDependentModules">
|
|
<summary>
|
|
Only for legacy reason, should not be used in new code. List of module dependencies that should be treated as circular references. This modules must have already been added to
|
|
either the public or private dependent module list.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicSystemIncludePaths">
|
|
<summary>
|
|
List of system/library include paths - typically used for External (third party) modules. These are public stable header file directories that are not checked when resolving header dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicIncludePaths">
|
|
<summary>
|
|
(This setting is currently not need as we discover all files from the 'Public' folder) List of all paths to include files that are exposed to other modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.InternalIncludePaths">
|
|
<summary>
|
|
(This setting is currently not need as we discover all files from the 'Internal' folder) List of all paths to include files that are exposed to other internal modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrivateIncludePaths">
|
|
<summary>
|
|
List of all paths to this module's internal include files, not exposed to other modules (at least one include to the 'Private' path, more if we want to avoid relative paths)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicSystemLibraryPaths">
|
|
<summary>
|
|
List of system library paths (directory of .lib files) - for External (third party) modules please use the PublicAdditionalLibaries instead
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrivateRuntimeLibraryPaths">
|
|
<summary>
|
|
List of search paths for libraries at runtime (eg. .so files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicRuntimeLibraryPaths">
|
|
<summary>
|
|
List of search paths for libraries at runtime (eg. .so files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicAdditionalLibraries">
|
|
<summary>
|
|
List of additional libraries (names of the .lib files including extension) - typically used for External (third party) modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicDebugVisualizerPaths">
|
|
<summary>
|
|
List of additional debug visualizers (.natvis and .natstepfilter) exposed to other modules - typically used for External (third party) modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.DependenciesToSkipPerArchitecture">
|
|
<summary>
|
|
Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.GetModuleDirectory(System.String)">
|
|
<summary>
|
|
Returns the directory of where the passed in module name lives.
|
|
</summary>
|
|
<param name="moduleName">Name of the module</param>
|
|
<returns>Directory where the module lives</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicPreBuildLibraries">
|
|
<summary>
|
|
List of additional pre-build libraries (names of the .lib files including extension) - typically used for additional targets which are still built, but using either TargetRules.PreBuildSteps or TargetRules.PreBuildTargets.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicSystemLibraries">
|
|
<summary>
|
|
List of system libraries to use - these are typically referenced via name and then found via the system paths. If you need to reference a .lib file use the PublicAdditionalLibraries instead
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicFrameworks">
|
|
<summary>
|
|
List of XCode frameworks (iOS and MacOS)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicWeakFrameworks">
|
|
<summary>
|
|
List of weak frameworks (for OS version transitions)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicAdditionalFrameworks">
|
|
<summary>
|
|
List of addition frameworks - typically used for External (third party) modules on Mac and iOS
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.AdditionalBundleResources">
|
|
<summary>
|
|
List of addition resources that should be copied to the app bundle for Mac or iOS
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.TypeLibraries">
|
|
<summary>
|
|
List of type libraries that we need to generate headers for (Windows only)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicDelayLoadDLLs">
|
|
<summary>
|
|
List of delay load DLLs - typically used for External (third party) modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PrivateDefinitions">
|
|
<summary>
|
|
Private compiler definitions for this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.PublicDefinitions">
|
|
<summary>
|
|
Public compiler definitions for this module
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.AppendStringToPublicDefinition(System.String,System.String)">
|
|
<summary>
|
|
Append (or create)
|
|
</summary>
|
|
<param name="definition"></param>
|
|
<param name="text"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.DynamicallyLoadedModuleNames">
|
|
<summary>
|
|
Addition modules this module may require at run-time
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.RuntimeDependencies">
|
|
<summary>
|
|
List of files which this module depends on at runtime. These files will be staged along with the target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.AdditionalPropertiesForReceipt">
|
|
<summary>
|
|
List of additional properties to be added to the build receipt
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PrecompileForTargets">
|
|
<summary>
|
|
Which targets this module should be precompiled for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.ExternalDependencies">
|
|
<summary>
|
|
External files which invalidate the makefile if modified. Relative paths are resolved relative to the .build.cs file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.SubclassRules">
|
|
<summary>
|
|
Subclass rules files which invalidate the makefile if modified.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bRequiresImplementModule">
|
|
<summary>
|
|
Whether this module requires the IMPLEMENT_MODULE macro to be implemented. Most UE modules require this, since we use the IMPLEMENT_MODULE macro
|
|
to do other global overloads (eg. operator new/delete forwarding to GMalloc).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.VersePath">
|
|
<summary>
|
|
If this module has associated Verse code, this is the Verse root path of it
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.VerseScope">
|
|
<summary>
|
|
Visibility of Verse code in this module's Source/Verse folder
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bLegacyPublicIncludePaths">
|
|
<summary>
|
|
Whether this module qualifies included headers from other modules relative to the root of their 'Public' folder. This reduces the number
|
|
of search paths that have to be passed to the compiler, improving performance and reducing the length of the compiler command line.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bLegacyParentIncludePaths">
|
|
<summary>
|
|
Whether this module qualifies included headers from other modules relative to the parent directory. This reduces the number
|
|
of search paths that have to be passed to the compiler, improving performance and reducing the length of the compiler command line.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bValidateCircularDependencies">
|
|
<summary>
|
|
Whether circular dependencies will be validated against the allow list
|
|
Circular module dependencies result in slower builds. Disabling this option is strongly discouraged.
|
|
This option is ignored for Engine modules which will always be validated against the allow list.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.CppStandard">
|
|
<summary>
|
|
Which stanard to use for compiling this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.CStandard">
|
|
<summary>
|
|
Which standard to use for compiling this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleRules.GenerateHeaderFuncs">
|
|
<summary>
|
|
A list of subdirectory names and functions that are invoked to generate header files.
|
|
The subdirectory name is appended to the generated code directory to form a new directory
|
|
that headers are generated inside.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ModuleSymbolVisibility">
|
|
<summary>
|
|
Control visibility of symbols
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.AutoSdkDirectory">
|
|
<summary>
|
|
The AutoSDK directory for the active host platform
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.EngineDirectory">
|
|
<summary>
|
|
The current engine directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PluginDirectory">
|
|
<summary>
|
|
Property for the directory containing this plugin. Useful for adding paths to third party dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.ModuleDirectory">
|
|
<summary>
|
|
Property for the directory containing this module. Useful for adding paths to third party dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PlatformModuleDirectory">
|
|
<summary>
|
|
Property for the directory containing this module or the platform extension's subclass. Useful for adding paths to third party dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.PlatformSubdirectoryName">
|
|
<summary>
|
|
Name of a platform under the PlatformModuleDirectory - for a PlatfomrExtension, we don't use platform subdirectories since it's already in a platform dir, so this returns '.'
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.TestsDirectory">
|
|
<summary>
|
|
Returns module's low level tests directory "Tests".
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.#ctor(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Constructor. For backwards compatibility while the parameterless constructor is being phased out, initialization which would happen here is done by
|
|
RulesAssembly.CreateModulRules instead.
|
|
</summary>
|
|
<param name="target">Rules for building this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.AddEngineThirdPartyPrivateStaticDependencies(UnrealBuildTool.ReadOnlyTargetRules,System.String[])">
|
|
<summary>
|
|
Add the given Engine ThirdParty modules as static private dependencies
|
|
Statically linked to this module, meaning they utilize exports from the other module
|
|
Private, meaning the include paths for the included modules will not be exposed when giving this modules include paths
|
|
NOTE: There is no AddThirdPartyPublicStaticDependencies function.
|
|
</summary>
|
|
<param name="target">The target this module belongs to</param>
|
|
<param name="moduleNames">The names of the modules to add</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.AddEngineThirdPartyPrivateDynamicDependencies(UnrealBuildTool.ReadOnlyTargetRules,System.String[])">
|
|
<summary>
|
|
Add the given Engine ThirdParty modules as dynamic private dependencies
|
|
Dynamically linked to this module, meaning they do not utilize exports from the other module
|
|
Private, meaning the include paths for the included modules will not be exposed when giving this modules include paths
|
|
NOTE: There is no AddThirdPartyPublicDynamicDependencies function.
|
|
</summary>
|
|
<param name="target">Rules for the target being built</param>
|
|
<param name="moduleNames">The names of the modules to add</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.EnableMeshEditorSupport(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Setup this module for Mesh Editor support (based on the settings in UEBuildConfiguration)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.SetupGameplayDebuggerSupport(UnrealBuildTool.ReadOnlyTargetRules,System.Boolean)">
|
|
<summary>
|
|
Setup this module for GameplayDebugger support
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.SetupIrisSupport(UnrealBuildTool.ReadOnlyTargetRules,System.Boolean)">
|
|
<summary>
|
|
Setup this module for Iris support (based on the settings in UEBuildConfiguration)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.SetupModuleChaosVisualDebuggerSupport(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Setup this module for Chaos Visual Debugger support (Required for recording debug data that will be visualized in the Chaos Visual Debugger tool)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.SetupModulePhysicsSupport(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Setup this module for physics support (based on the settings in UEBuildConfiguration)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.IsValidForTarget(System.Type,UnrealBuildTool.ReadOnlyTargetRules,System.String@)">
|
|
<summary>
|
|
Determines if a module type is valid for a target, based on custom attributes
|
|
</summary>
|
|
<param name="moduleType">The type of the module to check</param>
|
|
<param name="targetRules">The target to check against</param>
|
|
<param name="invalidReason">Out, reason this module was invalid</param>
|
|
<returns>True if the module is valid, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.IsValidForTarget(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Determines if this module can be precompiled for the current target.
|
|
</summary>
|
|
<param name="rulesFile">Path to the module rules file</param>
|
|
<returns>True if the module can be precompiled, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.IsPlatformAvailable(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Determines whether a given platform is available in the context of the current Target
|
|
</summary>
|
|
<param name="inPlatform">The platform to check for</param>
|
|
<returns>True if it's available, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.GetModulesInGroup(System.String,System.Boolean)">
|
|
<summary>
|
|
Returns all the modules that are in the given module group
|
|
</summary>
|
|
<param name="moduleGroup">The name of the module group, as defined by a [ModuleGroup("Name")] attribute</param>
|
|
<param name="bOnlyValid">Only include modules that are valid for the current Target</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.PrepareModuleForTests">
|
|
<summary>
|
|
Prepares a module for building a low level tests executable.
|
|
If we're building a module as part of a test module chain, then they require the LowLevelTestsRunner dependency.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.bIsTestModuleOverride">
|
|
<summary>
|
|
Whether this is a low level tests module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.GetModuleDirectoryForSubClass(System.Type)">
|
|
<summary>
|
|
Returns the module directory for a given subclass of the module (platform extensions add subclasses of ModuleRules to add in platform-specific settings)
|
|
</summary>
|
|
<param name="type">typeof the subclass</param>
|
|
<returns>Directory where the subclass's .Build.cs lives, or null if not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.GetAllModuleDirectories">
|
|
<summary>
|
|
Returns the directories for all subclasses of this module, as well as any additional directories specified by the rules
|
|
</summary>
|
|
<returns>List of directories, or null if none were added</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.ConditionalAddModuleDirectory(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Adds an additional module directory, if it exists (useful for NotForLicensees/NoRedist)
|
|
</summary>
|
|
<param name="directory"></param>
|
|
<returns>true if the directory exists</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRules.IsVcPackageSupported">
|
|
<summary>
|
|
Returns if VcPkg is supported for the build configuration.
|
|
</summary>
|
|
<returns>True if supported</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.GetVcPackageRoot(System.String)">
|
|
<summary>
|
|
Returns the VcPkg root directory for the build configuration
|
|
</summary>
|
|
<param name="packageName">The name of the third-party package</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.AddVcPackage(System.String,System.Boolean,System.String[])">
|
|
<summary>
|
|
Adds libraries compiled with vcpkg to the current module
|
|
</summary>
|
|
<param name="packageName">The name of the third-party package</param>
|
|
<param name="addInclude">Should the include directory be added to PublicIncludePaths</param>
|
|
<param name="libraries">The names of the libaries to add to PublicAdditionalLibraries/</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.ChangeDefinition(System.Collections.Generic.List{System.String},System.String,System.String,System.String)">
|
|
<summary>
|
|
Replace an expected value in a list of definitions with a new value
|
|
</summary>
|
|
<param name="definitions">List of definitions e.g. PublicDefinitions</param>
|
|
<param name="name">Name of the define to change</param>
|
|
<param name="previousValue">Expected value</param>
|
|
<param name="newValue">New value</param>
|
|
<exception cref="T:System.Exception"></exception>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRules.ReplaceModule(System.Collections.Generic.List{System.String},System.String,System.String)">
|
|
<summary>
|
|
Replace an expected value in a list of module names with a new value
|
|
</summary>
|
|
<param name="definitions">List of module names e.g. PublicDependencyModuleNames</param>
|
|
<param name="previousModule">Expected value</param>
|
|
<param name="newModule">New value</param>
|
|
<exception cref="T:System.Exception"></exception>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleRulesContext">
|
|
<summary>
|
|
Stores information about where a module rules object came from, and how it can be used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.Scope">
|
|
<summary>
|
|
The scope for this module. Used to validate references to other modules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.DefaultOutputBaseDir">
|
|
<summary>
|
|
The default directory for output files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.Plugin">
|
|
<summary>
|
|
The plugin that this module belongs to
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.bCanHotReload">
|
|
<summary>
|
|
Whether this module should be included in the default hot reload set
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.bCanBuildDebugGame">
|
|
<summary>
|
|
Whether this module should be compiled with optimization disabled in DebugGame configurations (ie. whether it's a game module).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.bCanUseForSharedPCH">
|
|
<summary>
|
|
Whether this module can be used for generating shared PCHs
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.bClassifyAsGameModuleForUHT">
|
|
<summary>
|
|
Whether to treat this module as a game module for UHT ordering
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleRulesContext.DefaultUHTModuleType">
|
|
<summary>
|
|
The default module type for UnrealHeaderTool. Do not use this for inferring other things about the module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRulesContext.#ctor(UnrealBuildTool.RulesScope,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleRulesContext.#ctor(UnrealBuildTool.ModuleRulesContext)">
|
|
<summary>
|
|
Copy constructor
|
|
</summary>
|
|
<param name="other">The context to copy from</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyTargetRules">
|
|
<summary>
|
|
Read-only wrapper around an existing TargetRules instance. This exposes target settings to modules without letting them to modify the global environment.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyTargetRules.Inner">
|
|
<summary>
|
|
The writeable TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyTargetRules.#ctor(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="inner">The TargetRules instance to wrap around</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.Name">
|
|
<summary>
|
|
Accessors for fields on the inner TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.Logger">
|
|
<inheritdoc cref="P:UnrealBuildTool.TargetRules.Logger"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.RelativeEnginePath">
|
|
<summary>
|
|
Provide access to the RelativeEnginePath property for code referencing ModuleRules.BuildConfiguration.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.UEThirdPartySourceDirectory">
|
|
<summary>
|
|
Provide access to the UEThirdPartySourceDirectory property for code referencing ModuleRules.UEBuildConfiguration.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.UEThirdPartyBinariesDirectory">
|
|
<summary>
|
|
Provide access to the UEThirdPartyBinariesDirectory property for code referencing ModuleRules.UEBuildConfiguration.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.IsTestTarget">
|
|
<summary>
|
|
Whether this is a low level tests target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.ExplicitTestsTarget">
|
|
<summary>
|
|
Whether this is a test target explicitly defined.
|
|
Explicitley defined test targets always inherit from TestTargetRules and define their own tests.
|
|
Implicit test targets are created from existing targets when building with -Mode=Test and they include tests from all dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.WithLowLevelTests">
|
|
<summary>
|
|
Controls the value of WITH_LOW_LEVEL_TESTS that dictates whether module-specific low level tests are compiled in or not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.SupportedPlatforms">
|
|
<summary>
|
|
Get the platforms this target supports
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyTargetRules.SupportedConfigurations">
|
|
<summary>
|
|
Get the configurations this target supports
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyTargetRules.IsInPlatformGroup(UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
Checks if current platform is part of a given platform group
|
|
</summary>
|
|
<param name="group">The platform group to check</param>
|
|
<returns>True if current platform is part of a platform group</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyTargetRules.GetBuildSettingsInfo(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Gets diagnostic messages about default settings which have changed in newer versions of the engine
|
|
</summary>
|
|
<param name="diagnostics">List of messages to be appended to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyTargetRules.ShouldIgnorePluginDependency(UnrealBuildTool.PluginInfo,UnrealBuildTool.PluginReferenceDescriptor)">
|
|
<summary>
|
|
Checks if a plugin should be programmatically allowed in the build
|
|
</summary>
|
|
<returns>true if the plugin is allowed</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyTargetRules._bWithAutomationTestsPrivate">
|
|
<summary>
|
|
Determines if the automation tests should be compiled based on the current configuration and optional forced settings.
|
|
If either the development tests or performance tests are compiled (unless explicitly disabled), this property returns true.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetDescriptor">
|
|
<summary>
|
|
Describes all of the information needed to initialize a UEBuildTarget object
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.ForeignPlugin">
|
|
<summary>
|
|
Foreign plugin to compile against this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bBuildPluginAsLocal">
|
|
<summary>
|
|
Whether we should treat the ForeignPlugin argument as a local plugin for building purposes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bBuildDependantPlugins">
|
|
<summary>
|
|
When building a foreign plugin, whether to build plugins it depends on as well.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.OnlyModuleNames">
|
|
<summary>
|
|
Set of module names to compile.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.FileLists">
|
|
<summary>
|
|
Lists of files to compile
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.SpecificFilesToCompile">
|
|
<summary>
|
|
Individual file(s) to compile
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.RelativePathsToSpecificFilesToCompile">
|
|
<summary>
|
|
Relative path to file(s) to compile
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.WorkingDir">
|
|
<summary>
|
|
Working directory when compiling with RelativePathsToSpecificFilesToCompile
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bSingleFileBuildDependents">
|
|
<summary>
|
|
Will build all files that directly include any of the files provided in -SingleFile
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.HotReloadMode">
|
|
<summary>
|
|
Whether to perform hot reload for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.HotReloadModuleNameToSuffix">
|
|
<summary>
|
|
Map of module name to suffix for hot reloading from the editor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.LiveCodingModules">
|
|
<summary>
|
|
Path to a file containing a list of modules that may be modified for live coding.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.LiveCodingManifest">
|
|
<summary>
|
|
Path to the manifest for passing info about the output to live coding
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.LiveCodingLimit">
|
|
<summary>
|
|
If a non-zero value, a live coding request will be terminated if more than the given number of actions are required.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bQuiet">
|
|
<summary>
|
|
Suppress messages about building this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bRebuild">
|
|
<summary>
|
|
Clean the target before trying to build it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bUseUnityBuild">
|
|
<summary>
|
|
Whether to unify C++ code into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bForceUnityBuild">
|
|
<summary>
|
|
Whether to force C++ source files to be combined into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetDescriptor.bIWYU">
|
|
<summary>
|
|
Enables "include what you use" mode.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetDescriptor.IntermediateEnvironment">
|
|
<summary>
|
|
Intermediate environment. Determines if the intermediates end up in a different folder than normal.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.#ctor(EpicGames.Core.FileReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures,EpicGames.Core.CommandLineArguments)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="ProjectFile">Path to the project file</param>
|
|
<param name="TargetName">Name of the target to build</param>
|
|
<param name="Platform">Platform to build for</param>
|
|
<param name="Configuration">Configuration to build</param>
|
|
<param name="Architectures">Architectures to build for</param>
|
|
<param name="Arguments">Other command-line arguments for the target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.ParseCommandLine(EpicGames.Core.CommandLineArguments,UnrealBuildTool.BuildConfiguration,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse a list of target descriptors from the command line
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="BuildConfiguration">Build configuration to get common flags from</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>List of target descriptors</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.ParseCommandLine(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse a list of target descriptors from the command line
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>List of target descriptors</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.ParseCommandLine(EpicGames.Core.CommandLineArguments,System.Boolean,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse a list of target descriptors from the command line
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine distribution</param>
|
|
<param name="bSkipRulesCompile">Whether to skip compiling rules assemblies</param>
|
|
<param name="bForceRulesCompile">Whether to always compile all rules assemblies</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>List of target descriptors</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.ParseCommandLine(EpicGames.Core.CommandLineArguments,System.Boolean,System.Boolean,System.Boolean,System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse a list of target descriptors from the command line
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine distribution</param>
|
|
<param name="bSkipRulesCompile">Whether to skip compiling rules assemblies</param>
|
|
<param name="bForceRulesCompile">Whether to always compile rules assemblies</param>
|
|
<param name="TargetDescriptors">Receives the list of parsed target descriptors</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.ParseSingleCommandLine(EpicGames.Core.CommandLineArguments,System.Boolean,System.Boolean,System.Boolean,System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse a list of target descriptors from the command line
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine distribution</param>
|
|
<param name="bSkipRulesCompile">Whether to skip compiling rules assemblies</param>
|
|
<param name="bForceRulesCompile">Whether to always compile all rules assemblies</param>
|
|
<param name="TargetDescriptors">List of target descriptors</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.TryParseProjectFileArgument(EpicGames.Core.CommandLineArguments,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Try to parse the project file from the command line
|
|
</summary>
|
|
<param name="Arguments">The command line arguments</param>
|
|
<param name="ProjectFile">The project file that was parsed</param>
|
|
<returns>True if the project file was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetDescriptor.ToString">
|
|
<summary>
|
|
Format this object for the debugger
|
|
</summary>
|
|
<returns>String representation of this target descriptor</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetInfo">
|
|
<summary>
|
|
Information about a target, passed along when creating a module descriptor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.Name">
|
|
<summary>
|
|
Name of the target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.Platform">
|
|
<summary>
|
|
The platform that the target is being built for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.Configuration">
|
|
<summary>
|
|
The configuration being built
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.Architectures">
|
|
<summary>
|
|
Architecture that the target is being built for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.IntermediateEnvironment">
|
|
<summary>
|
|
Intermediate environment. Determines if the intermediates end up in a different folder than normal.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.ProjectFile">
|
|
<summary>
|
|
The project containing the target
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetInfo.Version">
|
|
<summary>
|
|
The current build version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetInfo.Arguments">
|
|
<summary>
|
|
Additional command line arguments for this target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetInfo.#ctor(System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures,EpicGames.Core.FileReference,EpicGames.Core.CommandLineArguments,UnrealBuildTool.UnrealIntermediateEnvironment)">
|
|
<summary>
|
|
Constructs a TargetInfo for passing to the TargetRules constructor.
|
|
</summary>
|
|
<param name="Name">Name of the target being built</param>
|
|
<param name="Platform">The platform that the target is being built for</param>
|
|
<param name="Configuration">The configuration being built</param>
|
|
<param name="Architectures">The architectures being built for</param>
|
|
<param name="ProjectFile">Path to the project file containing the target</param>
|
|
<param name="Arguments">Additional command line arguments for this target</param>
|
|
<param name="IntermediateEnvironment">Intermediate environment to use</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetInfo.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Construct a TargetInfo from an archive on disk
|
|
</summary>
|
|
<param name="Reader">Archive to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetInfo.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Write a TargetInfo to an archive on disk
|
|
</summary>
|
|
<param name="Writer">Archive to write to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetType">
|
|
<summary>
|
|
The type of target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetType.Game">
|
|
<summary>
|
|
Cooked monolithic game executable (GameName.exe). Also used for a game-agnostic engine executable (UnrealGame.exe or RocketGame.exe)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetType.Editor">
|
|
<summary>
|
|
Uncooked modular editor executable and DLLs (UnrealEditor.exe, UnrealEditor*.dll, GameName*.dll)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetType.Client">
|
|
<summary>
|
|
Cooked monolithic game client executable (GameNameClient.exe, but no server code)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetType.Server">
|
|
<summary>
|
|
Cooked monolithic game server executable (GameNameServer.exe, but no client code)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetType.Program">
|
|
<summary>
|
|
Program (standalone program, e.g. ShaderCompileWorker.exe, can be modular or monolithic depending on the program)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetLinkType">
|
|
<summary>
|
|
Specifies how to link all the modules in this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetLinkType.Default">
|
|
<summary>
|
|
Use the default link type based on the current target type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetLinkType.Monolithic">
|
|
<summary>
|
|
Link all modules into a single binary
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetLinkType.Modular">
|
|
<summary>
|
|
Link modules into individual dynamic libraries
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetBuildEnvironment">
|
|
<summary>
|
|
Specifies whether to share engine binaries and intermediates with other projects, or to create project-specific versions. By default,
|
|
editor builds always use the shared build environment (and engine binaries are written to Engine/Binaries/Platform), but monolithic builds
|
|
and programs do not (except in installed builds). Using the shared build environment prevents target-specific modifications to the build
|
|
environment.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetBuildEnvironment.Shared">
|
|
<summary>
|
|
Engine binaries and intermediates are output to the engine folder. Target-specific modifications to the engine build environment will be ignored.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetBuildEnvironment.Unique">
|
|
<summary>
|
|
Engine binaries and intermediates are specific to this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetBuildEnvironment.UniqueIfNeeded">
|
|
<summary>
|
|
Will switch to Unique if needed - per-project sdk is enabled, or a property that requires unique is set away from default
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PointerMemberBehavior">
|
|
<summary>
|
|
Specifies how UnrealHeaderTool should enforce member pointer declarations in UCLASSes and USTRUCTs. This should match (by name, not value) the
|
|
EPointerMemberBehavior enum in BaseParser.h so that it can be interpreted correctly by UnrealHeaderTool.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PointerMemberBehavior.Disallow">
|
|
<summary>
|
|
Pointer members of the associated type will be disallowed and result in an error emitted from UnrealHeaderTool.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PointerMemberBehavior.AllowSilently">
|
|
<summary>
|
|
Pointer members of the associated type will be allowed and not emit any messages to log or screen.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PointerMemberBehavior.AllowAndLog">
|
|
<summary>
|
|
Pointer members of the associated type will be allowed but will emit messages to log.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildSettingsVersion">
|
|
<summary>
|
|
Determines which version of the engine to take default build settings from. This allows for backwards compatibility as new options are enabled by default.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildSettingsVersion.V1">
|
|
<summary>
|
|
Legacy default build settings for 4.23 and earlier.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildSettingsVersion.V2">
|
|
<summary>
|
|
New defaults for 4.24:
|
|
* ModuleRules.PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs
|
|
* ModuleRules.bLegacyPublicIncludePaths = false
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildSettingsVersion.V3">
|
|
<summary>
|
|
New defaults for 5.2:
|
|
* ModuleRules.bLegacyParentIncludePaths = false
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildSettingsVersion.V4">
|
|
<summary>
|
|
New defaults for 5.3:
|
|
* TargetRules.CppStandard = CppStandard.Default has changed from Cpp17 to Cpp20
|
|
* TargetRules.WindowsPlatform.bStrictConformanceMode = true
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildSettingsVersion.V5">
|
|
<summary>
|
|
New defaults for 5.4:
|
|
* TargetRules.bValidateFormatStrings = true
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildSettingsVersion.Latest">
|
|
<summary>
|
|
Always use the defaults for the current engine version. Note that this may cause compatibility issues when upgrading.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EngineIncludeOrderVersion">
|
|
<summary>
|
|
What version of include order to use when compiling. This controls which UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_X defines are enabled when compiling the target.
|
|
The UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_X defines are used when removing implicit includes from Unreal Public headers.
|
|
Specific versions can be used by licensees to avoid compile errors when integrating new versions of Unreal.
|
|
Using Latest comes with a high risk of introducing compile errors in your code on newer Unreal versions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Unreal5_1">
|
|
<summary>
|
|
Include order used in Unreal 5.1
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Unreal5_2">
|
|
<summary>
|
|
Include order used in Unreal 5.2
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Unreal5_3">
|
|
<summary>
|
|
Include order used in Unreal 5.3
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Unreal5_4">
|
|
<summary>
|
|
Include order used in Unreal 5.4
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Unreal5_5">
|
|
<summary>
|
|
Include order used in Unreal 5.5
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Latest">
|
|
<summary>
|
|
Always use the latest version of include order. This value is updated every Unreal release, use with caution if you intend to integrate newer Unreal releases.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EngineIncludeOrderVersion.Oldest">
|
|
<summary>
|
|
Contains the oldest version of include order that the engine supports.
|
|
Do not delete old enum entries to prevent breaking project generation
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.StaticAnalyzer">
|
|
<summary>
|
|
Which static analyzer to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzer.None">
|
|
<summary>
|
|
Do not perform static analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzer.Default">
|
|
<summary>
|
|
Use the default static analyzer for the selected compiler, if it has one. For
|
|
Visual Studio and Clang, this means using their built-in static analysis tools.
|
|
Any compiler that doesn't support static analysis will ignore this option.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzer.VisualCpp">
|
|
<summary>
|
|
Use the built-in Visual C++ static analyzer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzer.PVSStudio">
|
|
<summary>
|
|
Use PVS-Studio for static analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzer.Clang">
|
|
<summary>
|
|
Use clang for static analysis. This forces the compiler to clang.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.StaticAnalyzerOutputType">
|
|
<summary>
|
|
Output type for the static analyzer. This currently only works for the Clang static analyzer.
|
|
The Clang static analyzer can do either Text, which prints the analysis to stdout, or
|
|
html, where it writes out a navigable HTML page for each issue that it finds, per file.
|
|
The HTML is output in the same directory as the object file that would otherwise have
|
|
been generated.
|
|
All other analyzers default automatically to Text.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzerOutputType.Text">
|
|
<summary>
|
|
Output the analysis to stdout.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzerOutputType.Html">
|
|
<summary>
|
|
Output the analysis to an HTML file in the object folder.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.StaticAnalyzerMode">
|
|
<summary>
|
|
Output type for the static analyzer. This currently only works for the Clang static analyzer.
|
|
The Clang static analyzer can do a shallow quick analysis. However the default deep is recommended.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzerMode.Deep">
|
|
<summary>
|
|
Default deep analysis.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StaticAnalyzerMode.Shallow">
|
|
<summary>
|
|
Quick analysis. Not recommended.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.OptimizationMode">
|
|
<summary>
|
|
Optimization mode for compiler settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.OptimizationMode.Speed">
|
|
<summary>
|
|
Favor speed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.OptimizationMode.Size">
|
|
<summary>
|
|
Favor minimal code size
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.OptimizationMode.SizeAndSpeed">
|
|
<summary>
|
|
Somewhere between Speed and Size
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DebugInfoMode">
|
|
<summary>
|
|
Debug info mode for compiler settings to determine how much debug info is available
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.None">
|
|
<summary>
|
|
Disable all debugging info.
|
|
MSVC: object files will be compiled without /Z7 or /Zi but pdbs will still be created
|
|
callstacks should be available in this mode but there have been reports with them being incorrect
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.Engine">
|
|
<summary>
|
|
Enable debug info for engine modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.EnginePlugins">
|
|
<summary>
|
|
Enable debug info for engine plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.Project">
|
|
<summary>
|
|
Enable debug info for project modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.ProjectPlugins">
|
|
<summary>
|
|
Enable debug info for project plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.EngineOnly">
|
|
<summary>
|
|
Only include debug info for engine modules and plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.ProjectOnly">
|
|
<summary>
|
|
Only include debug info for project modules and project plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DebugInfoMode.Full">
|
|
<summary>
|
|
Include full debugging information for all modules
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.FPSemanticsMode">
|
|
<summary>
|
|
Floating point math semantics
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FPSemanticsMode.Default">
|
|
<summary>
|
|
Use the default semantics for the platform.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FPSemanticsMode.Precise">
|
|
<summary>
|
|
FP math is IEEE-754 compliant, assuming that FP exceptions are disabled and the rounding
|
|
mode is round-to-nearest-even.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FPSemanticsMode.Imprecise">
|
|
<summary>
|
|
FP math isn't IEEE-754 compliant: the compiler is allowed to transform math expressions
|
|
in a ways that might result in differently rounded results from what IEEE-754 requires.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GameplayDebuggerOverrideState">
|
|
<summary>
|
|
Determines how the Gameplay Debugger plugin will be activated.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GameplayDebuggerOverrideState.Default">
|
|
<summary>
|
|
Default => Not overriden, default usage behavior.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GameplayDebuggerOverrideState.Core">
|
|
<summary>
|
|
Core => WITH_GAMEPLAY_DEBUGGER = 0 and WITH_GAMEPLAY_DEBUGGER_CORE = 1
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GameplayDebuggerOverrideState.Full">
|
|
<summary>
|
|
Full => WITH_GAMEPLAY_DEBUGGER = 1 and WITH_GAMEPLAY_DEBUGGER_CORE = 1
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EngineIncludeOrderHelper">
|
|
<summary>
|
|
Utility class for EngineIncludeOrderVersion defines
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EngineIncludeOrderHelper.GetAllDeprecationDefines">
|
|
<summary>
|
|
Returns a list of every deprecation define available.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EngineIncludeOrderHelper.GetDeprecationDefines(UnrealBuildTool.EngineIncludeOrderVersion)">
|
|
<summary>
|
|
Get a list of every deprecation define and their value for the specified engine include order.
|
|
</summary>
|
|
<param name="inVersion"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EngineIncludeOrderHelper.GetLatestDeprecationDefine">
|
|
<summary>
|
|
Returns the latest deprecation define.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RequiresUniqueBuildEnvironmentAttribute">
|
|
<summary>
|
|
Attribute used to mark fields which must match between targets in the shared build environment
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigSubObjectAttribute">
|
|
<summary>
|
|
Attribute used to mark configurable sub-objects
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetRules">
|
|
<summary>
|
|
TargetRules is a data structure that contains the rules for defining a target (application/executable)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetRules.TargetType">
|
|
<summary>
|
|
Static class wrapping constants aliasing the global TargetType enum.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.TargetType.Game">
|
|
<summary>
|
|
Alias for TargetType.Game
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.TargetType.Editor">
|
|
<summary>
|
|
Alias for TargetType.Editor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.TargetType.Client">
|
|
<summary>
|
|
Alias for TargetType.Client
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.TargetType.Server">
|
|
<summary>
|
|
Alias for TargetType.Server
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.TargetType.Program">
|
|
<summary>
|
|
Alias for TargetType.Program
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Name">
|
|
<summary>
|
|
The name of this target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.IsNameOverriden">
|
|
<summary>
|
|
If the Name of this target has been overriden
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.OriginalName">
|
|
<summary>
|
|
Return the original target name without overrides or adornments
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.NameOverride">
|
|
<summary>
|
|
Override the name used for this target
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.IsTestTarget">
|
|
<summary>
|
|
Whether this is a low level tests target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIsTestTargetOverride">
|
|
<summary>
|
|
Override this boolean flag in inheriting classes for low level test targets.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ExplicitTestsTarget">
|
|
<summary>
|
|
Whether this is a test target explicitly defined.
|
|
Explicitley defined test targets always inherit from TestTargetRules and define their own tests.
|
|
Implicit test targets are created from existing targets when building with -Mode=Test and they include tests from all dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.WithLowLevelTests">
|
|
<summary>
|
|
Controls the value of WITH_LOW_LEVEL_TESTS that dictates whether module-specific low level tests are compiled in or not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithLowLevelTestsOverride">
|
|
<summary>
|
|
Override the value of WithLowLevelTests by setting this to true in inherited classes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.File">
|
|
<summary>
|
|
File containing the general type for this target (not including platform/group)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.TargetSourceFile">
|
|
<summary>
|
|
File containing the platform/group-specific type for this target
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.TargetFiles">
|
|
<summary>
|
|
All target files that could be referenced by this target and will require updating the Makefile if changed
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Logger">
|
|
<summary>
|
|
Logger for output relating to this target. Set before the constructor is run from <see cref="T:UnrealBuildTool.RulesCompiler"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.AdditionalData">
|
|
<summary>
|
|
Generic nullable object so a user can set additional data in a project's TargetRule and access in a project's ModuleRule without needing to add new properties post-release.
|
|
For example:
|
|
* in .Target.cs: AdditionalData = "data";
|
|
* in .Build.cs: if ((Target.AdditionalData as string) == "data") { ... }
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Platform">
|
|
<summary>
|
|
Platform that this target is being built for.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Configuration">
|
|
<summary>
|
|
The configuration being built.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Architectures">
|
|
<summary>
|
|
Architecture that the target is being built for (or an empty string for the default).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Architecture">
|
|
<summary>
|
|
Gets the Architecture in the normal case where there is a single Architecture in Architectures
|
|
(this will throw an exception if there is more than one architecture specified)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.IntermediateEnvironment">
|
|
<summary>
|
|
Intermediate environment. Determines if the intermediates end up in a different folder than normal.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ProjectFile">
|
|
<summary>
|
|
Path to the project file for the project containing this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Version">
|
|
<summary>
|
|
The current build version
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.Type">
|
|
<summary>
|
|
The type of target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DefaultBuildSettings">
|
|
<summary>
|
|
Specifies the engine version to maintain backwards-compatible default build settings with (eg. DefaultSettingsVersion.Release_4_23, DefaultSettingsVersion.Release_4_24). Specify DefaultSettingsVersion.Latest to always
|
|
use defaults for the current engine version, at the risk of introducing build errors while upgrading.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ForcedIncludeOrder">
|
|
<summary>
|
|
Force the include order to a specific version. Overrides any Target and Module rules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.IncludeOrderVersion">
|
|
<summary>
|
|
What version of include order to use when compiling this target. Can be overridden via -ForceIncludeOrder on the command line. ModuleRules.IncludeOrderVersion takes precedence.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.OutputFile">
|
|
<summary>
|
|
Path to the output file for the main executable, relative to the Engine or project directory.
|
|
This setting is only typically useful for non-UE programs, since the engine uses paths relative to the executable to find other known folders (eg. Content).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.ConfigValueTracker">
|
|
<summary>
|
|
Tracks a list of config values read while constructing this target
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUsesSteam">
|
|
<summary>
|
|
Whether the target uses Steam.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUsesCEF3">
|
|
<summary>
|
|
Whether the target uses CEF3.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUsesSlate">
|
|
<summary>
|
|
Whether the project uses visual Slate UI (as opposed to the low level windowing/messaging, which is always available).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseStaticCRT">
|
|
<summary>
|
|
Forces linking against the static CRT. This is not fully supported across the engine due to the need for allocator implementations to be shared (for example), and TPS
|
|
libraries to be consistent with each other, but can be used for utility programs.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDebugBuildsActuallyUseDebugCRT">
|
|
<summary>
|
|
Enables the debug C++ runtime (CRT) for debug builds. By default we always use the release runtime, since the debug
|
|
version isn't particularly useful when debugging Unreal Engine projects, and linking against the debug CRT libraries forces
|
|
our third party library dependencies to also be compiled using the debug CRT (and often perform more slowly). Often
|
|
it can be inconvenient to require a separate copy of the debug versions of third party static libraries simply
|
|
so that you can debug your program's code.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bLegalToDistributeBinary">
|
|
<summary>
|
|
Whether the output from this target can be publicly distributed, even if it has dependencies on modules that are in folders
|
|
with special restrictions (eg. CarefullyRedist, NotForLicensees, NoRedist).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.UndecoratedConfiguration">
|
|
<summary>
|
|
Specifies the configuration whose binaries do not require a "-Platform-Configuration" suffix.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DecoratedSeparator">
|
|
<summary>
|
|
Specifies the separator charcter for binary filenames.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowHotReload">
|
|
<summary>
|
|
Whether this target supports hot reload
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildAllModules">
|
|
<summary>
|
|
Build all the modules that are valid for this target type. Used for CIS and making installed engine builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.VSTestRunSettingsFile">
|
|
<summary>
|
|
Set this to reference a VSTest run settings file from generated projects.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.BuildPlugins">
|
|
<summary>
|
|
Additional plugins that are built for this target type but not enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bRuntimeDependenciesComeFromBuildPlugins">
|
|
<summary>
|
|
If this is true, then the BuildPlugins list will be used to populate RuntimeDependencies, rather than EnablePlugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.AdditionalPlugins">
|
|
<summary>
|
|
A list of additional plugins which need to be included in this target. This allows referencing non-optional plugin modules
|
|
which cannot be disabled, and allows building against specific modules in program targets which do not fit the categories
|
|
in ModuleHostType.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.EnablePlugins">
|
|
<summary>
|
|
Additional plugins that should be included for this target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.DisablePlugins">
|
|
<summary>
|
|
List of plugins to be disabled for this target. Note that the project file may still reference them, so they should be marked
|
|
as optional to avoid failing to find them at runtime.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.OptionalPlugins">
|
|
<summary>
|
|
Additional plugins that should be included for this target if they are found.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowEnginePluginsEnabledByDefault">
|
|
<summary>
|
|
If false, suppress loading "enabled by default" engine plugins not explicitly enabled by the project or target files.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DisablePluginsConflictWarningLevel">
|
|
<summary>
|
|
How to treat conflicts when a disabled plugin is being enabled by another plugin referencing it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.InternalPluginDependencies">
|
|
<summary>
|
|
A list of Plugin names that are allowed to exist as dependencies without being defined in the uplugin descriptor
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.PakSigningKeysFile">
|
|
<summary>
|
|
Path to the set of pak signing keys to embed in the executable.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.SolutionDirectory">
|
|
<summary>
|
|
Allows a Program Target to specify it's own solution folder path.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bGenerateProgramProject">
|
|
<summary>
|
|
Force a Target to be treated as a Program for the purposes of project file generation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bExplicitTargetForType">
|
|
<summary>
|
|
If true, GetTargetNameByType will not consider this target, thereby disambiguating -TargetType=X.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildInSolutionByDefault">
|
|
<summary>
|
|
Whether the target should be included in the default solution build configuration
|
|
Setting this to false will skip building when running in the IDE
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bShouldCompileAsDLL">
|
|
<summary>
|
|
Whether this target should be compiled as a DLL. Requires LinkType to be set to TargetLinkType.Monolithic.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.CustomConfig">
|
|
<summary>
|
|
Extra subdirectory to load config files out of, for making multiple types of builds with the same platform
|
|
This will get baked into the game executable as CUSTOM_CONFIG and used when staging to filter files and settings
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ExeBinariesSubFolder">
|
|
<summary>
|
|
Subfolder to place executables in, relative to the default location.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.GeneratedCodeVersion">
|
|
<summary>
|
|
Allow target module to override UHT code generation version.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableMeshEditor">
|
|
<summary>
|
|
Whether to enable the mesh editor.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseVerseBPVM">
|
|
<summary>
|
|
Whether to use the BPVM to run Verse.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseAutoRTFMCompiler">
|
|
<summary>
|
|
Whether to use the AutoRTFM Clang compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceNoAutoRTFMCompiler">
|
|
<summary>
|
|
Whether to use force AutoRTFM Clang compiler off.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseAutoRTFMVerifier">
|
|
<summary>
|
|
Whether to enable emitting AutoRTFM verification metadata
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileChaos">
|
|
<summary>
|
|
Whether to compile the Chaos physics plugin.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseChaos">
|
|
<summary>
|
|
Whether to use the Chaos physics interface. This overrides the physx flags to disable APEX and NvCloth
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseChaosChecked">
|
|
<summary>
|
|
Whether to compile in checked chaos features for debugging
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseChaosMemoryTracking">
|
|
<summary>
|
|
Whether to compile in chaos memory tracking features
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileChaosVisualDebuggerSupport">
|
|
<summary>
|
|
Whether to compile in Chaos Visual Debugger (CVD) support features to record the state of the physics simulation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCustomSceneQueryStructure">
|
|
<summary>
|
|
Whether scene query acceleration is done by UE. The physx scene query structure is still created, but we do not use it.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompilePhysX">
|
|
<summary>
|
|
Whether to include PhysX support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileAPEX">
|
|
<summary>
|
|
Whether to include PhysX APEX support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileNvCloth">
|
|
<summary>
|
|
Whether to include NvCloth.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileICU">
|
|
<summary>
|
|
Whether to include ICU unicode/i18n support in Core.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileCEF3">
|
|
<summary>
|
|
Whether to compile CEF3 support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileISPC">
|
|
<summary>
|
|
Whether to compile using ISPC.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileIntelMetricsDiscovery">
|
|
<summary>
|
|
Whether to compile IntelMetricsDiscovery.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompilePython">
|
|
<summary>
|
|
Whether to compile in python support
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseGameplayDebugger">
|
|
<summary>
|
|
Whether to compile with WITH_GAMEPLAY_DEBUGGER enabled with all Engine's default gameplay debugger categories.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseGameplayDebuggerCore">
|
|
<summary>
|
|
Set to true when bUseGameplayDebugger is false but GameplayDebugger's core parts are required.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileIoStoreOnDemand">
|
|
<summary>
|
|
Whether to use I/O store on-demand
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseIris">
|
|
<summary>
|
|
Whether to use Iris.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bTrackRHIResourceInfoForTest">
|
|
<summary>
|
|
Whether to track owner (asset name) of RHI resource for Test configuration.
|
|
Useful for ListShaderMaps and ListShaderLibraries commands.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildEditor">
|
|
<summary>
|
|
Whether we are compiling editor code or not. Prefer the more explicit bCompileAgainstEditor instead.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildRequiresCookedData">
|
|
<summary>
|
|
Whether to compile code related to building assets. Consoles generally cannot build assets. Desktop platforms generally can.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildWithEditorOnlyData">
|
|
<summary>
|
|
Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.bBuildDeveloperToolsOverride">
|
|
<summary>
|
|
Manually specified value for bBuildDeveloperTools.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildDeveloperTools">
|
|
<summary>
|
|
Whether to compile the developer tools.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.bBuildTargetDeveloperToolsOverride">
|
|
<summary>
|
|
Manually specified value for bBuildTargetDeveloperTools.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildTargetDeveloperTools">
|
|
<summary>
|
|
Whether to compile the developer tools that are for target platforms or connected devices (defaults to bBuildDeveloperTools)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceBuildTargetPlatforms">
|
|
<summary>
|
|
Whether to force compiling the target platform modules, even if they wouldn't normally be built.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceBuildShaderFormats">
|
|
<summary>
|
|
Whether to force compiling shader format modules, even if they wouldn't normally be built.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bNeedsExtraShaderFormatsOverride">
|
|
<summary>
|
|
Override for including extra shader formats
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bNeedsExtraShaderFormats">
|
|
<summary>
|
|
Whether we should include any extra shader formats. By default this is only enabled for Program and Editor targets.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUsesTargetSDKs">
|
|
<summary>
|
|
Checks the above flags to see if target SDKs are likely to be compiled in
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileCustomSQLitePlatform">
|
|
<summary>
|
|
Whether we should compile SQLite using the custom "Unreal" platform (true), or using the native platform (false).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseCacheFreedOSAllocs">
|
|
<summary>
|
|
Whether to utilize cache freed OS allocs with MallocBinned
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileAgainstEngine">
|
|
<summary>
|
|
Enabled for all builds that include the engine project. Disabled only when building standalone apps that only link with Core.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileAgainstCoreUObject">
|
|
<summary>
|
|
Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileAgainstApplicationCore">
|
|
<summary>
|
|
Enabled for builds that need to initialize the ApplicationCore module. Command line utilities do not normally need this.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableTrace">
|
|
<summary>
|
|
Enabled for builds that want to use against the Trace module for profiling and diagnostics.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceEnableTrace">
|
|
<summary>
|
|
Force enable tracing - used to allow testing programs to verify tracing works as intended.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.bCompileAgainstEditorOverride">
|
|
<summary>
|
|
Manually specified value for bCompileAgainstEditor.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileAgainstEditor">
|
|
<summary>
|
|
Enabled for editor builds (TargetType.Editor). Can be overridden for programs (TargetType.Program) that would need to compile against editor code. Not available for other target types.
|
|
Mainly drives the value of WITH_EDITOR.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileRecast">
|
|
<summary>
|
|
Whether to compile Recast navmesh generation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileNavmeshSegmentLinks">
|
|
<summary>
|
|
Whether to compile with navmesh segment links.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileNavmeshClusterLinks">
|
|
<summary>
|
|
Whether to compile with navmesh cluster links.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bOverrideCompileSpeedTree">
|
|
<summary>
|
|
Whether to compile SpeedTree support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileSpeedTree">
|
|
<summary>
|
|
Whether we should compile in support for SpeedTree or not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceEnableExceptions">
|
|
<summary>
|
|
Enable exceptions for all modules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseInlining">
|
|
<summary>
|
|
Enable inlining for all modules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceEnableObjCExceptions">
|
|
<summary>
|
|
Enable exceptions for all modules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceEnableRTTI">
|
|
<summary>
|
|
Enable RTTI for all modules.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnablePrivateBuildInformation">
|
|
<summary>
|
|
Enable BuildSettings to contain private information about build. Such as machine name, user name and user domain name (exposed in BuildSettings.h)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnablePIE">
|
|
<summary>
|
|
Enable Position Independent Executable (PIE). Has an overhead cost
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableStackProtection">
|
|
<summary>
|
|
Enable Stack Protection. Has an overhead cost
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithClientCode">
|
|
<summary>
|
|
Compile client-only code.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithServerCode">
|
|
<summary>
|
|
Compile server-only code.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bFNameOutlineNumber">
|
|
<summary>
|
|
Compile with FName storing the number part in the name table.
|
|
Saves memory when most names are not numbered and those that are are referenced multiple times.
|
|
The game and engine must ensure they reuse numbered names similarly to name strings to avoid leaking memory.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithPushModel">
|
|
<summary>
|
|
When enabled, Push Model Networking support will be compiled in.
|
|
This can help reduce CPU overhead of networking, at the cost of more memory.
|
|
Always enabled in editor builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileWithStatsWithoutEngine">
|
|
<summary>
|
|
Whether to include stats support even without the engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileWithPluginSupport">
|
|
<summary>
|
|
Whether to include plugin support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIncludePluginsForTargetPlatforms">
|
|
<summary>
|
|
Whether to allow plugins which support all target platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileWithAccessibilitySupport">
|
|
<summary>
|
|
Whether to allow accessibility code in both Slate and the OS layer.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithPerfCounters">
|
|
<summary>
|
|
Whether to include PerfCounters support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithLiveCoding">
|
|
<summary>
|
|
Whether to enable support for live coding
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseDebugLiveCodingConsole">
|
|
<summary>
|
|
Whether to enable support for live coding
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithDirectXMath">
|
|
<summary>
|
|
Whether to enable support for DirectX Math
|
|
LWC_TODO: No longer supported. Needs removing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithFixedTimeStepSupport">
|
|
<summary>
|
|
Whether to enable the support for FixedTimeStep in the engine
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseLoggingInShipping">
|
|
<summary>
|
|
Whether to turn on logging for test/shipping builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseConsoleInShipping">
|
|
<summary>
|
|
Whether to turn on console for shipping builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bLoggingToMemoryEnabled">
|
|
<summary>
|
|
Whether to turn on logging to memory for test/shipping builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseLauncherChecks">
|
|
<summary>
|
|
Whether to check that the process was launched through an external launcher.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseChecksInShipping">
|
|
<summary>
|
|
Whether to turn on checks (asserts) for test/shipping builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowProfileGPUInTest">
|
|
<summary>
|
|
Whether to turn on GPU markers for Test builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowProfileGPUInShipping">
|
|
<summary>
|
|
Whether to turn on GPU markers for Shipping builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bTCHARIsUTF8">
|
|
<summary>
|
|
Whether to turn on UTF-8 mode, mapping TCHAR to UTF8CHAR.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseEstimatedUtcNow">
|
|
<summary>
|
|
Whether to use the EstimatedUtcNow or PlatformUtcNow. EstimatedUtcNow is appropriate in
|
|
cases where PlatformUtcNow can be slow.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileFreeType">
|
|
<summary>
|
|
True if we need FreeType support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseExecCommandsInShipping">
|
|
<summary>
|
|
Whether to turn allow exec commands for shipping builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompileForSize">
|
|
<summary>
|
|
True if we want to favor optimizing size over speed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.OptimizationLevel">
|
|
<summary>
|
|
Allows to fine tune optimizations level for speed and\or code size
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.FPSemantics">
|
|
<summary>
|
|
Allows setting the FP semantics.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceCompileDevelopmentAutomationTests">
|
|
<summary>
|
|
Whether to compile development automation tests.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceCompilePerformanceAutomationTests">
|
|
<summary>
|
|
Whether to compile performance automation tests.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceDisableAutomationTests">
|
|
<summary>
|
|
Whether to override the defaults for automation tests (Debug/Development configs)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEventDrivenLoader">
|
|
<summary>
|
|
If true, event driven loader will be used in cooked builds. @todoio This needs to be replaced by a runtime solution after async loading refactor.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.NativePointerMemberBehaviorOverride">
|
|
<summary>
|
|
Used to override the behavior controlling whether UCLASSes and USTRUCTs are allowed to have native pointer members, if disallowed they will be a UHT error and should be substituted with TObjectPtr members instead.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseXGEController">
|
|
<summary>
|
|
Whether the XGE controller worker and modules should be included in the engine build.
|
|
These are required for distributed shader compilation using the XGE interception interface.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIWYU">
|
|
<summary>
|
|
Enables "include what you use" by default for modules in this target. Changes the default PCH mode for any module in this project to PCHUsageMode.UseExplicitOrSharedPCHs.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIncludeHeaders">
|
|
<summary>
|
|
Adds header files in included modules to the build.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bHeadersOnly">
|
|
<summary>
|
|
When used with -IncludeHeaders, only header files will be compiled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnforceIWYU">
|
|
<summary>
|
|
Enforce "include what you use" rules; warns if monolithic headers (Engine.h, UnrealEd.h, etc...) are used, and checks that source files include their matching header first.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWarnAboutMonolithicHeadersIncluded">
|
|
<summary>
|
|
Emit a warning when an old-style monolithic header is included while compiling this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bHasExports">
|
|
<summary>
|
|
Whether the final executable should export symbols.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPrecompile">
|
|
<summary>
|
|
Make static libraries for all engine modules as intermediates for this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableOSX109Support">
|
|
<summary>
|
|
Whether we should compile with support for OS X 10.9 Mavericks. Used for some tools that we need to be compatible with this version of OS X.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIsBuildingConsoleApplication">
|
|
<summary>
|
|
True if this is a console application that's being built.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildAdditionalConsoleApp">
|
|
<summary>
|
|
If true, creates an additional console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how
|
|
the application is invoked; you have to link the same executable with a different subsystem setting.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBuildConsoleAppOnly">
|
|
<summary>
|
|
If true, only creates an additional console application. Overrides bBuildAdditionalConsoleApp.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableSymbolCache">
|
|
<summary>
|
|
True if debug symbols that are cached for some platforms should not be created.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseUnityBuild">
|
|
<summary>
|
|
Whether to unify C++ code into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseUnityBuildOverride">
|
|
<summary>
|
|
Whether to unify C++ code into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceUnityBuild">
|
|
<summary>
|
|
Whether to force C++ source files to be combined into larger files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bMergeModuleAndGeneratedUnityFiles">
|
|
<summary>
|
|
Whether to merge module and generated unity files for faster compilation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.DisableMergingModuleAndGeneratedFilesInUnityFiles">
|
|
<summary>
|
|
List of modules that disables merging module and generated cpp files in the same unity files.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseAdaptiveUnityBuild">
|
|
<summary>
|
|
Use a heuristic to determine which files are currently being iterated on and exclude them from unity blobs, result in faster
|
|
incremental compile times. The current implementation uses the read-only flag to distinguish the working set, assuming that files will
|
|
be made writable by the source control system if they are being modified. This is true for Perforce, but not for Git.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityDisablesOptimizations">
|
|
<summary>
|
|
Disable optimization for files that are in the adaptive non-unity working set.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityDisablesPCH">
|
|
<summary>
|
|
Disables force-included PCHs for files that are in the adaptive non-unity working set.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityDisablesProjectPCHForProjectPrivate">
|
|
<summary>
|
|
Backing storage for bAdaptiveUnityDisablesProjectPCH.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityDisablesPCHForProject">
|
|
<summary>
|
|
Whether to disable force-included PCHs for project source files in the adaptive non-unity working set. Defaults to bAdaptiveUnityDisablesPCH;
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityCreatesDedicatedPCH">
|
|
<summary>
|
|
Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityEnablesEditAndContinue">
|
|
<summary>
|
|
Creates a dedicated PCH for each source file in the working set, allowing faster iteration on cpp-only changes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAdaptiveUnityCompilesHeaderFiles">
|
|
<summary>
|
|
Creates a dedicated source file for each header file in the working set to detect missing includes in headers.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MinGameModuleSourceFilesForUnityBuild">
|
|
<summary>
|
|
The number of source files in a game module before unity build will be activated for that module. This
|
|
allows small game modules to have faster iterative compile times for single files, at the expense of slower full
|
|
rebuild times. This setting can be overridden by the bFasterWithoutUnity option in a module's Build.cs file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DefaultWarningLevel">
|
|
<summary>
|
|
Default treatment of uncategorized warnings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.DefaultWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.TargetRules.DefaultWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bRequireObjectPtrForAddReferencedObjects">
|
|
<summary>
|
|
Require TObjectPtr for FReferenceCollector API's. (Needed for compatibility with incremental GC.)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bValidateFormatStrings">
|
|
<summary>
|
|
Emits compilation errors for incorrect UE_LOG format strings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DeprecationWarningLevel">
|
|
<summary>
|
|
Level to report deprecation warnings as errors
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.DeprecationWarningLevelPrivate">
|
|
<inheritdoc cref="P:UnrealBuildTool.TargetRules.DeprecationWarningLevel"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ShadowVariableWarningLevel">
|
|
<summary>
|
|
Forces shadow variable warnings to be treated as errors on platforms that support it.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWarningsAsErrors">
|
|
<summary>
|
|
Whether to enable all warnings as errors. UE enables most warnings as errors already, but disables a few (such as deprecation warnings).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.UnsafeTypeCastWarningLevel">
|
|
<summary>
|
|
Indicates what warning/error level to treat unsafe type casts as on platforms that support it (e.g., double->float or int64->int32)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUndefinedIdentifierErrors">
|
|
<summary>
|
|
Forces the use of undefined identifiers in conditional expressions to be treated as errors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.UndefinedIdentifierWarningLevel">
|
|
<summary>
|
|
Indicates what warning/error level to treat undefined identifiers in conditional expressions.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.PCHPerformanceIssueWarningLevel">
|
|
<summary>
|
|
Indicates what warning/error level to treat potential PCH performance issues.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ModuleIncludePathWarningLevel">
|
|
<summary>
|
|
How to treat general module include path validation messages
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ModuleIncludePrivateWarningLevel">
|
|
<summary>
|
|
How to treat private module include path validation messages, where a module is adding an include path that exposes private headers
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ModuleIncludeSubdirectoryWarningLevel">
|
|
<summary>
|
|
How to treat unnecessary module sub-directory include path validation messages
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.bShowIncludes">
|
|
<summary>
|
|
Print out files that are included by each source file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bRetainFramePointers">
|
|
<summary>
|
|
Forces frame pointers to be retained this is usually required when you want reliable callstacks e.g. mallocframeprofiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bRetainFramePointersOverride">
|
|
<summary>
|
|
Forces frame pointers to be retained this is usually required when you want reliable callstacks e.g. mallocframeprofiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseFastMonoCalls">
|
|
<summary>
|
|
New Monolithic Graphics drivers have optional "fast calls" replacing various D3d functions
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.NumIncludedBytesPerUnityCPP">
|
|
<summary>
|
|
An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableModuleNumIncludedBytesPerUnityCPPOverride">
|
|
<summary>
|
|
Disables overrides that are set by the module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bStressTestUnity">
|
|
<summary>
|
|
Whether to stress test the C++ unity build robustness by including all C++ files files in a project from a single unified file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDetailedUnityFiles">
|
|
<summary>
|
|
Whether to add additional information to the unity files, such as '_of_X' in the file name. Not recommended.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceDebugInfo">
|
|
<summary>
|
|
Whether to force debug info to be generated.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableDebugInfo">
|
|
<summary>
|
|
Whether to globally disable debug info generation; Obsolete, please use TargetRules.DebugInfoMode instead
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DebugInfo">
|
|
<summary>
|
|
How much debug info should be generated. See DebugInfoMode enum for more details
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DisableDebugInfoModules">
|
|
<summary>
|
|
Modules that should have debug info disabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DisableDebugInfoPlugins">
|
|
<summary>
|
|
Plugins that should have debug info disabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DebugInfoLineTablesOnly">
|
|
<summary>
|
|
True if only debug line number tables should be emitted in debug information for compilers that support doing so. Overrides TargetRules.DebugInfo
|
|
See https://clang.llvm.org/docs/UsersManual.html#cmdoption-gline-tables-only for more information
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DebugInfoLineTablesOnlyModules">
|
|
<summary>
|
|
Modules that should emit line number tables instead of full debug information for compilers that support doing so. Overrides DisableDebugInfoModules
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DebugInfoLineTablesOnlyPlugins">
|
|
<summary>
|
|
Plugins that should emit line number tables instead of full debug information for compilers that support doing so. Overrides DisableDebugInfoPlugins
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableDebugInfoForGeneratedCode">
|
|
<summary>
|
|
Whether to disable debug info generation for generated files. This improves link times and reduces pdb size for modules that have a lot of generated glue code.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bOmitPCDebugInfoInDevelopment">
|
|
<summary>
|
|
Whether to disable debug info on PC/Mac in development builds (for faster developer iteration, as link times are extremely fast with debug info disabled).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUsePDBFiles">
|
|
<summary>
|
|
Whether PDB files should be used for Visual C++ builds.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUsePCHFiles">
|
|
<summary>
|
|
Whether PCH files should be used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDeterministic">
|
|
<summary>
|
|
Set flags require for deterministic compiling and linking.
|
|
Enabling deterministic mode for msvc disables codegen multithreading so compiling will be slower
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bChainPCHs">
|
|
<summary>
|
|
Whether PCHs should be chained when compiling with clang.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceIncludePCHHeadersForGenCppFilesWhenPCHIsDisabled">
|
|
<summary>
|
|
Whether PCH headers should be force included for gen.cpp files when PCH is disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPreprocessOnly">
|
|
<summary>
|
|
Whether to just preprocess source files for this target, and skip compilation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPreprocessDepends">
|
|
<summary>
|
|
Generate dependency files by preprocessing. This is only recommended when distributing builds as it adds additional overhead.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bWithAssembly">
|
|
<summary>
|
|
Whether to generate assembly data while compiling this target. Works exclusively on MSVC for now.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowUbaCompression">
|
|
<summary>
|
|
Experimental: Store object (.obj) compressed on disk. Requires UBA to link, currently MSVC only. Toggling this flag will invalidate MSVC actions.
|
|
Warning, this option is not currently compatitable with PGO or the the cl-clang linker as those are not detoured and linking will fail.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.StaticAnalyzer">
|
|
<summary>
|
|
Whether static code analysis should be enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.StaticAnalyzerOutputType">
|
|
<summary>
|
|
The output type to use for the static analyzer. This is only supported for Clang.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.StaticAnalyzerMode">
|
|
<summary>
|
|
The mode to use for the static analyzer. This is only supported for Clang.
|
|
Shallow mode completes quicker but is generally not recommended.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.StaticAnalyzerPVSPrintLevel">
|
|
<summary>
|
|
The level of warnings to print when analyzing using PVS-Studio
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bStaticAnalyzerProjectOnly">
|
|
<summary>
|
|
Only run static analysis against project modules, skipping engine modules
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bStaticAnalyzerIncludeGenerated">
|
|
<summary>
|
|
When enabled, generated source files will be analyzed
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MinFilesUsingPrecompiledHeader">
|
|
<summary>
|
|
The minimum number of files that must use a pre-compiled header before it will be created and used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForcePrecompiledHeaderForGameModules">
|
|
<summary>
|
|
When enabled, a precompiled header is always generated for game modules, even if there are only a few source files
|
|
in the module. This greatly improves compile times for iterative changes on a few files in the project, at the expense of slower
|
|
full rebuild times for small game projects. This can be overridden by setting MinFilesUsingPrecompiledHeaderOverride in
|
|
a module's Build.cs file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseIncrementalLinking">
|
|
<summary>
|
|
Whether to use incremental linking or not. Incremental linking can yield faster iteration times when making small changes.
|
|
Currently disabled by default because it tends to behave a bit buggy on some computers (PDB-related compile errors).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowLTCG">
|
|
<summary>
|
|
Whether to allow the use of link time code generation (LTCG).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPreferThinLTO">
|
|
<summary>
|
|
When Link Time Code Generation (LTCG) is enabled, whether to
|
|
prefer using the lighter weight version on supported platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ThinLTOCacheDirectory">
|
|
<summary>
|
|
Directory where to put the ThinLTO cache on supported platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ThinLTOCachePruningArguments">
|
|
<summary>
|
|
Arguments that will be applied to prune the ThinLTO cache on supported platforms.
|
|
Arguments will only be applied if ThinLTOCacheDirectory is set.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPGOProfile">
|
|
<summary>
|
|
Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPGOOptimize">
|
|
<summary>
|
|
Whether to optimize this build with Profile Guided Optimization (PGO).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCodeCoverage">
|
|
<summary>
|
|
Whether the target requires code coverage compilation and linking.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bSupportEditAndContinue">
|
|
<summary>
|
|
Whether to support edit and continue.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bOmitFramePointers">
|
|
<summary>
|
|
Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCompressDebugFile">
|
|
<summary>
|
|
If we want to compress the debug files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableCppModules">
|
|
<summary>
|
|
Whether to enable support for C++20 modules
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableCppCoroutinesForEvaluation">
|
|
<summary>
|
|
Whether to enable support for C++20 coroutines
|
|
This option is provided to facilitate evaluation of the feature.
|
|
Expect the name of the option to change. Use of coroutines in with UE is untested and unsupported.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bEnableProcessPriorityControl">
|
|
<summary>
|
|
Whether to enable engine's ability to set process priority on runtime.
|
|
This option requires some environment setup on Linux, that's why it's disabled by default.
|
|
Project has to opt-in this feature as it has to guarantee correct setup.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseMallocProfiler">
|
|
<summary>
|
|
If true, then enable memory profiling in the build (defines USE_MALLOC_PROFILER=1 and forces bOmitFramePointers=false).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bShaderCompilerWorkerTrace">
|
|
<summary>
|
|
If true, then enable Unreal Insights (utrace) profiling in the build for the Shader Compiler Worker (defines USE_SHADER_COMPILER_WORKER_TRACE=1).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseSharedPCHs">
|
|
<summary>
|
|
Enables "Shared PCHs", a feature which significantly speeds up compile times by attempting to
|
|
share certain PCH files between modules that UBT detects is including those PCH's header files.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseShippingPhysXLibraries">
|
|
<summary>
|
|
True if Development and Release builds should use the release configuration of PhysX/APEX.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseCheckedPhysXLibraries">
|
|
<summary>
|
|
True if Development and Release builds should use the checked configuration of PhysX/APEX. if bUseShippingPhysXLibraries is true this is ignored.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCheckLicenseViolations">
|
|
<summary>
|
|
Tells the UBT to check if module currently being built is violating EULA.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bBreakBuildOnLicenseViolation">
|
|
<summary>
|
|
Tells the UBT to break build if module currently being built is violating EULA.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseFastPDBLinking">
|
|
<summary>
|
|
Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs on Windows. Fast, but currently seems to have problems finding symbols in the debugger.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCreateMapFile">
|
|
<summary>
|
|
Outputs a map file as part of the build.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowRuntimeSymbolFiles">
|
|
<summary>
|
|
True if runtime symbols files should be generated as a post build step for some platforms.
|
|
These files are used by the engine to resolve symbol names of callstack backtraces in logs.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.PackagePath">
|
|
<summary>
|
|
Package full path (directory + filename) where to store input files used at link time
|
|
Normally used to debug a linker crash for platforms that support it
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.CrashDiagnosticDirectory">
|
|
<summary>
|
|
Directory where to put crash report files for platforms that support it
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.BundleVersion">
|
|
<summary>
|
|
Bundle version for Mac apps.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDeployAfterCompile">
|
|
<summary>
|
|
Whether to deploy the executable after compilation on platforms that require deployment.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bForceSkipDeploy">
|
|
<summary>
|
|
Whether to force skipping deployment for platforms that require deployment by default.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowRemotelyCompiledPCHs">
|
|
<summary>
|
|
When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bUseHeaderUnitsForPch">
|
|
<summary>
|
|
Will replace pch with ifc and use header units instead. This is an experimental and msvc-only feature
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bCheckSystemHeadersForModification">
|
|
<summary>
|
|
Whether headers in system paths should be checked for modification when determining outdated actions.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableLinking">
|
|
<summary>
|
|
Whether to disable linking for this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIgnoreBuildOutputs">
|
|
<summary>
|
|
Whether to ignore tracking build outputs for this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableEngineDeprecations">
|
|
<summary>
|
|
Whether to disable UE_DEPRECATED_FORENGINE deprecation warnings in non-engine modules.
|
|
This should only be used in the short-term as these deprecations will get removed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bFormalBuild">
|
|
<summary>
|
|
Indicates that this is a formal build, intended for distribution. This flag is automatically set to true when Build.version has a changelist set and is a promoted build.
|
|
The only behavior currently bound to this flag is to compile the default resource file separately for each binary so that the OriginalFilename field is set correctly.
|
|
By default, we only compile the resource once to reduce build times.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bFlushBuildDirOnRemoteMac">
|
|
<summary>
|
|
Whether to clean Builds directory on a remote Mac before building.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPrintToolChainTimingInfo">
|
|
<summary>
|
|
Whether to write detailed timing info from the compiler and linker.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bParseTimingInfoForTracing">
|
|
<summary>
|
|
Whether to parse timing data into a tracing file compatible with chrome://tracing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bPublicSymbolsByDefault">
|
|
<summary>
|
|
Whether to expose all symbols as public by default on POSIX platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableInliningGenCpps">
|
|
<summary>
|
|
Disable supports for inlining gen.cpps
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ToolChainName">
|
|
<summary>
|
|
Allows overriding the toolchain to be created for this target. This must match the name of a class declared in the UnrealBuildTool assembly.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MSVCCompileActionWeight">
|
|
<summary>
|
|
The weight(cpu/memory utilization) of a MSVC compile action
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ClangCompileActionWeight">
|
|
<summary>
|
|
The weight(cpu/memory utilization) of a clang compile action
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bDisableUnverifiedCertificates">
|
|
<summary>
|
|
Whether to allow engine configuration to determine if we can load unverified certificates.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowGeneratedIniWhenCooked">
|
|
<summary>
|
|
Whether to load generated ini files in cooked build, (GameUserSettings.ini loaded either way)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowNonUFSIniWhenCooked">
|
|
<summary>
|
|
Whether to load non-ufs ini files in cooked build, (GameUserSettings.ini loaded either way)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bLegacyPublicIncludePaths">
|
|
<summary>
|
|
Add all the public folders as include paths for the compile environment.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bLegacyParentIncludePaths">
|
|
<summary>
|
|
Add all the parent folders as include paths for the compile environment.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.CppStandardEngine">
|
|
<summary>
|
|
Which C++ standard to use for compiling this target (for engine modules)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.CppStandard">
|
|
<summary>
|
|
Which C++ standard to use for compiling this target (for non-engine modules)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.CStandard">
|
|
<summary>
|
|
Which C standard to use for compiling this target
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MinCpuArchX64">
|
|
<summary>
|
|
Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used, on the x64 platforms that support it. Ignored for arm64.
|
|
Note that by enabling this you are changing the minspec for the target platform, and the resultant executable will crash on machines without AVX support.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bNoManifestChanges">
|
|
<summary>
|
|
Do not allow manifest changes when building this target. Used to cause earlier errors when building multiple targets with a shared build environment.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.BuildVersion">
|
|
<summary>
|
|
The build version string
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.LinkType">
|
|
<summary>
|
|
Specifies how to link modules in this target (monolithic or modular). This is currently protected for backwards compatibility. Call the GetLinkType() accessor
|
|
until support for the deprecated ShouldCompileMonolithic() override has been removed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bStripExports">
|
|
<summary>
|
|
Experimental: Strip unused exports from libraries. Only applies when LinkType is Modular
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bMergeModules">
|
|
<summary>
|
|
Experimental: Merge modular modules into combined libraries. Sets LinkType to Modular and enables bStripExports
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MergePlugins">
|
|
<summary>
|
|
Experimental: List of plugins (and their dependencies) to each merge into separate libraries. Requires bMergeModules to be enabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MergePluginsShared">
|
|
<summary>
|
|
Experimental: List of merged plugins to move common dependencies to a shared library, requires MergePlugins. Can be chained
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MergePluginsLaunch">
|
|
<summary>
|
|
Experimental: List of merged plugins to move to the main executable, requires MergePlugins. "Engine" for all shared engine modules and "Common" for shared project modules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.LinkTypePrivate">
|
|
<summary>
|
|
Backing storage for the LinkType property.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.GlobalDefinitions">
|
|
<summary>
|
|
Macros to define globally across the whole target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ProjectDefinitions">
|
|
<summary>
|
|
Macros to define across all macros in the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.LaunchModuleName">
|
|
<summary>
|
|
Specifies the name of the launch module. For modular builds, this is the module that is compiled into the target's executable.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.LaunchModuleNamePrivate">
|
|
<summary>
|
|
Backing storage for the LaunchModuleName property.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ExportPublicHeader">
|
|
<summary>
|
|
Specifies the path to write a header containing public definitions for this target. Useful when building a DLL to be consumed by external build processes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ExtraModuleNames">
|
|
<summary>
|
|
List of additional modules to be compiled into the target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.ManifestFileNames">
|
|
<summary>
|
|
Path to a manifest to output for this target
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.DependencyListFileNames">
|
|
<summary>
|
|
Path to a list of dependencies for this target, when precompiling
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.BuildEnvironmentOverride">
|
|
<summary>
|
|
Backing storage for the BuildEnvironment property
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.BuildEnvironment">
|
|
<summary>
|
|
Specifies the build environment for this target. See TargetBuildEnvironment for more information on the available options.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAllowSDKOverrideModulesWithSharedEnvironment">
|
|
<summary>
|
|
If this true, a Shared build environment target will allow for any modules that are SDK version sensitive to have
|
|
a project side module when an SDK is overridden. For instance, if IOSTargetPlatform, which is marked as IOS SDK
|
|
version relevant, is compiled for a Target with this set to true, and that target overrides the IOS SDK, then
|
|
this would compile to e.g. MyProject/Binaries/Win64/IOS/MyProject-IOSTargetPlatform.dll
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bOverrideBuildEnvironment">
|
|
<summary>
|
|
Whether to ignore violations to the shared build environment (eg. editor targets modifying definitions)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.PreBuildTargets">
|
|
<summary>
|
|
Specifies a list of targets which should be built before this target is built.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.PreBuildSteps">
|
|
<summary>
|
|
Specifies a list of steps which should be executed before this target is built, in the context of the host platform's shell.
|
|
The following variables will be expanded before execution:
|
|
$(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.PostBuildSteps">
|
|
<summary>
|
|
Specifies a list of steps which should be executed after this target is built, in the context of the host platform's shell.
|
|
The following variables will be expanded before execution:
|
|
$(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.AdditionalBuildProducts">
|
|
<summary>
|
|
Specifies additional build products produced as part of this target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.AdditionalCompilerArguments">
|
|
<summary>
|
|
Additional arguments to pass to the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.AdditionalLinkerArguments">
|
|
<summary>
|
|
Additional arguments to pass to the linker
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MemoryPerActionGB">
|
|
<summary>
|
|
Max amount of memory that each compile action may require. Used by ParallelExecutor to decide the maximum
|
|
number of parallel actions to start at one time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.DisableUnityBuildForModules">
|
|
<summary>
|
|
List of modules to disable unity builds for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.EnableOptimizeCodeForModules">
|
|
<summary>
|
|
List of modules to enable optimizations for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.DisableOptimizeCodeForModules">
|
|
<summary>
|
|
List of modules to disable optimizations for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.OptimizeForSizeModules">
|
|
<summary>
|
|
List of modules to optimize for size. This allows the target to override module optimization level
|
|
Note that this may disable PCH usage if a private PCH is not provided
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.OptimizeForSizeAndSpeedModules">
|
|
<summary>
|
|
List of modules to optimize for size and speed. This allows the target to override module optimization level
|
|
Note that this may disable PCH usage if a private PCH is not provided
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.GeneratedProjectName">
|
|
<summary>
|
|
When generating project files, specifies the name of the project file to use when there are multiple targets of the same type.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRules.OptedInModulePlatforms">
|
|
<summary>
|
|
If this is non-null, then any platforms NOT listed will not be allowed to have modules in their directories be created
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.AndroidPlatform">
|
|
<summary>
|
|
Android-specific target settings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.IOSPlatform">
|
|
<summary>
|
|
IOS-specific target settings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.LinuxPlatform">
|
|
<summary>
|
|
Linux-specific target settings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.MacPlatform">
|
|
<summary>
|
|
Mac-specific target settings.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.WindowsPlatform">
|
|
<summary>
|
|
Windows-specific target settings.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.IsSDKVersionRelevant(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Checks if the target needs to care about sdk version - if not, we can share the target between projects that are on differnet sdk versions.
|
|
For instance, ShaderCompileWorker is very tied to, say, console sdk versions, but UnrealPak doesn't have sdk things compiled in
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bAreTargetSDKVersionsRelevantOverride">
|
|
<summary>
|
|
Allow a target to override whether or not AreSDKVersionsRelevant uses default logic
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.AllowsPerProjectSDKVersion">
|
|
<summary>
|
|
Checks if the target can use non-standard sdk versions. For instance, the editor is usually compiled as a modular build shared between projects,
|
|
so if one projet uses sdk version 1, and another uses 2, then the generated engine modules will use the most recently built sdk, which could break
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.ShouldIgnorePluginDependency(UnrealBuildTool.PluginInfo,UnrealBuildTool.PluginReferenceDescriptor)">
|
|
<summary>
|
|
Checks if a plugin should be programmatically allowed in the build
|
|
</summary>
|
|
<returns>true if the plugin is allowed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.RequiresUniqueEnvironment(UnrealBuildTool.RulesAssembly,EpicGames.Core.CommandLineArguments,System.Collections.Generic.Dictionary{System.String,System.ValueTuple{System.String,System.String}},System.String@)">
|
|
<summary>
|
|
Checks if a property has been set with the RequiresUniqueBuildEnvironmentAttribute, and is different from it's base
|
|
</summary>
|
|
<param name="rulesAssembly">Assembly containing the target</param>
|
|
<param name="arguments">Commandline options that may affect the target creation</param>
|
|
<param name="propNamesThatRequireUnique">If the target requires a unique build environment, this will contain the names of the field/property that require unique, mapped to a pair of base and current value</param>
|
|
<param name="baseTargetName">If the target requires a unique build environment, this will contain the name of the target this was based on (UnrealGame, UnrealEditor, etc)/property</param>
|
|
<returns>true if a property was set such that it requires a unique build environment</returns>
|
|
<exception cref="T:UnrealBuildTool.BuildException"></exception>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.UpdateBuildEnvironmentIfNeeded(UnrealBuildTool.RulesAssembly,EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
For any target that has set BuildEnvironment = TargetBuildEnvironment.Unique, this will change the Environment to either Shared or Unique accordingly
|
|
</summary>
|
|
<param name="rulesAssembly">Assembly containing the target</param>
|
|
<param name="arguments">Commandline options that may affect the target creation</param>
|
|
<param name="logger">Logger</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.Create(System.Type,UnrealBuildTool.TargetInfo,EpicGames.Core.FileReference,EpicGames.Core.FileReference,System.Collections.Generic.IEnumerable{EpicGames.Core.FileReference},System.Nullable{UnrealBuildTool.BuildSettingsVersion},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create a TargetRules instance
|
|
</summary>
|
|
<param name="rulesType">Type to create</param>
|
|
<param name="targetInfo">Target info</param>
|
|
<param name="baseFile">Path to the file for the rules assembly</param>
|
|
<param name="platformFile">Path to the platform specific rules file</param>
|
|
<param name="targetFiles">Path to all possible rules file</param>
|
|
<param name="defaultBuildSettings"></param>
|
|
<param name="logger">Logger for the new target rules</param>
|
|
<returns>Target instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.#ctor(UnrealBuildTool.TargetInfo)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="target">Information about the target being built</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.FormatHexBytes(System.Byte[])">
|
|
<summary>
|
|
Formats an array of bytes as a sequence of values
|
|
</summary>
|
|
<param name="data">The data to convert into a string</param>
|
|
<returns>List of hexadecimal bytes</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.SetOverridesForTargetType">
|
|
<summary>
|
|
Override any settings required for the selected target type
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.SetDefaultsForCookedEditor(System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Override settings that all cooked editor targets will want
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.GetSupportedPlatforms">
|
|
<summary>
|
|
Gets a list of platforms that this target supports
|
|
</summary>
|
|
<returns>Array of platforms that the target supports</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.GetSupportedConfigurations">
|
|
<summary>
|
|
Gets a list of configurations that this target supports
|
|
</summary>
|
|
<returns>Array of configurations that the target supports</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.GetConfigurableObjects">
|
|
<summary>
|
|
Finds all the subobjects which can be configured by command line options and config files
|
|
</summary>
|
|
<returns>Sequence of objects</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.HostPlatform">
|
|
<summary>
|
|
Gets the host platform being built on
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bGenerateProjectFiles">
|
|
<summary>
|
|
Expose the bGenerateProjectFiles flag to targets, so we can modify behavior as appropriate for better intellisense
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bShouldTargetRulesTogglePlugins">
|
|
<summary>
|
|
Indicates whether target rules should be used to explicitly enable or disable plugins. Usually not needed for project generation unless project files indicate whether referenced plugins should be built or not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetRules.bIsEngineInstalled">
|
|
<summary>
|
|
Expose a setting for whether or not the engine is installed
|
|
</summary>
|
|
<returns>Flag for whether the engine is installed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.GetBuildSettingsInfo(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Gets diagnostic messages about default settings which have changed in newer versions of the engine
|
|
</summary>
|
|
<param name="diagnostics">List of diagnostic messages</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetRules.PrintBuildSettingsInfoWarnings">
|
|
<summary>
|
|
Prints diagnostic messages about default settings which have changed in newer versions of the engine
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TestModuleRules">
|
|
<summary>
|
|
ModuleRules extension for low level tests.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestModuleRules.InTestMode">
|
|
<summary>
|
|
Check if running in test mode.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.TestedModule">
|
|
<summary>
|
|
Associated tested module of this test module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestModuleRules.TestMetadata">
|
|
<summary>
|
|
Test metadata, used with BuildGraph only.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestModuleRules.#ctor(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Constructs a TestModuleRules object as its own test module.
|
|
</summary>
|
|
<param name="Target"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestModuleRules.#ctor(UnrealBuildTool.ReadOnlyTargetRules,System.Boolean)">
|
|
<summary>
|
|
Constructs a TestModuleRules object as its own test module.
|
|
Sets value of bUsesCatch2.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestModuleRules.#ctor(UnrealBuildTool.ModuleRules)">
|
|
<summary>
|
|
Constructs a TestModuleRules object with an associated tested module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestModuleRules.SetResourcesFolder(System.String)">
|
|
<summary>
|
|
Set test-specific resources folder relative to module directory.
|
|
This will be copied to the binaries path during deployment.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestModuleRules.UpdateBuildGraphPropertiesFile(UnrealBuildTool.TestModuleRules.Metadata)">
|
|
<summary>
|
|
Deprecated, test metadata now generated explicitly using -Mode-Test with -GenerateMetadata.
|
|
</summary>
|
|
<param name="TestMetadata"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestModuleRules.UpdateBuildGraphMetadata(UnrealBuildTool.TestModuleRules.Metadata,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates or updates metadata file for LowLevelTests.xml containing test flags: name, short name, target name, relative binaries path, supported platforms etc.
|
|
Called by RunUBT.bat -Mode=Test -GenerateMetadata
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TestModuleRules.Metadata">
|
|
<summary>
|
|
Test metadata class.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.TestName">
|
|
<summary>
|
|
Test long name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.TestShortName">
|
|
<summary>
|
|
Test short name used for display in build system.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.ReportType">
|
|
<summary>
|
|
Type of Catch2 report, defaults to console.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.StagesWithProjectFile">
|
|
<summary>
|
|
Does this test use project files for staging additional files
|
|
and cause the build to use BuildCookRun instead of a Compile step
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.Deactivated">
|
|
<summary>
|
|
Is this test deactivated?
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.InitialExtraArgs">
|
|
<summary>
|
|
Depercated, use GauntletArgs or ExtraArgs instead to help indicate arguments to launch the test under.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.GauntletArgs">
|
|
<summary>
|
|
Any initial Gauntlet args to be passed to the test executable
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.ExtraArgs">
|
|
<summary>
|
|
Any extra args to be passed to the test executable as --extra-args
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.HasAfterSteps">
|
|
<summary>
|
|
Whether there's a step that gets executed after the tests have finished.
|
|
Typically used for cleanup of resources.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.UsesCatch2">
|
|
<summary>
|
|
Test built with a frakework other than Catch2
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.SupportedPlatforms">
|
|
<summary>
|
|
Set of supported platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.PlatformTags">
|
|
<summary>
|
|
Per-platform tags.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.PlatformGauntletArgs">
|
|
<summary>
|
|
Per-platform gauntlet args.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.PlatformCompilationExtraArgs">
|
|
<summary>
|
|
Per-platform extra compilation arguments.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.PlatformsRunUnsupported">
|
|
<summary>
|
|
List of platforms that cannot run tests.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestModuleRules.Metadata.PlatformRunContainerized">
|
|
<summary>
|
|
Whether or not the test is run inside a Docker container for a given platform.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TestTargetRules">
|
|
<summary>
|
|
TargetRules extension for low level tests.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bUpdateBuildGraphPropertiesFile">
|
|
<summary>
|
|
Configuration mapping to control build graph test metadata generation during project files generation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bTestsRequireEditor">
|
|
<summary>
|
|
Keeps track if low level tests executable must build with the Editor.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bTestsRequireEngine">
|
|
<summary>
|
|
Keeps track if low level tests executable must build with the Engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bTestsRequireApplicationCore">
|
|
<summary>
|
|
Keeps track if low level tests executable must build with the ApplicationCore.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bTestsRequireCoreUObject">
|
|
<summary>
|
|
Keeps track if low level tests executable must build with the CoreUObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.TestedTarget">
|
|
<summary>
|
|
Associated tested target of this test target, if defined.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bCompileAgainstApplicationCore">
|
|
<summary>
|
|
Test target override for bCompileAgainstApplicationCore.
|
|
It is set to true if there is any reference to ApplicationCore in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bNeverCompileAgainstApplicationCore">
|
|
<summary>
|
|
If set to true, it will not compile against ApplicationCore even if "ApplicationCore" is in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bCompileAgainstCoreUObject">
|
|
<summary>
|
|
Test target override for bCompileAgainstCoreUObject.
|
|
It is set to true if there is any reference to CoreUObject in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bNeverCompileAgainstCoreUObject">
|
|
<summary>
|
|
If set to true, it will not compile against CoreUObject even if "CoreUObject" is in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bCompileAgainstEngine">
|
|
<summary>
|
|
Test target override for bCompileAgainstEngine.
|
|
It is set to true if there is any reference to Engine in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bNeverCompileAgainstEngine">
|
|
<summary>
|
|
If set to true, it will not compile against engine even if "Engine" is in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bCompileAgainstEditor">
|
|
<summary>
|
|
Test target override for bCompileAgainstEditor.
|
|
It is set to true if there is any reference to UnrealEd in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bNeverCompileAgainstEditor">
|
|
<summary>
|
|
If set to true, it will not compile against editor even if "UnrealEd" is in the dependency graph.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bUsePlatformFileStub">
|
|
<summary>
|
|
Whether to stub the platform file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TestTargetRules.bMockEngineDefaults">
|
|
<summary>
|
|
Whether to mock engine default instances for materials, AI controller etc.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestTargetRules.#ctor(UnrealBuildTool.TargetInfo)">
|
|
<summary>
|
|
Constructor that explicit targets can inherit from.
|
|
</summary>
|
|
<param name="target"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestTargetRules.Create(UnrealBuildTool.TargetRules,UnrealBuildTool.TargetInfo)">
|
|
<summary>
|
|
Constructs a valid TestTargetRules instance from an existent TargetRules instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestTargetRules.#ctor(UnrealBuildTool.TargetRules,UnrealBuildTool.TargetInfo)">
|
|
<summary>
|
|
Constructor for TestTargetRules based on existing target a.k.a Implicit test target.
|
|
TestTargetRules is setup as a program and is linked monolithically.
|
|
It removes a lot of default compilation behavior in order to produce a minimal test environment.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildBinaryType">
|
|
<summary>
|
|
All binary types generated by UBT
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinaryType.Executable">
|
|
<summary>
|
|
An executable
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinaryType.DynamicLinkLibrary">
|
|
<summary>
|
|
A dynamic library (.dll, .dylib, or .so)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinaryType.StaticLibrary">
|
|
<summary>
|
|
A static library (.lib or .a)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinaryType.Object">
|
|
<summary>
|
|
Object files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinaryType.PrecompiledHeader">
|
|
<summary>
|
|
Precompiled header
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildBinary">
|
|
<summary>
|
|
A binary built by UBT.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.Type">
|
|
<summary>
|
|
The type of binary to build
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.OutputDir">
|
|
<summary>
|
|
Output directory for this binary
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.OutputFilePaths">
|
|
<summary>
|
|
The output file path. This must be set before a binary can be built using it.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildBinary.OutputFilePath">
|
|
<summary>
|
|
Returns the OutputFilePath if there is only one entry in OutputFilePaths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.IntermediateDirectory">
|
|
<summary>
|
|
The intermediate directory for this binary. Modules should create separate intermediate directories below this. Must be set before a binary can be built using it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.bAllowExports">
|
|
<summary>
|
|
If true, build exports lib
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.bCreateImportLibrarySeparately">
|
|
<summary>
|
|
If true, create a separate import library
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.bBuildAdditionalConsoleApp">
|
|
<summary>
|
|
If true, creates an additional console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how
|
|
the application is invoked; you have to link the same executable with a different subsystem setting.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.bBuildConsoleAppOnly">
|
|
<summary>
|
|
If true, replaces the executable with a console application. Hack for Windows, where it's not possible to conditionally inherit a parent's console Window depending on how
|
|
the application is invoked
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.bUsePrecompiled">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.PrimaryModule">
|
|
<summary>
|
|
The primary module that this binary was constructed for. For executables, this is typically the launch module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.Modules">
|
|
<summary>
|
|
List of modules to link together into this executable
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.DependentLinkLibraries">
|
|
<summary>
|
|
Cached list of dependent link libraries.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.RuntimeDependencies">
|
|
<summary>
|
|
Expanded list of runtime dependencies generated by calling PrepareRuntimeDependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.bStripUnusedExports">
|
|
<summary>
|
|
If compiled objects will have unused exports stripped, only affects objects compiled into modular libraries.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBinary.InputObjects">
|
|
<summary>
|
|
List of all objects that would be linked.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.#ctor(UnrealBuildTool.UEBuildBinaryType,System.Collections.Generic.IEnumerable{EpicGames.Core.FileReference},EpicGames.Core.DirectoryReference,System.Boolean,System.Boolean,System.Boolean,UnrealBuildTool.UEBuildModuleCPP,System.Boolean)">
|
|
<summary>
|
|
Create an instance of the class with the given configuration data
|
|
</summary>
|
|
<param name="Type"></param>
|
|
<param name="OutputFilePaths"></param>
|
|
<param name="IntermediateDirectory"></param>
|
|
<param name="bAllowExports"></param>
|
|
<param name="bBuildAdditionalConsoleApp"></param>
|
|
<param name="bBuildConsoleAppOnly"></param>
|
|
<param name="PrimaryModule"></param>
|
|
<param name="bUsePrecompiled"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.CreateAllDependentModules(UnrealBuildTool.UEBuildModule.CreateModuleDelegate,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates all the modules referenced by this target.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.PrepareRuntimeDependencies(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Expands all of the runtime dependencies.
|
|
</summary>
|
|
<param name="ExeDir">Output directory for the executable</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.Build(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment,UnrealBuildTool.ISourceFileWorkingSet,EpicGames.Core.DirectoryReference,UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Builds the binary.
|
|
</summary>
|
|
<param name="Target">Rules for the target being built</param>
|
|
<param name="ToolChain">The toolchain which to use for building</param>
|
|
<param name="CompileEnvironment">The environment to compile the binary in</param>
|
|
<param name="LinkEnvironment">The environment to link the binary in</param>
|
|
<param name="WorkingSet">The working set of source files</param>
|
|
<param name="ExeDir">Directory containing the output executable</param>
|
|
<param name="Graph">The graph being built</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Set of built products</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.CollectRuntimeDependencies(System.Collections.Generic.List{UnrealBuildTool.RuntimeDependency},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Gets all the runtime dependencies Copies all the runtime dependencies from any modules in
|
|
</summary>
|
|
<param name="OutRuntimeDependencies">The output list of runtime dependencies, mapping target file to type</param>
|
|
<param name="TargetFileToSourceFile">Map of target files to source files that need to be copied</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.SetupDependentLinkEnvironment(UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Called to allow the binary to modify the link environment of a different binary containing
|
|
a module that depends on a module in this binary.
|
|
</summary>
|
|
<param name="DependentLinkEnvironment">The link environment of the dependency</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.FindHotReloadModules">
|
|
<summary>
|
|
Called to allow the binary to find game modules.
|
|
</summary>
|
|
<returns>The OnlyModule if found, null if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.GetAllDependencyModules(System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Generates a list of all modules referenced by this binary
|
|
</summary>
|
|
<param name="bIncludeDynamicallyLoaded">True if dynamically loaded modules (and all of their dependent modules) should be included.</param>
|
|
<param name="bForceCircular">True if circular dependencies should be process</param>
|
|
<returns>List of all referenced modules</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.FindModuleReferences(System.Collections.Generic.Dictionary{UnrealBuildTool.UEBuildModule,UnrealBuildTool.UEBuildModule})">
|
|
<summary>
|
|
Generates a list of all modules referenced by this binary
|
|
</summary>
|
|
<param name="ReferencedBy">Map of module to the module that referenced it</param>
|
|
<returns>List of all referenced modules</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.SetCreateImportLibrarySeparately(System.Boolean)">
|
|
<summary>
|
|
Sets whether to create a separate import library to resolve circular dependencies for this binary
|
|
</summary>
|
|
<param name="bInCreateImportLibrarySeparately">True to create a separate import library</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.AddModule(UnrealBuildTool.UEBuildModule)">
|
|
<summary>
|
|
Adds a module to the binary.
|
|
</summary>
|
|
<param name="Module">The module to add</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.GetBuildProducts(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType},System.Boolean)">
|
|
<summary>
|
|
Gets all build products produced by this binary
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="ToolChain">The platform toolchain</param>
|
|
<param name="BuildProducts">Mapping of produced build product to type</param>
|
|
<param name="bCreateDebugInfo">Whether debug info is enabled for this binary</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.AddBuildProductAndDebugFiles(EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType,System.String[],System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType},UnrealBuildTool.UEToolChain,System.Boolean)">
|
|
<summary>
|
|
Adds a build product and its associated debug file to a receipt.
|
|
</summary>
|
|
<param name="OutputFile">Build product to add</param>
|
|
<param name="OutputType">The type of built product</param>
|
|
<param name="DebugExtensions">Extensions for the matching debug file (may be null).</param>
|
|
<param name="BuildProducts">Map of build products to their type</param>
|
|
<param name="ToolChain">The toolchain used to build these binaries</param>
|
|
<param name="bCreateDebugInfo">Whether creating debug info is enabled</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.GatherAdditionalResources(System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildBundleResource})">
|
|
<summary>
|
|
Enumerates resources which the toolchain may need may produced additional build products from. Some platforms (eg. Mac, Linux) can link directly
|
|
against .so/.dylibs, but they are also copied to the output folder by the toolchain.
|
|
</summary>
|
|
<param name="Libraries">List to which libraries required by this module are added</param>
|
|
<param name="BundleResources">List of bundle resources required by this module</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.GetAdditionalConsoleAppPath(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Helper function to get the console app BinaryName-Cmd.exe filename based on the binary filename.
|
|
</summary>
|
|
<param name="BinaryPath">Full path to the binary exe.</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.CheckRestrictedFolders(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},System.Collections.Generic.Dictionary{UnrealBuildTool.UEBuildModule,System.Collections.Generic.Dictionary{UnrealBuildTool.RestrictedFolder,EpicGames.Core.DirectoryReference}},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks whether the binary output paths are appropriate for the distribution
|
|
level of its direct module dependencies
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.ExportJson(EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Write information about this binary to a JSON file
|
|
</summary>
|
|
<param name="Writer">Writer for this binary's data</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBinary.ToString">
|
|
<summary>
|
|
ToString implementation
|
|
</summary>
|
|
<returns>Returns the OutputFilePath for this binary</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildBundleResource">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildBundleResource.#ctor(UnrealBuildTool.ModuleRules.BundleResource)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="BundleResource"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBundleResource.ResourcePath">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBundleResource.BundleContentsSubdir">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildBundleResource.bShouldLog">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildDeploy">
|
|
<summary>
|
|
Base class to handle deploy of a target for a given platform
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildDeploy.PrepTargetForDeployment(UnrealBuildTool.TargetReceipt)">
|
|
<summary>
|
|
Prepare the target for deployment
|
|
</summary>
|
|
<param name="Receipt">Receipt for the target being deployed</param>
|
|
<returns>True if successful, false if not</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildFramework">
|
|
<summary>
|
|
Represents a Mac/IOS framework
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.Name">
|
|
<summary>
|
|
The name of this framework
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.ZipFile">
|
|
<summary>
|
|
Path to a zip file containing the framework. May be null.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.ZipOutputDirectory">
|
|
<summary>
|
|
Path where the zip should be extracted. May be null.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.FrameworkDirectory">
|
|
<summary>
|
|
Base path to the framework on disk.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.CopyBundledAssets">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.bLinkFramework">
|
|
<summary>
|
|
Link the framework libraries into the executable
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.bCopyFramework">
|
|
<summary>
|
|
Copy the framework to the target's Framework directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildFramework.ExtractedTokenFile">
|
|
<summary>
|
|
File created after the framework has been extracted. Used to add dependencies into the action graph, used by Modern Xcode as well
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.bHasMadeUnzipAction">
|
|
<summary>
|
|
For legacy xcode projects, we unzip in UBT (isntead of xcode), so we track if we've made an action for this framework yet (if two
|
|
modules use the same framework, we only want to unzip it once. Other than time waste, there could be conflicts
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.XCFrameworkVariants">
|
|
<summary>
|
|
List of variants contained in this XCFramework. Only non null for XCFrameworks
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.#ctor(System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Name">The framework name</param>
|
|
<param name="CopyBundledAssets"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.#ctor(System.String,EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.String,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Name">The framework name</param>
|
|
<param name="ZipFile">Path to the zip file for this framework/xcframework</param>
|
|
<param name="OutputDirectory">Path for the extracted zip file</param>
|
|
<param name="CopyBundledAssets"></param>
|
|
<param name="bLinkFramework">Link the framework into the executable</param>
|
|
<param name="bCopyFramework">Copy the framework to the target's Framework directory</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.#ctor(System.String,EpicGames.Core.DirectoryReference,System.String,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Name">The framework name</param>
|
|
<param name="FrameworkDirectory">Path for the framework/xcframework on disk</param>
|
|
<param name="CopyBundledAssets"></param>
|
|
<param name="bLinkFramework">Link the framework into the executable</param>
|
|
<param name="bCopyFramework">Copy the framework to the target's Framework directory</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.GetFrameworkDirectory(System.Nullable{UnrealBuildTool.UnrealTargetPlatform},System.Nullable{UnrealBuildTool.UnrealArch},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets the framework directory for given build settings
|
|
</summary>
|
|
<param name="Platform"></param>
|
|
<param name="Architecture"></param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.LoadXCFrameworkVariants(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Loads XCFramework variants description from Info.plist file inside XCFramework structure
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.LoadXCFrameworkVariantsFromZipFile(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Loads XCFramework variants description from Info.plist file inside the zipped XCFramework structure
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.LoadXCFrameworkVariants(System.Xml.XmlDocument,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Loads XCFramework variants description from Info.plist inside XCFramework structure loaded in a XmlDocument
|
|
<param name="PlistDoc">XmlDocument containing Info.plist that defines the xcframework settings</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry">
|
|
<summary>
|
|
Represents a XCFramework variant description
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.LibraryIdentifier">
|
|
<summary>
|
|
Identifier of this framework variant. Is in the form platform-architectures-platformvariant.
|
|
Some examples would be ios-arm64, ios-arm64_x86_64-simulator
|
|
It also represents the relative path inside the XCFramefork where the Framework for this variant resides
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.LibraryPath">
|
|
<summary>
|
|
Relative path where framework lives after applying LibraryIdentifier path
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.SupportedArchitectures">
|
|
<summary>
|
|
List of supported architectures for this Framework variants
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.SupportedPlatform">
|
|
<summary>
|
|
Platform this Framework variant is intended for. Possible values are ios, macos, watchos, tvos
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.SupportedPlatformVariant">
|
|
<summary>
|
|
Platform variant for this Framework variant. It can be empty or any other value representing a platform variane, like maccatalyst or simulator
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.#ctor(System.String,System.String,System.Collections.Generic.List{System.String},System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="LibraryIdentifier"></param>
|
|
<param name="LibraryPath"></param>
|
|
<param name="SupportedArchitectures"></param>
|
|
<param name="SupportedPlatform"></param>
|
|
<param name="SupportedPlatformVariant"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.Matches(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Returns wether this variant is a match for given platform and architecture
|
|
</summary>
|
|
<param name="Platform"></param>
|
|
<param name="Architecture"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.Parse(System.Xml.XmlNode,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a XCFrameworkVariantEntry by parsing the content from the XCFramework Info.plist file
|
|
</summary>
|
|
<param name="DictNode">XmlNode loaded form Info.plist containing the representation of a <dict> that contains the variant description</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.ParseString(System.Xml.XmlNode,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parses the content from a string value node in a plist file
|
|
</summary>
|
|
<param name="ValueNode">XmlNode we expect to contain a <string> value</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildFramework.XCFrameworkVariantEntry.ParseListOfStrings(System.Xml.XmlNode,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parses the content from an array value node in a plist file that has several string entries
|
|
</summary>
|
|
<param name="ValueNode">XmlNode we expect to contain a <array> value with several <string> entries</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildModule">
|
|
<summary>
|
|
A unit of code compilation and linking.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.Rules">
|
|
<summary>
|
|
The rules for this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.IntermediateDirectory">
|
|
<summary>
|
|
The directory for this module's object files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.IntermediateDirectoryNoArch">
|
|
<summary>
|
|
The directory for this module's generated files that are architecture independent
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModule.Name">
|
|
<summary>
|
|
The name that uniquely identifies the module.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModule.ModuleDirectory">
|
|
<summary>
|
|
Path to the module directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.ModuleDirectories">
|
|
<summary>
|
|
Paths to all potential module source directories (with platform extension directories added in)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModule.RulesFile">
|
|
<summary>
|
|
The name of the .Build.cs file this module was created from, if any
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.Binary">
|
|
<summary>
|
|
The binary the module will be linked into for the current target. Only set after UEBuildBinary.BindModules is called.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.ModuleApiDefine">
|
|
<summary>
|
|
The name of the _API define for this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicDefinitions">
|
|
<summary>
|
|
Set of all the public definitions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicIncludePaths">
|
|
<summary>
|
|
Set of all public include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.InternalIncludePaths">
|
|
<summary>
|
|
Set of all internal include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.LegacyPublicIncludePaths">
|
|
<summary>
|
|
Nested public include paths which used to be added automatically, but are now only added for modules with bNestedPublicIncludePaths set.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.LegacyParentIncludePaths">
|
|
<summary>
|
|
Parent include paths which used to be added automatically, but are now only added for modules with bLegacyParentIncludePaths set.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PrivateIncludePaths">
|
|
<summary>
|
|
Set of all private include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicSystemIncludePaths">
|
|
<summary>
|
|
Set of all system include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicLibraries">
|
|
<summary>
|
|
Set of all additional libraries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicSystemLibraries">
|
|
<summary>
|
|
Set of all system libraries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicSystemLibraryPaths">
|
|
<summary>
|
|
Set of all public system library paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicFrameworks">
|
|
<summary>
|
|
Set of additional frameworks
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicWeakFrameworks">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicAdditionalFrameworks">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicAdditionalBundleResources">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicIncludePathModules">
|
|
<summary>
|
|
Names of modules with header files that this module's public interface needs access to.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicDependencyModules">
|
|
<summary>
|
|
Names of modules that this module's public interface depends on.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PublicDelayLoadDLLs">
|
|
<summary>
|
|
Names of DLLs that this module should delay load
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PrivateIncludePathModules">
|
|
<summary>
|
|
Names of modules with header files that this module's private implementation needs access to.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.PrivateDependencyModules">
|
|
<summary>
|
|
Names of modules that this module's private implementation depends on.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.DynamicallyLoadedModules">
|
|
<summary>
|
|
Extra modules this module may require at run time
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.ReferenceStackParentModules">
|
|
<summary>
|
|
Set of modules that have referenced this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.RestrictedFoldersAllowList">
|
|
<summary>
|
|
Set of all allowed restricted folder references
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.AliasRestrictedFolders">
|
|
<summary>
|
|
Set of aliased restricted folder references
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.DependenciesToSkipPerArchitecture">
|
|
<summary>
|
|
Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModule.VerseDirectory">
|
|
<summary>
|
|
The Verse source code directory associated with this module if any
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModule.bHasVerse">
|
|
<summary>
|
|
If this module has Verse code associated with it (convenience function)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.bDependsOnVerse">
|
|
<summary>
|
|
If this module or any of its dependencies has Verse code associated with it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModule.NatvisFiles">
|
|
<summary>
|
|
Set of debug visualizer paths
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.#ctor(UnrealBuildTool.ModuleRules,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Rules">Rules for this module</param>
|
|
<param name="IntermediateDirectory">Intermediate directory for this module</param>
|
|
<param name="IntermediateDirectoryNoArch">Intermediate directory for this module for files that are architecture independent</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.LogWarningOrThrowError(Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.WarningLevel,System.String,System.Object[])">
|
|
<summary>
|
|
Log a warning or throw an error message
|
|
</summary>
|
|
<param name="Logger"></param>
|
|
<param name="Level"></param>
|
|
<param name="Format"></param>
|
|
<param name="Args"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ContainsFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Determines if a file is part of the given module
|
|
</summary>
|
|
<param name="Location">Path to the file</param>
|
|
<returns>True if the file is part of this module</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetDependencies(System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Returns a list of this module's dependencies.
|
|
</summary>
|
|
<returns>An enumerable containing the dependencies of the module.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetPublicFrameworks">
|
|
<summary>
|
|
Returns a list of this module's frameworks.
|
|
</summary>
|
|
<returns>A List containing the frameworks this module requires.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetDirectDependencyModules">
|
|
<summary>
|
|
Returns a list of this module's immediate dependencies.
|
|
</summary>
|
|
<returns>An enumerable containing the dependencies of the module.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.CreateDirectoryHashSet(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Converts an optional string list parameter to a well-defined hash set.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.HashSetFromOptionalEnumerableStringParameter(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Converts an optional string list parameter to a well-defined hash set.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.HasCircularDependencyOn(System.String)">
|
|
<summary>
|
|
Determines whether this module has a circular dependency on the given module
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GatherAdditionalResources(System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildBundleResource})">
|
|
<summary>
|
|
Enumerates additional build products which may be produced by this module. Some platforms (eg. Mac, Linux) can link directly against .so/.dylibs, but they
|
|
are also copied to the output folder by the toolchain.
|
|
</summary>
|
|
<param name="Libraries">List to which libraries required by this module are added</param>
|
|
<param name="BundleResources">List of bundle resources required by this module</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.FindRestrictedFolderReferences(System.Collections.Generic.List{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Determines the distribution level of a module based on its directory and includes.
|
|
</summary>
|
|
<param name="RootDirectories">The set of additional paths to check, if available</param>
|
|
<returns>Map of the restricted folder types to the first found instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetReferencedDirectories(System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Finds all the directories that this folder references when building
|
|
</summary>
|
|
<param name="Directories">Set of directories to add to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.FindModulesInPrivateCompileEnvironment(System.Collections.Generic.Dictionary{UnrealBuildTool.UEBuildModule,System.Boolean})">
|
|
<summary>
|
|
Find all the modules which affect the private compile environment.
|
|
</summary>
|
|
<param name="ModuleToIncludePathsOnlyFlag"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.FindModulesInPublicCompileEnvironment(System.Collections.Generic.Dictionary{UnrealBuildTool.UEBuildModule,System.Boolean})">
|
|
<summary>
|
|
Find all the modules which affect the public compile environment.
|
|
</summary>
|
|
<param name="ModuleToIncludePathsOnlyFlag"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.FindIncludePathModulesInPublicCompileEnvironment(System.Collections.Generic.Dictionary{UnrealBuildTool.UEBuildModule,System.Boolean})">
|
|
<summary>
|
|
Find all the modules which affect the public compile environment. Searches through
|
|
</summary>
|
|
<param name="ModuleToIncludePathsOnlyFlag"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.AddDefinitions(System.Collections.Generic.List{System.String},System.Collections.Generic.HashSet{System.String})">
|
|
<summary>
|
|
Add definitions from source to target. This code also reformats defines to match strict rules which does not allow space before and after '='
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.AddModuleToCompileEnvironment(UnrealBuildTool.UEBuildModule,UnrealBuildTool.UEBuildBinary,System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildFramework},System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Sets up the environment for compiling any module that includes the public interface of this module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.SetupPrivateCompileEnvironment(System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildFramework},System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Sets up the environment for compiling this module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ExpandPathVariables(System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Expand path variables within the context of this module
|
|
</summary>
|
|
<param name="Path">Path to expand variables within</param>
|
|
<param name="BinaryOutputDir">Directory containing the binary that links this module. May be mull.</param>
|
|
<param name="TargetOutputDir">Directory containing the output executable. May be null.</param>
|
|
<returns>The path with variables expanded</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.MatchVariableName(System.String,System.Int32,System.Int32,System.String)">
|
|
<summary>
|
|
Match a variable name within a path
|
|
</summary>
|
|
<param name="Path">The path variable</param>
|
|
<param name="StartIdx">Start index of the substring to match</param>
|
|
<param name="EndIdx">End index of the substring to match</param>
|
|
<param name="Name">Variable name to compare against</param>
|
|
<returns>True if the variable name matches</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ExpandPathVariables(System.Collections.Generic.IEnumerable{System.String},EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Expand path variables within the context of this module
|
|
</summary>
|
|
<param name="Paths">Path to expand variables within</param>
|
|
<param name="BinaryDir">Directory containing the binary that links this module. May be mull.</param>
|
|
<param name="ExeDir">Directory containing the output executable. May be null.</param>
|
|
<returns>The path with variables expanded</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.SetupPublicLinkEnvironment(UnrealBuildTool.UEBuildBinary,System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.List{EpicGames.Core.DirectoryReference},System.Collections.Generic.List{System.String},System.Collections.Generic.List{System.String},System.Collections.Generic.List{System.String},System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildFramework},System.Collections.Generic.List{UnrealBuildTool.UEBuildBundleResource},System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildBinary},System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.HashSet{UnrealBuildTool.UnrealArch}},System.Collections.Generic.HashSet{UnrealBuildTool.UEBuildModule},EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Sets up the environment for linking any module that includes the public interface of this module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.SetupPrivateLinkEnvironment(UnrealBuildTool.UEBuildBinary,UnrealBuildTool.LinkEnvironment,System.Collections.Generic.List{UnrealBuildTool.UEBuildBinary},System.Collections.Generic.HashSet{UnrealBuildTool.UEBuildModule},EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Sets up the environment for linking this module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.Compile(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.ISourceFileWorkingSet,UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Compiles the module, and returns a list of files output by the compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetUnboundReferences">
|
|
<summary>
|
|
Finds the modules referenced by this module which have not yet been bound to a binary
|
|
</summary>
|
|
<returns>List of unbound modules</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetAllDependencyModules(System.Collections.Generic.List{UnrealBuildTool.UEBuildModule},System.Collections.Generic.HashSet{UnrealBuildTool.UEBuildModule},System.Boolean,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Gets all of the modules referenced by this module
|
|
</summary>
|
|
<param name="ReferencedModules">Hash of all referenced modules with their addition index.</param>
|
|
<param name="IgnoreReferencedModules">Hashset used to ignore modules which are already added to the list</param>
|
|
<param name="bIncludeDynamicallyLoaded">True if dynamically loaded modules (and all of their dependent modules) should be included.</param>
|
|
<param name="bForceCircular">True if circular dependencies should be processed</param>
|
|
<param name="bOnlyDirectDependencies">True to return only this module's direct dependencies</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetAllDependencyModulesForPCH(System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Gathers all the module dependencies a PCH would have
|
|
</summary>
|
|
<param name="bIncludePrivateModules">Whether to include private modules.</param>
|
|
<param name="bForceCircular">True if circular dependencies should be processed</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.InternalGetAllDependencyModulesForPCH(System.Collections.Generic.HashSet{UnrealBuildTool.UEBuildModule},System.Collections.Generic.HashSet{UnrealBuildTool.UEBuildModule},System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Internal function that gathers all the module dependencies a PCH would have
|
|
</summary>
|
|
<param name="ReferencedModules">Hash of all referenced modules with their addition index.</param>
|
|
<param name="IgnoreReferencedModules">Hashset used to ignore modules which are already added to the list</param>
|
|
<param name="bIncludePrivateModules">Whether to include private modules.</param>
|
|
<param name="bForceCircular">True if circular dependencies should be processed</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.RecursivelyCreateModules(UnrealBuildTool.UEBuildModule.CreateModuleDelegate,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Public entry point to recursively create a module and all its dependencies
|
|
</summary>
|
|
<param name="CreateModule"></param>
|
|
<param name="ReferenceChain"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.RecursivelyCreateModules(UnrealBuildTool.UEBuildModule.CreateModuleDelegate,System.String,System.Collections.Generic.List{UnrealBuildTool.UEBuildModule},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates all the modules required for this target
|
|
</summary>
|
|
<param name="CreateModule">Delegate to create a module with a given name</param>
|
|
<param name="ReferenceChain">Chain of references before reaching this module</param>
|
|
<param name="ReferenceStack">Stack of module dependencies that led to this module</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ValidateModule(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Public entry point to validate a module
|
|
</summary>
|
|
<param name="ReferenceChain"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.RecursivelyCheckForCircularReferences(System.String,System.Collections.Generic.List{UnrealBuildTool.UEBuildModule},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Recursively check a module for circular dependencies
|
|
</summary>
|
|
<param name="ReferenceChain">Chain of references before reaching this module</param>
|
|
<param name="ReferenceStack">Stack of module dependencies that led to this module</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.GetEmptyApiMacros">
|
|
<summary>
|
|
Returns valueless API defines (like MODULE_API)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ExportJson(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Write information about this binary to a JSON file
|
|
</summary>
|
|
<param name="BinaryOutputDir">The output directory for the binary containing this module</param>
|
|
<param name="TargetOutputDir">The output directory for the target executable</param>
|
|
<param name="Writer">Writer for this binary's data</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ExportJsonModuleArray(EpicGames.Core.JsonWriter,System.String,System.Collections.Generic.IEnumerable{UnrealBuildTool.UEBuildModule})">
|
|
<summary>
|
|
Write an array of module names to a JSON writer
|
|
</summary>
|
|
<param name="Writer">Writer for the array data</param>
|
|
<param name="ArrayName">Name of the array property</param>
|
|
<param name="Modules">Sequence of modules to write. May be null.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.ExportJsonStringArray(EpicGames.Core.JsonWriter,System.String,System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Write an array of strings to a JSON writer
|
|
</summary>
|
|
<param name="Writer">Writer for the array data</param>
|
|
<param name="ArrayName">Name of the array property</param>
|
|
<param name="Strings">Sequence of strings to write. May be null.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModule.StableTopologicalSort(System.Collections.Generic.List{UnrealBuildTool.UEBuildModule})">
|
|
<summary>
|
|
Returns a copy of Nodes sorted by dependency. Independent or circularly-dependent nodes should
|
|
remain in their same relative order within the original Nodes sequence.
|
|
</summary>
|
|
<param name="NodeList">The list of nodes to sort.</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildModuleCPP">
|
|
<summary>
|
|
A module that is compiled from C++ code.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildModuleCPP.InputFileCollection">
|
|
<summary>
|
|
Stores a list of all source files, of different types
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildModuleCPP.InvalidIncludeDirective">
|
|
<summary>
|
|
Instance where a CPP file doesn't include the expected header as the first include.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.bHasUObjects">
|
|
<summary>
|
|
If UHT found any associated UObjects in this module's source files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.GeneratedCodeDirectory">
|
|
<summary>
|
|
The directory for this module's generated code
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModuleCPP.GeneratedCodeDirectoryUHT">
|
|
<summary>
|
|
The directory for this module's generated UHT code
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModuleCPP.GeneratedCodeDirectoryVNI">
|
|
<summary>
|
|
The directory for this module's generated VNI code
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.bForceAddGeneratedCodeIncludePath">
|
|
<summary>
|
|
Global override to force all include paths to be always added
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.GeneratedCppDirectories">
|
|
<summary>
|
|
Paths containing *.gen.cpp files for this module. If this is null then this module doesn't have any generated code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.InvalidIncludeDirectives">
|
|
<summary>
|
|
List of invalid include directives. These are buffered up and output before we start compiling.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.SourceDirectories">
|
|
<summary>
|
|
Set of source directories referenced during a build
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.AssociatedVerseDirectory">
|
|
<summary>
|
|
Verse source code directory associated with this module
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModuleCPP.VerseDirectory">
|
|
<summary>
|
|
The Verse source code directory associated with this module if any
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildModuleCPP.CircularDependenciesAllowList">
|
|
<summary>
|
|
List of allowed circular dependencies. Please do NOT add new modules here; refactor to allow the modules to be decoupled instead.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.ContainsFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Determines if a file is part of the given module
|
|
</summary>
|
|
<param name="Location">Path to the file</param>
|
|
<returns>True if the file is part of this module</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.AddDefaultIncludePaths">
|
|
<summary>
|
|
Add the default include paths for this module to its settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.EnumerateLegacyIncludePaths(UnrealBuildBase.DirectoryItem,System.Collections.Generic.IReadOnlySet{System.String},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Enumerates legacy include paths under a given base directory
|
|
</summary>
|
|
<param name="BaseDirectory">The directory to start from. This directory is not added to the output list.</param>
|
|
<param name="ExcludeNames">Set of folder names to exclude from the search.</param>
|
|
<param name="LegacyPublicIncludePaths">List populated with the discovered directories</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildModuleCPP.PrecompiledManifestLocation">
|
|
<summary>
|
|
Path to the precompiled manifest location
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.AddModuleToCompileEnvironment(UnrealBuildTool.UEBuildModule,UnrealBuildTool.UEBuildBinary,System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.List{System.String},System.Collections.Generic.List{UnrealBuildTool.UEBuildFramework},System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Sets up the environment for compiling any module that includes the public interface of this module.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.GetSharedPCHModuleDependencies(UnrealBuildTool.CppCompileEnvironment,UnrealBuildBase.FileItem,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets the list of module dependencies that this module declares and then tries to optimize the list to what is actually used by the header.
|
|
</summary>
|
|
<param name="CompileEnvironment">Compile environment for this PCH</param>
|
|
<param name="PCHHeaderFile">PCH header file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Returns an optimized list of modules this module's shared PCH uses</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreateSharedPCHTemplate(UnrealBuildTool.UEBuildTarget,UnrealBuildTool.CppCompileEnvironment,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create a shared PCH template for this module, which allows constructing shared PCH instances in the future
|
|
</summary>
|
|
<param name="Target">The target which owns this module</param>
|
|
<param name="BaseCompileEnvironment">Base compile environment for this target</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Template for shared PCHs</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreatePrivatePCH(UnrealBuildTool.UEToolChain,UnrealBuildBase.FileItem,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Creates a precompiled header action to generate a new pch file
|
|
</summary>
|
|
<param name="ToolChain">The toolchain to generate the PCH</param>
|
|
<param name="HeaderFile"></param>
|
|
<param name="ModuleCompileEnvironment"></param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
<returns>The created PCH instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.FindOrCreateSharedPCH(UnrealBuildTool.UEToolChain,UnrealBuildTool.PrecompiledHeaderTemplate,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Generates a precompiled header instance from the given template, or returns an existing one if it already exists
|
|
</summary>
|
|
<param name="ToolChain">The toolchain being used to build this module</param>
|
|
<param name="Template">The PCH template</param>
|
|
<param name="ModuleCompileEnvironment">Compile environment for the current module</param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
<returns>Instance of a PCH</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.IsCompatibleForSharedPCH(UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Determines if a module compile environment is compatible with the given shared PCH compile environment
|
|
</summary>
|
|
<param name="ModuleCompileEnvironment">The module compile environment</param>
|
|
<param name="CompileEnvironment">The shared PCH compile environment</param>
|
|
<returns>True if the two compile enviroments are compatible</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.GetSuffixForSharedPCH(UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Gets the unique suffix for a shared PCH
|
|
</summary>
|
|
<param name="CompileEnvironment">The shared PCH compile environment</param>
|
|
<param name="BaseCompileEnvironment">The base compile environment</param>
|
|
<returns>The unique suffix for the shared PCH</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CopySettingsForSharedPCH(UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Copy settings from the module's compile environment into the environment for the shared PCH
|
|
</summary>
|
|
<param name="ModuleCompileEnvironment">The module compile environment</param>
|
|
<param name="CompileEnvironment">The shared PCH compile environment</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CompileFilesWithToolChain(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Collections.Generic.List{UnrealBuildBase.FileItem},UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Compiles the provided CPP unity files. Will
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.SetupPrecompiledHeaders(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{UnrealBuildBase.FileItem},UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Configure precompiled headers for this module
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="ToolChain">The toolchain to build with</param>
|
|
<param name="CompileEnvironment">The current compile environment</param>
|
|
<param name="LinkInputFiles">List of files that will be linked for the target</param>
|
|
<param name="Graph">List of build actions</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreateHeaderForDefinitions(UnrealBuildTool.CppCompileEnvironment,EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Creates a header file containing all the preprocessor definitions for a compile environment, and force-include it. We allow a more flexible syntax for preprocessor definitions than
|
|
is typically allowed on the command line (allowing function macros or double-quote characters, for example). Ensuring all definitions are specified in a header files ensures consistent
|
|
behavior.
|
|
</summary>
|
|
<param name="CompileEnvironment">The compile environment</param>
|
|
<param name="IntermediateDirectory">Directory to create the intermediate file</param>
|
|
<param name="HeaderSuffix">Suffix for the included file</param>
|
|
<param name="Graph">The action graph being built</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreateHeadersForISPC(UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{UnrealBuildBase.FileItem},EpicGames.Core.DirectoryReference,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Creates header files from ISPC for inclusion and adds them as dependencies.
|
|
</summary>
|
|
<param name="ToolChain">The toolchain to generate the PCH</param>
|
|
<param name="CompileEnvironment">Compile environment</param>
|
|
<param name="InputFiles">List of ISPC source files</param>
|
|
<param name="IntermediateDirectory">Directory to create the intermediate file</param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreatePCHWrapperFile(EpicGames.Core.FileReference,UnrealBuildBase.FileItem,UnrealBuildBase.FileItem,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Create a header file containing the module definitions, which also includes the PCH itself. Including through another file is necessary on
|
|
Clang, since we get warnings about #pragma once otherwise, but it also allows us to consistently define the preprocessor state on all
|
|
platforms.
|
|
</summary>
|
|
<param name="OutputFile">The output file to create</param>
|
|
<param name="DefinitionsFile">File containing definitions required by the PCH</param>
|
|
<param name="IncludedFile">The PCH file to include</param>
|
|
<param name="Graph">The action graph builder</param>
|
|
<returns>FileItem for the created file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.WriteDefinitions(System.String,System.Collections.Generic.IEnumerable{System.String},System.Collections.Generic.IEnumerable{System.String},System.Collections.Generic.IEnumerable{System.String},System.Text.StringBuilder)">
|
|
<summary>
|
|
Write a list of macro definitions to an output file
|
|
</summary>
|
|
<param name="Context">Additional context to add to generated comment</param>
|
|
<param name="Includes">List of includes</param>
|
|
<param name="Definitions">List of definitions</param>
|
|
<param name="Undefinitions">List of definitions to undefine</param>
|
|
<param name="Writer">Writer to receive output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CheckFirstIncludeMatchesEachCppFile(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Collections.Generic.List{UnrealBuildBase.FileItem})">
|
|
<summary>
|
|
Checks that the first header included by the source files in this module all include the same header
|
|
</summary>
|
|
<param name="Target">The target being compiled</param>
|
|
<param name="ModuleCompileEnvironment">Compile environment for the module</param>
|
|
<param name="HeaderFiles">All header files for this module</param>
|
|
<param name="CppFiles">List of C++ source files</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.ShouldEnableOptimization(UnrealBuildTool.ModuleRules.CodeOptimization,UnrealBuildTool.UnrealTargetConfiguration,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Determine whether optimization should be enabled for a given target
|
|
</summary>
|
|
<param name="Setting">The optimization setting from the rules file</param>
|
|
<param name="Configuration">The active target configuration</param>
|
|
<param name="bIsEngineModule">Whether the current module is an engine module</param>
|
|
<param name="bCodeCoverage">Whether the current module should be compiled with code coverage support</param>
|
|
<returns>True if optimization should be enabled</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreateModuleCompileEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a compile environment from a base environment based on the module settings.
|
|
</summary>
|
|
<param name="Target">Rules for the target being built</param>
|
|
<param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>The new module compile environment.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.CreateSharedPCHCompileEnvironment(UnrealBuildTool.UEBuildTarget,UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Creates a compile environment for a shared PCH from a base environment based on the module settings.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
|
|
<returns>The new shared PCH compile environment.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.FindInputFiles(UnrealBuildTool.UnrealTargetPlatform,System.Collections.Generic.Dictionary{UnrealBuildBase.DirectoryItem,UnrealBuildBase.FileItem[]},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the source files that should be built for this module
|
|
</summary>
|
|
<param name="Platform">The platform the module is being built for</param>
|
|
<param name="DirectoryToSourceFiles">Map of directory to source files inside it</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Set of source files that should be built</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.FindInputFilesFromDirectoryRecursive(UnrealBuildBase.DirectoryItem,System.Collections.Generic.IReadOnlySet{System.String},System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference},System.Collections.Generic.Dictionary{UnrealBuildBase.DirectoryItem,UnrealBuildBase.FileItem[]},UnrealBuildTool.UEBuildModuleCPP.InputFileCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the source files that should be built for this module
|
|
</summary>
|
|
<param name="BaseDirectory">Directory to search from</param>
|
|
<param name="ExcludedNames">Set of excluded directory names (eg. other platforms)</param>
|
|
<param name="SourceDirectories">Set of all non-empty source directories.</param>
|
|
<param name="DirectoryToSourceFiles">Map from directory to source files inside it</param>
|
|
<param name="InputFiles">Collection of source files, categorized by type</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.FindInputFilesFromDirectory(UnrealBuildBase.DirectoryItem,UnrealBuildTool.UEBuildModuleCPP.InputFileCollection,System.Boolean@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds the input files that should be built for this module, from a given directory
|
|
</summary>
|
|
<param name="BaseDirectory"></param>
|
|
<param name="InputFiles"></param>
|
|
<param name="bIgnoreFileFound"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Array of source files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.GetSourceFiles(UnrealBuildBase.DirectoryItem,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets a set of source files for the given directory. Used to detect when the makefile is out of date.
|
|
</summary>
|
|
<param name="Directory"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Array of source files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.GetSourceFilesAndHeaders(UnrealBuildBase.DirectoryItem,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets a set of source files and headers for the given directory. Used to detect when the makefile is out of date due to a new directory
|
|
</summary>
|
|
<param name="Directory"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Array of source files and headers</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildModuleCPP.IsValidVerseDirectory(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Checks a given directory path whether it exists and if it contains any Verse source files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildModuleExternal">
|
|
<summary>
|
|
A module that is never compiled by us, and is only used to group include paths and libraries into a dependency unit.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealArchitectureMode">
|
|
<summary>
|
|
Enum for the different ways a platform can support multiple architectures within UnrealBuildTool
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealArchitectureMode.SingleArchitecture">
|
|
<summary>
|
|
This platform only supports a single architecture (consoles, etc)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealArchitectureMode.OneTargetPerArchitecture">
|
|
<summary>
|
|
This platform needs separate targets per architecture (compiling for multiple will compile two entirely separate set of source/exectuable/intermediates)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealArchitectureMode.SingleTargetCompileSeparately">
|
|
<summary>
|
|
This will create a single target, but compile each source file separately
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealArchitectureMode.SingleTargetLinkSeparately">
|
|
<summary>
|
|
This will create a single target, but compile each source file and link the executable separately - but then packaged together into one final output
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealArchitectureConfig">
|
|
<summary>
|
|
Full architecture configuation information for a platform. Can be found by platform with UnrealArchitectureConfig.ForPlatform(), or UEBuildPlatform.ArchitectureConfig
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.ForPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get the architecture configuration object for a given platform
|
|
</summary>
|
|
<param name="Platform"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.AllConfigs">
|
|
<summary>
|
|
Get all known ArchitectureConfig objects
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArchitectureConfig.Mode">
|
|
<summary>
|
|
The multi-architecture mode for this platform (potentially single-architecture)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArchitectureConfig.AllSupportedArchitectures">
|
|
<summary>
|
|
The set of all architecture this platform supports. Any platform specified on the UBT commandline not in this list will be an error
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.ActiveArchitectures(EpicGames.Core.FileReference,System.String)">
|
|
<summary>
|
|
This determines what architecture(s) to compile/package when no architeecture is specified on the commandline
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="TargetName"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.DistributionArchitectures(EpicGames.Core.FileReference,System.String)">
|
|
<summary>
|
|
Like ProjectSupportedArchitectures, except when building in distribution mode. Defaults to ActiveArchitectures
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="TargetName"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.ProjectSupportedArchitectures(EpicGames.Core.FileReference,System.String)">
|
|
<summary>
|
|
Returns the set all architectures potentially supported by this project. Can be used by project file gnenerators to restrict IDE architecture options
|
|
Defaults to AllSupportedArchitectures
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="TargetName"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.RequiresArchitectureFilenames(UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Returns if architecture name should be used when making intermediate directories, per-architecture filenames, etc
|
|
It is virtual, so a platform can choose to skip architecture name for one platform, but not another
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.ConvertToReadableArchitecture(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Convert user specified architecture strings to what the platform wants
|
|
</summary>
|
|
<param name="Architecture"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.GetFolderNameForArchitecture(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Get name for architecture-specific directories (can be shorter than architecture name itself)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.GetFolderNameForArchitectures(UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Get name for architecture-specific directories (can be shorter than architecture name itself)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.GetHostArchitecture">
|
|
<summary>
|
|
Returns the architecture of the currently running OS (only used for desktop platforms, so will throw an exception in the general case)
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.#ctor(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Simple constructor for platforms with a single architecture
|
|
</summary>
|
|
<param name="SingleArchitecture"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectureConfig.#ctor(UnrealBuildTool.UnrealArchitectureMode,System.Collections.Generic.IEnumerable{UnrealBuildTool.UnrealArch})">
|
|
<summary>
|
|
Full constructor for platforms that support multiple architectures
|
|
</summary>
|
|
<param name="Mode"></param>
|
|
<param name="SupportedArchitectures"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlatform.Platform">
|
|
<summary>
|
|
The corresponding target platform enum
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlatform.ArchitectureConfig">
|
|
<summary>
|
|
The configuration about the architecture(s) this platform supports
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlatform.Logger">
|
|
<summary>
|
|
Logger for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlatform.CachedPlatformFolderNames">
|
|
<summary>
|
|
All the platform folder names
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlatform.CachedIncludedFolderNames">
|
|
<summary>
|
|
Cached copy of the list of folders to include for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlatform.CachedExcludedFolderNames">
|
|
<summary>
|
|
Cached copy of the list of folders to exclude for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.#ctor(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.UEBuildPlatformSDK,UnrealBuildTool.UnrealArchitectureConfig,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="InPlatform">The enum value for this platform</param>
|
|
<param name="SDK">The SDK management object for this platform</param>
|
|
<param name="ArchitectureConfig">THe architecture configuraton for this platform. This is returned by UnrealArchitectureConfig.ForPlatform()</param>
|
|
<param name="InLogger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.RegisterPlatforms(System.Boolean,System.Boolean,System.Type,System.String[],Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the UEBuildPlatformFactory types in this assembly and uses them to register all the available platforms, and uses a UBT commandline to check for per-project SDKs
|
|
</summary>
|
|
<param name="bIncludeNonInstalledPlatforms">Whether to register platforms that are not installed</param>
|
|
<param name="bHostPlatformOnly">Only register the host platform</param>
|
|
<param name="ArgumentsForPerPlatform">Commandline args to look through for finding uprojects, to look up per-project SDK versions</param>
|
|
<param name="UBTModeType">The UBT mode (usually Build, but </param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.RegisterPlatforms(System.Boolean,System.Boolean,System.String[],Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the UEBuildPlatformFactory types in this assembly and uses them to register all the available platforms, and uses a UAT commandline to check for per-project SDKs
|
|
</summary>
|
|
<param name="bIncludeNonInstalledPlatforms">Whether to register platforms that are not installed</param>
|
|
<param name="bHostPlatformOnly">Only register the host platform</param>
|
|
<param name="ArgumentsForPerPlatform">Commandline args to look through for finding uprojects, to look up per-project SDK versions</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetPlatformFolderNames">
|
|
<summary>
|
|
Gets an array of all platform folder names
|
|
</summary>
|
|
<returns>Array of platform folders</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetIncludedFolderNames">
|
|
<summary>
|
|
Finds a list of folder names to include when building for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetExcludedFolderNames">
|
|
<summary>
|
|
Finds a list of folder names to exclude when building for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.HasRequiredSDKsInstalled">
|
|
<summary>
|
|
Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetRequiredVisualStudioVersion">
|
|
<summary>
|
|
Whether this platform requires specific Visual Studio version.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetVersionRequiredForVisualStudio(UnrealBuildTool.VCProjectFileFormat)">
|
|
<summary>
|
|
The version required to support Visual Studio
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetRegisteredPlatforms">
|
|
<summary>
|
|
Gets all the registered platforms
|
|
</summary>
|
|
<returns>Sequence of registered platforms</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.FindBuildProductsToClean(EpicGames.Core.DirectoryReference,System.String[],System.String[],System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.List{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Searches a directory tree for build products to be cleaned.
|
|
</summary>
|
|
<param name="BaseDir">The directory to search</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<param name="FilesToClean">List to receive a list of files to be cleaned</param>
|
|
<param name="DirectoriesToClean">List to receive a list of directories to be cleaned</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.FindAdditionalBuildProductsToClean(UnrealBuildTool.ReadOnlyTargetRules,System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.List{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Enumerates any additional directories needed to clean this target
|
|
</summary>
|
|
<param name="Target">The target to clean</param>
|
|
<param name="FilesToDelete">Receives a list of files to be removed</param>
|
|
<param name="DirectoriesToDelete">Receives a list of directories to be removed</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsDefaultBuildProduct(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if a filename is a default UBT build product
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the substring matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsBuildProduct(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if the given name is a build product for a target.
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the string matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsBuildProductName(System.String,System.String[],System.String[],System.String)">
|
|
<summary>
|
|
Determines if a string is in the canonical name of a UE build product, with a specific extension (eg. "UnrealEditor-Win64-Debug.exe" or "UnrealEditor-ModuleName-Win64-Debug.dll").
|
|
</summary>
|
|
<param name="FileName">The file name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<param name="Extension">The extension to check for</param>
|
|
<returns>True if the string matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsBuildProductName(System.String,System.Int32,System.Int32,System.String[],System.String[],System.String)">
|
|
<summary>
|
|
Determines if a substring is in the canonical name of a UE build product, with a specific extension (eg. "UnrealEditor-Win64-Debug.exe" or "UnrealEditor-ModuleName-Win64-Debug.dll").
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="Index">Index of the first character to be checked</param>
|
|
<param name="Count">Number of characters of the substring to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<param name="Extension">The extension to check for</param>
|
|
<returns>True if the substring matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsBuildProductName(System.String,System.Int32,System.Int32,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if a substring is in the canonical name of a UE build product, excluding extension or other decoration (eg. "UnrealEditor-Win64-Debug" or "UnrealEditor-ModuleName-Win64-Debug").
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="Index">Index of the first character to be checked</param>
|
|
<param name="Count">Number of characters of the substring to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the substring matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetBundleDirectory(UnrealBuildTool.ReadOnlyTargetRules,System.Collections.Generic.List{EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Get the bundle directory for the shared link environment
|
|
</summary>
|
|
<param name="Rules">The target rules</param>
|
|
<param name="OutputFiles">List of executable output files</param>
|
|
<returns>Path to the bundle directory</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsPlatformAvailable(UnrealBuildTool.UnrealTargetPlatform,System.Boolean)">
|
|
<summary>
|
|
Determines whether a given platform is available
|
|
</summary>
|
|
<param name="Platform">The platform to check for</param>
|
|
<param name="bIgnoreSDKCheck">Ignore the sdks presence when checking for platform availablity (many platforms can be cooked as a target platform without requiring sdk)</param>
|
|
<returns>True if it's available, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsPlatformAvailableForTarget(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.ReadOnlyTargetRules,System.Boolean)">
|
|
<summary>
|
|
Determines whether a given platform is available in the context of a particular Taget
|
|
</summary>
|
|
<param name="Platform">The platform to check for</param>
|
|
<param name="Target">A Target object that may further restrict available platforms</param>
|
|
<param name="bIgnoreSDKCheck">Ignore the sdks presence when checking for platform availablity (many platforms can be cooked as a target platform without requiring sdk)</param>
|
|
<returns>True if it's available, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.RegisterBuildPlatform(UnrealBuildTool.UEBuildPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the given platforms UEBuildPlatform instance
|
|
</summary>
|
|
<param name="InBuildPlatform"> The UEBuildPlatform instance to use for the InPlatform</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.RegisterPlatformWithGroup(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
Assign a platform as a member of the given group
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetPlatformsInGroup(UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
Retrieve the list of platforms in this group (if any)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetPlatformGroups(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Enumerates all the platform groups for a given platform
|
|
</summary>
|
|
<param name="Platform">The platform to look for</param>
|
|
<returns>List of platform groups that this platform is a member of</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetBuildPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Retrieve the IUEBuildPlatform instance for the given TargetPlatform
|
|
</summary>
|
|
<param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
<returns>UEBuildPlatform The instance of the build platform</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.TryGetBuildPlatform(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UEBuildPlatform@)">
|
|
<summary>
|
|
Retrieve the IUEBuildPlatform instance for the given TargetPlatform
|
|
</summary>
|
|
<param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
<param name="Platform"></param>
|
|
<returns>UEBuildPlatform The instance of the build platform</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.PlatformModifyHostModuleRules(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Allow all registered build platforms to modify the newly created module
|
|
passed in for the given platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetPathVarDelimiter">
|
|
<summary>
|
|
Returns the delimiter used to separate paths in the PATH environment variable for the platform we are executing on.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetPlatformName">
|
|
<summary>
|
|
Gets the platform name that should be used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.CanUseXGE">
|
|
<summary>
|
|
If this platform can be compiled with XGE
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.CanUseFASTBuild">
|
|
<summary>
|
|
If this platform can be compiled with FASTBuild
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.CanUseSNDBS">
|
|
<summary>
|
|
If this platform can be compiled with SN-DBS
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ResetTarget(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Set all the platform-specific defaults for a new target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ValidateTarget(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Validate a target's settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ValidatePlugin(UnrealBuildTool.UEBuildPlugin,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Validate a plugin's settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ValidateModule(UnrealBuildTool.UEBuildModule,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Validate a UEBuildModule before it's processed
|
|
<param name="Module">The UEBuildModule that needs to be validated</param>
|
|
<param name="Target">Options for the target being built</param>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ValidateModuleIncludePaths(UnrealBuildTool.UEBuildModule,UnrealBuildTool.ReadOnlyTargetRules,System.Collections.Generic.IEnumerable{UnrealBuildTool.UEBuildModule})">
|
|
<summary>
|
|
Validate a UEBuildModule's include paths before it's processed
|
|
</summary>
|
|
<param name="Module">The UEBuildModule that needs to be validated</param>
|
|
<param name="Target">Options for the target being built</param>
|
|
<param name="AllModules">Other modules to validate against, if needed</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.PlatformRequiresMonolithicBuilds(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration)">
|
|
<summary>
|
|
Return whether the given platform requires a monolithic build
|
|
</summary>
|
|
<param name="InPlatform">The platform of interest</param>
|
|
<param name="InConfiguration">The configuration of interest</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetBinaryExtension(UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extension to use for the given binary type
|
|
</summary>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetDebugInfoExtensions(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extensions to use for debug info for the given binary type
|
|
</summary>
|
|
<param name="InTarget">Options for the target being built</param>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string[] The debug info extensions (i.e. 'pdb')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ShouldCompileMonolithicBinary(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Whether this platform should build a monolithic binary
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ModifyModuleRulesForOtherPlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, where the target is a different host platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.FinalizeBinaryPaths(EpicGames.Core.FileReference,EpicGames.Core.FileReference,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
For platforms that need to output multiple files per binary (ie Android "fat" binaries)
|
|
this will emit multiple paths. By default, it simply makes an array from the input
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetConfigurations(UnrealBuildTool.UnrealTargetPlatform,System.Boolean)">
|
|
<summary>
|
|
Return all valid configurations for this platform
|
|
Typically, this is always Debug, Development, and Shipping - but Test is a likely future addition for some platforms
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.HasDefaultBuildConfig(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Check for the default configuration
|
|
return true if the project uses the default build config
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.RequiresBuild(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Check for whether we require a build for platform reasons
|
|
return true if the project requires a build
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.AddExtraModules(UnrealBuildTool.ReadOnlyTargetRules,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Get a list of extra modules the platform requires.
|
|
This is to allow undisclosed platforms to add modules they need without exposing information about the platform.
|
|
</summary>
|
|
<param name="Target">The target being build</param>
|
|
<param name="ExtraModuleNames">List of extra modules the platform needs to add to the target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ModifyModuleRulesForActivePlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, in a target that's being built for this platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the target environment for building
|
|
</summary>
|
|
<param name="Target">Settings for the target being compiled</param>
|
|
<param name="CompileEnvironment">The compile environment for this target</param>
|
|
<param name="LinkEnvironment">The link environment for this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.SetUpConfigurationEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the configuration environment for building
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="GlobalCompileEnvironment">The global compile environment</param>
|
|
<param name="GlobalLinkEnvironment">The global link environment</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetExternalBuildMetadata(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Allows the platform to return various build metadata that is not tracked by other means. If the returned string changes, the makefile will be invalidated.
|
|
</summary>
|
|
<param name="ProjectFile">The project file being built</param>
|
|
<returns>String describing the current build metadata</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetExternalBuildMetadata(EpicGames.Core.FileReference,System.Text.StringBuilder)">
|
|
<summary>
|
|
Allows the platform to return various build metadata that is not tracked by other means. If the returned string changes, the makefile will be invalidated.
|
|
</summary>
|
|
<param name="ProjectFile">The project file being built</param>
|
|
<param name="Metadata">String builder to contain build metadata</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ModifyBinaryLinkEnvironment(UnrealBuildTool.LinkEnvironment,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Allows the platform to modify the binary link environment before the binary is built
|
|
</summary>
|
|
<param name="BinaryLinkEnvironment">The binary link environment being created</param>
|
|
<param name="BinaryCompileEnvironment">The binary compile environment being used</param>
|
|
<param name="Target">The target rules in use</param>
|
|
<param name="ToolChain">The toolchain being used</param>
|
|
<param name="Graph">Action graph that is used to build the binary</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.RequiresLoadOrderManifest(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Indicates whether this platform requires a .loadorder file to be generated for the build.
|
|
.loadorder files contain a list of dynamic modules and the exact order in which they should be loaded
|
|
to ensure that all dependencies are satisfied i.e. we don't attempt to load a module without loading
|
|
all its dependencies first.
|
|
As such, this file is only needed in modular builds on some platforms (depending on the way they implement dynamic modules such as DLLs).
|
|
</summary>
|
|
<param name="Target">The target rules in use</param>
|
|
<returns>True if .loadorder file should be generated</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.IsPlatformInGroup(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
Checks if platform is part of a given platform group
|
|
</summary>
|
|
<param name="Platform">The platform to check</param>
|
|
<param name="PlatformGroup">The platform group to check</param>
|
|
<returns>True if platform is part of a platform group</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetSDK">
|
|
<summary>
|
|
Gets the SDK object that was passed in to the constructor
|
|
</summary>
|
|
<returns>The SDK object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.GetSDK(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Gets the SDK object that was passed in to the constructor to the UEBuildPlatform constructor for this platform
|
|
</summary>
|
|
<returns>The SDK object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.ShouldCreateDebugInfo(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Whether this platform should create debug information or not
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>bool true if debug info should be generated, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for this platform. There should be a single toolchain instance per-target, as their may be
|
|
state data and configuration cached between calls.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatform.Deploy(UnrealBuildTool.TargetReceipt)">
|
|
<summary>
|
|
Deploys the given target
|
|
</summary>
|
|
<param name="Receipt">Receipt for the target being deployed</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildPlatformFactory">
|
|
<summary>
|
|
Factory class for registering platforms at startup
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlatformFactory.TargetPlatform">
|
|
<summary>
|
|
Gets the target platform for an individual factory
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildPlugin">
|
|
<summary>
|
|
Stores information about a plugin that is being built for a target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlugin.Info">
|
|
<summary>
|
|
Information about the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlugin.Modules">
|
|
<summary>
|
|
Modules that this plugin belongs to
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlugin.Dependencies">
|
|
<summary>
|
|
Recursive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlugin.bDescriptorNeededAtRuntime">
|
|
<summary>
|
|
Whether the descriptor for this plugin is needed at runtime; because it has modules or content which is used, or because it references another module that does.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlugin.bDescriptorReferencedExplicitly">
|
|
<summary>
|
|
Whether this descriptor is referenced non-optionally by something else; a project file or other plugin. This is recursively applied to the plugin's references.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildPlugin.ReferenceChain">
|
|
<summary>
|
|
Chain of references to this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlugin.#ctor(UnrealBuildTool.PluginInfo,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Info">The static plugin information</param>
|
|
<param name="ReferenceChain">Chain of references to this plugin</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlugin.Name">
|
|
<summary>
|
|
Accessor for the name of this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlugin.File">
|
|
<summary>
|
|
Accessor for the file for this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlugin.ChildFiles">
|
|
<summary>
|
|
Accessor for the child files for this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlugin.Type">
|
|
<summary>
|
|
Accessor for the type of the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlugin.Directory">
|
|
<summary>
|
|
Accessor for this plugin's root directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildPlugin.Descriptor">
|
|
<summary>
|
|
Accessor for this plugin's descriptor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlugin.ToString">
|
|
<summary>
|
|
Returns the name of this plugin for debugging
|
|
</summary>
|
|
<returns>Name of the plugin</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildPlugin.ValidatePlugin(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Public entry point to validate a module
|
|
</summary>
|
|
<param name="logger"></param>
|
|
<returns>true if there are any fatal errors</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealTargetPlatform">
|
|
<summary>
|
|
The platform we're building for
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Info"></param>
|
|
<param name="Context"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Info"></param>
|
|
<param name="Context"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.FindOrAddByName(System.String)">
|
|
<summary>
|
|
Return the single instance of the Group with this name
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.AddAliasByName(System.String,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Return the single instance of the Group with this name
|
|
</summary>
|
|
<param name="Alias"></param>
|
|
/// <param name="Original"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.op_Equality(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="A"></param>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.op_Inequality(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="A"></param>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.Equals(System.Object)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.GetHashCode">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.ToString">
|
|
<summary>
|
|
Return the string representation
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.TryParse(System.String,UnrealBuildTool.UnrealTargetPlatform@)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<param name="Platform"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.Parse(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.GetValidPlatforms">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.GetValidPlatformNames">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.IsValidName(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.IsInGroup(UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
Helper that just calls UEBuildPlatform.IsPlatformInGroup
|
|
</summary>
|
|
<param name="Group"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatform.IsInGroup(System.String)">
|
|
<summary>
|
|
Helper that just calls UEBuildPlatform.IsPlatformInGroup
|
|
</summary>
|
|
<param name="Group"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.Win64">
|
|
<summary>
|
|
64-bit Windows
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.Mac">
|
|
<summary>
|
|
Mac
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.IOS">
|
|
<summary>
|
|
iOS
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.Android">
|
|
<summary>
|
|
Android
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.Linux">
|
|
<summary>
|
|
Linux
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.LinuxArm64">
|
|
<summary>
|
|
LinuxArm64
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.TVOS">
|
|
<summary>
|
|
TVOS
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealTargetPlatform.VisionOS">
|
|
<summary>
|
|
VisionOS
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealTargetPlatformExtensionMethods">
|
|
<summary>
|
|
Extension methods used for serializing UnrealTargetPlatform instances
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatformExtensionMethods.ReadUnrealTargetPlatform(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read an UnrealTargetPlatform instance from a binary archive
|
|
</summary>
|
|
<param name="Reader">Archive to read from</param>
|
|
<returns>New UnrealTargetPlatform instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealTargetPlatformExtensionMethods.WriteUnrealTargetPlatform(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Write an UnrealTargetPlatform instance to a binary archive
|
|
</summary>
|
|
<param name="Writer">The archive to write to</param>
|
|
<param name="Platform">The platform to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealPlatformGroup">
|
|
<summary>
|
|
Platform groups
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Info"></param>
|
|
<param name="Context"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Info"></param>
|
|
<param name="Context"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.FindOrAddByName(System.String)">
|
|
<summary>
|
|
Return the single instance of the Group with this name
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.op_Equality(UnrealBuildTool.UnrealPlatformGroup,UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="A"></param>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.op_Inequality(UnrealBuildTool.UnrealPlatformGroup,UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="A"></param>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.Equals(System.Object)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.GetHashCode">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.ToString">
|
|
<summary>
|
|
Return the string representation
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.TryParse(System.String,UnrealBuildTool.UnrealPlatformGroup@)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<param name="Group"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.GetValidGroups">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.GetValidGroupNames">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealPlatformGroup.IsValidName(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Windows">
|
|
<summary>
|
|
this group is just to lump Win32 and Win64 into Windows directories, removing the special Windows logic in MakeListOfUnsupportedPlatforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Microsoft">
|
|
<summary>
|
|
Microsoft platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Apple">
|
|
<summary>
|
|
Apple platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.IOS">
|
|
<summary>
|
|
making IOS a group allows TVOS to compile IOS code
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Unix">
|
|
<summary>
|
|
Unix platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Linux">
|
|
<summary>
|
|
Linux platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Android">
|
|
<summary>
|
|
Android platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.Desktop">
|
|
<summary>
|
|
Desktop group - used by UnrealPlatformClass.Desktop
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.SDLPlatform">
|
|
<summary>
|
|
SDLPlatform is for platforms that use SDL for windows, cursors, etc
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.ThirtyHz">
|
|
<summary>
|
|
30Hz is for platforms that typically run at 30Hz (Android, Switch) vs. the baseline 60Hz
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealPlatformGroup.PosixOS">
|
|
<summary>
|
|
POSIX-compliant platforms
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealArch">
|
|
<summary>
|
|
The architecture we're building for
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Info"></param>
|
|
<param name="Context"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Info"></param>
|
|
<param name="Context"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.FindOrAddByName(System.String,System.Nullable{System.Boolean})">
|
|
<summary>
|
|
Return the single instance of the Group with this name
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<param name="bIsX64">True if X64, false if not, or null if it's Default and will ask the platform later</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.op_Equality(UnrealBuildTool.UnrealArch,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="A"></param>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.op_Inequality(UnrealBuildTool.UnrealArch,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="A"></param>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.Equals(System.Object)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="B"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.GetHashCode">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.bIsX64">
|
|
<summary>
|
|
Returns true if the architecure is X64 based
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.ToString">
|
|
<summary>
|
|
Return the string representation
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.TryParse(System.String,UnrealBuildTool.UnrealArch@)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<param name="Arch"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.Parse(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.GetValidPlatforms">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.GetValidPlatformNames">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArch.IsValidName(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Name"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.X64">
|
|
<summary>
|
|
64-bit x86/intel
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.Arm64">
|
|
<summary>
|
|
64-bit arm
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.Deprecated">
|
|
<summary>
|
|
Used in place when needing to handle deprecated architectures that a licensee may still have. Do not use in normal logic
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.Host">
|
|
<summary>
|
|
Maps to the currently running architecture on the host platform (lazy because this needs other classes to be intialized)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.IOSSimulator">
|
|
<summary>
|
|
IOS Simulator
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.TVOSSimulator">
|
|
<summary>
|
|
TVOS Simulator
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.AppleName">
|
|
<summary>
|
|
Apple-specific low level name for the generic platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.LinuxName">
|
|
<summary>
|
|
Returns the low-architecture specific string for the generic architectures
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.Arm64ec">
|
|
<summary>
|
|
Version of Arm64 that can interop with X64 (Emulation Compatible)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.WindowsToolChain">
|
|
<summary>
|
|
Windows-specific tool chain to compile with
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.WindowsLibDir">
|
|
<summary>
|
|
Windows-specific lib directory for this architecture
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.WindowsSystemLibDir">
|
|
<summary>
|
|
Windows-specific system lib directory for this architecture
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArch.WindowsName">
|
|
<summary>
|
|
Windows-specific low level name for the generic platforms
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealArchitectures">
|
|
<summary>
|
|
A collection of one or more architecetures
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.#ctor(System.Collections.Generic.IEnumerable{UnrealBuildTool.UnrealArch})">
|
|
<summary>
|
|
Construct a UnrealArchitectures object from a list of Architectures
|
|
</summary>
|
|
<param name="Architectures"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.#ctor(System.Collections.Generic.IEnumerable{System.String},System.Nullable{UnrealBuildTool.UnrealTargetPlatform})">
|
|
<summary>
|
|
Construct a UnrealArchitectures object from a list of string Architectures
|
|
</summary>
|
|
<param name="Architectures"></param>
|
|
<param name="ValidationPlatform"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.#ctor(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Construct a UnrealArchitectures object from a single Architecture
|
|
</summary>
|
|
<param name="Architecture"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.#ctor(System.String,System.Nullable{UnrealBuildTool.UnrealTargetPlatform})">
|
|
<summary>
|
|
Construct a UnrealArchitectures object from a single string Architecture
|
|
</summary>
|
|
<param name="ArchitectureString"></param>
|
|
<param name="ValidationPlatform"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.#ctor(UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Construct a UnrealArchitectures object from another one
|
|
</summary>
|
|
<param name="Other"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.FromString(System.String,System.Nullable{UnrealBuildTool.UnrealTargetPlatform})">
|
|
<summary>
|
|
Creates an UnrealArchitectures from a string (created via ToString() or similar)
|
|
</summary>
|
|
<param name="ArchString"></param>
|
|
<param name="ValidationPlatform"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealArchitectures.Architectures">
|
|
<summary>
|
|
The list of architecture names in this set, sorted by architecture name
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArchitectures.SingleArchitecture">
|
|
<summary>
|
|
Gets the Architecture in the normal case where there is a single Architecture in Architectures, or throw an Exception if not single
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealArchitectures.bIsMultiArch">
|
|
<summary>
|
|
True if there is is more than one architecture specified
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.ToString">
|
|
<summary>
|
|
Gets the Architectures list as a + delimited string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealArchitectures.Contains(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Convenience function to check if the given architecture is in this set
|
|
</summary>
|
|
<param name="Arch"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealPlatformClass">
|
|
<summary>
|
|
The class of platform. See Utils.GetPlatformsInClass().
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPlatformClass.All">
|
|
<summary>
|
|
All platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPlatformClass.Desktop">
|
|
<summary>
|
|
All desktop platforms (Win32, Win64, Mac, Linux)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPlatformClass.Editor">
|
|
<summary>
|
|
All platforms which support the editor (Win64, Mac, Linux)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPlatformClass.Server">
|
|
<summary>
|
|
Platforms which support running servers (Win32, Win64, Mac, Linux)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealTargetConfiguration">
|
|
<summary>
|
|
The type of configuration a target can be built for. Roughly order by optimization level.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealTargetConfiguration.Unknown">
|
|
<summary>
|
|
Unknown
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealTargetConfiguration.Debug">
|
|
<summary>
|
|
Debug configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealTargetConfiguration.DebugGame">
|
|
<summary>
|
|
DebugGame configuration; equivalent to development, but with optimization disabled for game modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealTargetConfiguration.Development">
|
|
<summary>
|
|
Development configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealTargetConfiguration.Test">
|
|
<summary>
|
|
Test configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealTargetConfiguration.Shipping">
|
|
<summary>
|
|
Shipping configuration
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealIntermediateEnvironment">
|
|
<summary>
|
|
Intermediate environment. Determines if the intermediates end up in a different folder than normal.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.Default">
|
|
<summary>
|
|
Default environment
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.GenerateClangDatabase">
|
|
<summary>
|
|
Generate clang database environment is non unity and needs it own environment
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.IWYU">
|
|
<summary>
|
|
Include what you use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.NonUnity">
|
|
<summary>
|
|
Nonunity
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.Analyze">
|
|
<summary>
|
|
Static code analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.Query">
|
|
<summary>
|
|
Query
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealIntermediateEnvironment.GenerateProjectFiles">
|
|
<summary>
|
|
Generate project files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildTargetExtensions">
|
|
<summary>
|
|
Extension methods for UnrealIntermediateEnvironment enum
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTargetExtensions.IsUnity(UnrealBuildTool.UnrealIntermediateEnvironment)">
|
|
<summary>
|
|
Returns if this environment should default to a unity build
|
|
</summary>
|
|
<param name="Environment">The environment to check</param>
|
|
<returns>true if shold build unity by default</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildManifest">
|
|
<summary>
|
|
A container for a binary files (dll, exe) with its associated debug info.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildManifest.BuildProducts">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildManifest.DeployTargetFiles">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildManifest.#ctor">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildManifest.AddBuildProduct(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="FileName"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildManifest.AddBuildProduct(System.String,System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="FileName"></param>
|
|
<param name="DebugInfoExtension"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEBuildTarget">
|
|
<summary>
|
|
A target that can be built
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.Create(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.BuildConfiguration,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a target object for the specified target name.
|
|
</summary>
|
|
<param name="Descriptor">Information about the target</param>
|
|
<param name="BuildConfiguration">Build configuration</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.Create(UnrealBuildTool.TargetDescriptor,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a target object for the specified target name.
|
|
</summary>
|
|
<param name="Descriptor">Information about the target</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.Create(UnrealBuildTool.TargetDescriptor,System.Boolean,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a target object for the specified target name.
|
|
</summary>
|
|
<param name="Descriptor">Information about the target</param>
|
|
<param name="bSkipRulesCompile"></param>
|
|
<param name="bForceRulesCompile"></param>
|
|
<param name="bUsePrecompiled"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.Create(UnrealBuildTool.TargetDescriptor,System.Boolean,System.Boolean,System.Boolean,UnrealBuildTool.UnrealIntermediateEnvironment,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a target object for the specified target name.
|
|
</summary>
|
|
<param name="Descriptor">Information about the target</param>
|
|
<param name="bSkipRulesCompile">Whether to skip compiling any rules assemblies</param>
|
|
<param name="bForceRulesCompile">Whether to always compile all rules assemblies</param>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine build</param>
|
|
<param name="IntermediateEnvironment">Intermediate environment to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>The build target object for the specified build rules source file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ValidateSharedEnvironment(UnrealBuildTool.RulesAssembly,System.String,EpicGames.Core.CommandLineArguments,UnrealBuildTool.TargetRules,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Validates that the build environment matches the shared build environment, by comparing the TargetRules instance to the vanilla target rules for the current target type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ValidatePlugins(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Validate all plugins
|
|
</summary>
|
|
<param name="logger"></param>
|
|
<returns>true if there are any fatal errors</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ValidatePlugin(UnrealBuildTool.UEBuildPlugin,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Validates a plugin
|
|
</summary>
|
|
<param name="plugin"></param>
|
|
<param name="logger"></param>
|
|
<returns>true if there are any fatal errors</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ValidateModules(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Validates all plugins
|
|
</summary>
|
|
<param name="logger"></param>
|
|
<returns>true if there are any fatal errors</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ValidateModule(UnrealBuildTool.UEBuildModule,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Validates a module
|
|
</summary>
|
|
<param name="module"></param>
|
|
<param name="logger"></param>
|
|
<returns>true if there are any fatal errors</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.Rules">
|
|
<summary>
|
|
The target rules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.RulesAssembly">
|
|
<summary>
|
|
The rules assembly to use when searching for modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.MetadataCache">
|
|
<summary>
|
|
Cache of source file metadata for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.ProjectFile">
|
|
<summary>
|
|
The project file for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.ProjectDescriptor">
|
|
<summary>
|
|
The project descriptor for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.TargetType">
|
|
<summary>
|
|
Type of target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.AppName">
|
|
<summary>
|
|
The name of the application the target is part of. For targets with bUseSharedBuildEnvironment = true, this is typically the name of the base application, eg. UnrealEditor for any game editor.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.TargetName">
|
|
<summary>
|
|
The name of the target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.bUseSharedBuildEnvironment">
|
|
<summary>
|
|
Whether the target uses the shared build environment. If false, AppName==TargetName and all binaries should be written to the project directory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.Platform">
|
|
<summary>
|
|
Platform as defined by the VCProject and passed via the command line. Not the same as internal config names.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.Configuration">
|
|
<summary>
|
|
Target as defined by the VCProject and passed via the command line. Not necessarily the same as internal name.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.Architectures">
|
|
<summary>
|
|
The architecture this target is being built for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.IntermediateEnvironment">
|
|
<summary>
|
|
Intermediate environment. Determines if the intermediates end up in a different folder than normal.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.PlatformIntermediateFolder">
|
|
<summary>
|
|
Relative path for platform-specific intermediates (eg. Intermediate/Build/Win64/x64)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.PlatformIntermediateFolderNoArch">
|
|
<summary>
|
|
Relative path for platform-specific intermediates that explicitly do not need an architeecture (eg. Intermediate/Build/Win64)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.ProjectDirectory">
|
|
<summary>
|
|
Root directory for the active project. Typically contains the .uproject file, or the engine root.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.ProjectIntermediateDirectory">
|
|
<summary>
|
|
Default directory for intermediate files. Typically underneath ProjectDirectory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.ProjectIntermediateDirectoryNoArch">
|
|
<summary>
|
|
Default directory for intermediate files. Typically underneath ProjectDirectory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.EngineIntermediateDirectory">
|
|
<summary>
|
|
Directory for engine intermediates. For an agnostic editor/game executable, this will be under the engine directory. For monolithic executables this will be the same as the project intermediate directory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.BuildPlugins">
|
|
<summary>
|
|
All plugins which are built for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.EnabledPlugins">
|
|
<summary>
|
|
All plugin dependencies for this target. This differs from the list of plugins that is built for Launcher, where we build everything, but link in only the enabled plugins.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.ForeignPlugin">
|
|
<summary>
|
|
Specifies the path to a specific plugin to compile.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.bBuildDependantPlugins">
|
|
<summary>
|
|
When building a foreign plugin, whether to build plugins it depends on as well.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.UbtPlugins">
|
|
<summary>
|
|
Collection of all UBT plugins (project files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.EnabledUbtPlugins">
|
|
<summary>
|
|
Collection of all enabled UBT plugins (project files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.EnabledUhtPlugins">
|
|
<summary>
|
|
Collection of all enabled UHT plugin assemblies
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.Binaries">
|
|
<summary>
|
|
All application binaries; may include binaries not built by this target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.NonFilteredModules">
|
|
<summary>
|
|
Kept to determine the correct module parsing order when filtering modules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.bCompileMonolithic">
|
|
<summary>
|
|
true if target should be compiled in monolithic mode, false if not
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.Modules">
|
|
<summary>
|
|
Used to keep track of all modules by name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEBuildTarget.ReceiptFileName">
|
|
<summary>
|
|
Filename for the receipt for this target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.TargetRulesFile">
|
|
<summary>
|
|
The name of the .Target.cs file, if the target was created with one
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEBuildTarget.bDeployAfterCompile">
|
|
<summary>
|
|
Whether to deploy this target after compilation
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ShouldCompileMonolithic">
|
|
<summary>
|
|
Whether this target should be compiled in monolithic mode
|
|
</summary>
|
|
<returns>true if it should, false if it shouldn't</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.BuiltWithOverriddenSDKs">
|
|
<summary>
|
|
Whether this target was compiled with an overridden sdk (usually from a platform .ini specifying an alternate SDK version)
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.#ctor(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.RulesAssembly,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="InDescriptor">Target descriptor</param>
|
|
<param name="InRules">The target rules, as created by RulesCompiler.</param>
|
|
<param name="InRulesAssembly">The chain of rules assemblies that this target was created with</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetPlatformIntermediateFolder(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArchitectures,System.Boolean)">
|
|
<summary>
|
|
Gets the intermediate directory for a given platform
|
|
</summary>
|
|
<param name="Platform">Platform to get the folder for</param>
|
|
<param name="Architectures">Architectures to get the folder for</param>
|
|
<param name="External">Insert External after Intermediate - for out-of-tree plugins</param>
|
|
<returns>The output directory for intermediates</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetTargetIntermediateFolderName(System.String,UnrealBuildTool.UnrealIntermediateEnvironment)">
|
|
<summary>
|
|
Adjusts a target name to be a usable intermediate folder name.
|
|
</summary>
|
|
<param name="TargetName">Base target name</param>
|
|
<param name="IntermediateEnvironment">Intermediate environment to use</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetAppNameForTargetType(UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Gets the app name for a given target type
|
|
</summary>
|
|
<param name="Type">The target type</param>
|
|
<returns>The app name for this target type</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.WriteDependencyList(EpicGames.Core.FileReference,System.Collections.Generic.List{UnrealBuildTool.RuntimeDependency},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a list of all the externally referenced files required to use the precompiled data for this target
|
|
</summary>
|
|
<param name="Location">Path to the dependency list</param>
|
|
<param name="RuntimeDependencies">List of all the runtime dependencies for this target</param>
|
|
<param name="RuntimeDependencyTargetFileToSourceFile">Map of runtime dependencies to their location in the source tree, before they are staged</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GenerateManifest(EpicGames.Core.FileReference,System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType}},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates a public manifest file for writing out
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.PrepareModuleManifests">
|
|
<summary>
|
|
Prepare all the module manifests for this target
|
|
</summary>
|
|
<returns>Dictionary mapping from filename to module manifest</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.PrepareReceipt(UnrealBuildTool.UEToolChain,System.Collections.Generic.List{System.Collections.Generic.KeyValuePair{EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType}},System.Collections.Generic.List{UnrealBuildTool.RuntimeDependency})">
|
|
<summary>
|
|
Prepare all the receipts this target (all the .target and .modules files). See the VersionManifest class for an explanation of what these files are.
|
|
</summary>
|
|
<param name="ToolChain">The toolchain used to build the target</param>
|
|
<param name="BuildProducts">Artifacts from the build</param>
|
|
<param name="RuntimeDependencies">Output runtime dependencies</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GatherDependencyModules(System.Collections.Generic.List{UnrealBuildTool.UEBuildBinary})">
|
|
<summary>
|
|
Gathers dependency modules for given binaries list.
|
|
</summary>
|
|
<param name="Binaries">Binaries list.</param>
|
|
<returns>Dependency modules set.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreateCompileEnvironmentForProjectFiles(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a global compile environment suitable for generating project files.
|
|
</summary>
|
|
<returns>New compile environment</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.BuildAsync(UnrealBuildTool.BuildConfiguration,UnrealBuildTool.ISourceFileWorkingSet,UnrealBuildTool.TargetDescriptor,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Builds the target, appending list of output files and returns building result.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetExecutableDir">
|
|
<summary>
|
|
Gets the output directory for the main executable
|
|
</summary>
|
|
<returns>The executable directory</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CheckRestrictedFolders(EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Check that copying a file from one location to another does not violate rules regarding restricted folders
|
|
</summary>
|
|
<param name="TargetFile">The destination location for the file</param>
|
|
<param name="SourceFile">The source location of the file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the copy is permitted, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetRestrictedFolders(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets the restricted folders that the given file is in
|
|
</summary>
|
|
<param name="File">The file to test</param>
|
|
<returns>List of restricted folders for the file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreateToolchain(UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a toolchain for the current target. May be overridden by the target rules.
|
|
</summary>
|
|
<returns>New toolchain instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CleanStaleModules(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Cleans any stale modules that have changed moved output folder.
|
|
|
|
On Windows, the loader reads imported DLLs from the first location it finds them. If modules are moved from one place to another, we have to be sure to clean up the old versions
|
|
so that they're not loaded accidentally causing unintuitive import errors.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.IsEngineToPluginReferenceAllowed(System.String,System.String)">
|
|
<summary>
|
|
Check whether a reference from an engine module to a plugin module is allowed. 'Temporary' hack until these can be fixed up properly.
|
|
</summary>
|
|
<param name="EngineModuleName">Name of the engine module.</param>
|
|
<param name="PluginModuleName">Name of the plugin module.</param>
|
|
<returns>True if the reference is allowed.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ExportJson(EpicGames.Core.FileReference,System.Collections.Generic.List{UnrealBuildTool.LinkedAction})">
|
|
<summary>
|
|
Export the definition of this target to a JSON file
|
|
</summary>
|
|
<param name="OutputFile">File to write to</param>
|
|
<param name="Actions">List of actions to export</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.WritePublicHeader(UnrealBuildTool.UEBuildBinary,EpicGames.Core.FileReference,UnrealBuildTool.CppCompileEnvironment,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a header for the given binary that allows including headers from it in an external application
|
|
</summary>
|
|
<param name="Binary">Binary to write a header for</param>
|
|
<param name="HeaderFile">Path to the header to output</param>
|
|
<param name="GlobalCompileEnvironment">The global compile environment for this target</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CheckForEULAViolation(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Check for EULA violation dependency issues.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.IsRedistributable(UnrealBuildTool.UEBuildModule)">
|
|
<summary>
|
|
Tells if this module can be redistributed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.SetupMergeModules(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Dynamically merge modules into libraries based on target settings
|
|
</summary>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.PreBuildSetup(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Setup target before build. This method finds dependencies, sets up global environment etc.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreatePreBuildScripts">
|
|
<summary>
|
|
Creates scripts for executing the pre-build scripts
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreatePostBuildScripts">
|
|
<summary>
|
|
Creates scripts for executing post-build steps
|
|
</summary>
|
|
<returns>Array of post-build scripts</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.AddCustomBuildSteps(UnrealBuildTool.CustomBuildSteps,UnrealBuildTool.UEBuildPlugin,System.Collections.Generic.List{System.Tuple{System.String[],UnrealBuildTool.UEBuildPlugin}})">
|
|
<summary>
|
|
Adds custom build steps from the given JSON object to the list of command batches
|
|
</summary>
|
|
<param name="BuildSteps">The custom build steps</param>
|
|
<param name="Plugin">The plugin to associate with these commands</param>
|
|
<param name="CommandBatches">List to receive the command batches</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetTargetVariables(UnrealBuildTool.UEBuildPlugin)">
|
|
<summary>
|
|
Gets a list of variables that can be expanded in paths referenced by this target
|
|
</summary>
|
|
<param name="Plugin">The current plugin</param>
|
|
<returns>Map of variable names to values</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.WriteCustomBuildStepScripts(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference,System.String,System.Collections.Generic.List{System.Tuple{System.String[],UnrealBuildTool.UEBuildPlugin}})">
|
|
<summary>
|
|
Write scripts containing the custom build steps for the given host platform
|
|
</summary>
|
|
<param name="HostPlatform">The current host platform</param>
|
|
<param name="Directory">The output directory for the scripts</param>
|
|
<param name="FilePrefix">Bare prefix for all the created script files</param>
|
|
<param name="CommandBatches">List of custom build steps, and their matching PluginInfo (if appropriate)</param>
|
|
<returns>List of created script files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetHotReloadModuleNames">
|
|
<summary>
|
|
Finds a list of module names which can be hot-reloaded
|
|
</summary>
|
|
<returns>Set of module names</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.FindSharedPCHs(System.Collections.Generic.List{UnrealBuildTool.UEBuildBinary},UnrealBuildTool.CppCompileEnvironment,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines which modules can be used to create shared PCHs
|
|
</summary>
|
|
<param name="OriginalBinaries">The list of binaries</param>
|
|
<param name="GlobalCompileEnvironment">The compile environment. The shared PCHs will be added to the SharedPCHs list in this.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreateSharedPCHInstances(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEToolChain,System.Collections.Generic.List{UnrealBuildTool.UEBuildBinary},UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates all the shared PCH instances before processing the modules
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="ToolChain">The toolchain to build with</param>
|
|
<param name="OriginalBinaries">The list of binaries</param>
|
|
<param name="GlobalCompileEnvironment">The compile environment. The shared PCHs will be added to the SharedPCHs list in this.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Graph">List of build actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.AddExtraModules(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
When building a target, this is called to add any additional modules that should be compiled along
|
|
with the main target. If you override this in a derived class, remember to call the base implementation!
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.AddAllValidModulesToTarget(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds all the precompiled modules into the target. Precompiled modules are compiled alongside the target, but not linked into it unless directly referenced.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetOutputDirectoryForExecutable(EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets the output directory for a target
|
|
</summary>
|
|
<param name="BaseDir">The base directory for output files</param>
|
|
<param name="TargetFile">Path to the target file</param>
|
|
<returns>The output directory for this target</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetBaseOutputDirectory(UnrealBuildTool.ModuleRules)">
|
|
<summary>
|
|
Finds the base output directory for build products of the given module
|
|
</summary>
|
|
<param name="ModuleRules">The rules object created for this module</param>
|
|
<returns>The base output directory for compiled object files for this module</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetModuleIntermediateDirectory(UnrealBuildTool.ModuleRules,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Finds the base output directory for a module
|
|
</summary>
|
|
<param name="ModuleRules">The rules object created for this module</param>
|
|
<param name="Architectures">The architectures (or none) to insert into the directory structure</param>
|
|
<returns>The output directory for compiled object files for this module</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreateDynamicLibraryForModule(UnrealBuildTool.UEBuildModuleCPP)">
|
|
<summary>
|
|
Adds a dynamic library for the given module. Does not check whether a binary already exists, or whether a binary should be created for this build configuration.
|
|
</summary>
|
|
<param name="Module">The module to create a binary for</param>
|
|
<returns>The new binary. This has not been added to the target.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreateDynamicLibraryForModules(System.String,System.Collections.Generic.IEnumerable{UnrealBuildTool.UEBuildModuleCPP})">
|
|
<summary>
|
|
Adds a dynamic library for the given set of modules. Does not check whether a binary already exists, or whether a binary should be created for this build configuration.
|
|
</summary>
|
|
<param name="MergedName">The name of the merged binary</param>
|
|
<param name="Modules">The modules to create a binary for</param>
|
|
<returns>The new binary. This has not been added to the target.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.MakeBinaryFileName(System.String,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Makes a filename (without path) for a compiled binary (e.g. "Core-Win64-Debug.lib") */
|
|
</summary>
|
|
<param name="BinaryName">The name of this binary</param>
|
|
<param name="Separator">The separator for a decorated filename</param>
|
|
<param name="Platform">The platform being built for</param>
|
|
<param name="Configuration">The configuration being built</param>
|
|
<param name="Architectures">The target architectures being built</param>
|
|
<param name="UndecoratedConfiguration">The target configuration which doesn't require a platform and configuration suffix. Development by default.</param>
|
|
<param name="BinaryType">Type of binary</param>
|
|
<returns>Name of the binary</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.MakeBinaryPaths(EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UEBuildBinaryType,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.UnrealTargetConfiguration,System.Boolean,System.String,EpicGames.Core.FileReference,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Determine the output path for a target's executable
|
|
</summary>
|
|
<param name="BaseDirectory">The base directory for the executable; typically either the engine directory or project directory.</param>
|
|
<param name="BinaryName">Name of the binary</param>
|
|
<param name="Platform">Target platform to build for</param>
|
|
<param name="Configuration">Target configuration being built</param>
|
|
<param name="Architectures">Architectures being built</param>
|
|
<param name="BinaryType">The type of binary we're compiling</param>
|
|
<param name="UndecoratedConfiguration">The configuration which doesn't have a "-{Platform}-{Configuration}" suffix added to the binary</param>
|
|
<param name="bIncludesGameModules">Whether this executable contains game modules</param>
|
|
<param name="ExeSubFolder">Subfolder for executables. May be null.</param>
|
|
<param name="ProjectFile">The project file containing the target being built</param>
|
|
<param name="Rules">Rules for the target being built</param>
|
|
<returns>List of executable paths for this target</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.SetupProjectModules(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Sets up the uproject modules for this target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.SetupPlugins(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Sets up the plugins for this target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ModifyModuleRulesForTarget(System.String,UnrealBuildTool.ModuleRules)">
|
|
<summary>
|
|
Modify a module rules based on the current target, be very careful not to violate the shared environment!
|
|
</summary>
|
|
<param name="moduleName">name of the module</param>
|
|
<param name="moduleRules">the module's rules</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.AddPlugin(UnrealBuildTool.PluginReferenceDescriptor,System.String,System.String[],System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.UEBuildPlugin},System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.PluginSet},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a plugin instance from a reference to it
|
|
</summary>
|
|
<param name="Reference">Reference to the plugin</param>
|
|
<param name="ReferenceChain">Textual representation of the chain of references, for error reporting</param>
|
|
<param name="ExcludeFolders">Array of folder names to be excluded</param>
|
|
<param name="NameToInstance">Map from plugin name to instance of it</param>
|
|
<param name="NameToInfos">Map from plugin name to information</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
<returns>Instance of the plugin, or null if it should not be used</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.ShouldExcludePlugin(UnrealBuildTool.PluginInfo,System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Checks whether a plugin path contains a platform directory fragment
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.SetupUbtPlugins(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Scan for UBT plugins. This also detects if the current target has a C++ style UHT that don't have
|
|
an associated UBT/UHT plugin. When this happens, the old UHT must be used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.SetupBinaries(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Sets up the binaries for the target.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment(UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Sets up the global compile and link environment for the target.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CreateModuleRulesAndSetDefaults(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create a rules object for the given module, and set any default values for this target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.RemoveTrailingSlashes(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Utility function to remove trailing slashes from a list of paths
|
|
</summary>
|
|
<param name="Paths">List of paths to process</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetRelativeBaseDir(EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Determines the relative base directory path from the specified Binary directory to the Engine base directory if possible.
|
|
</summary>
|
|
<param name="BinaryDirectory">Directory that contains the platform subdirectoies for each UBT built binary</param>
|
|
<param name="TargetPlatform">Platform that the binary is for</param>
|
|
<returns>A string specifying the relative path from the binary directory to the engine base dir, or null if this isn't contained within the engine hierarhcy</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds a module given its name. Throws an exception if the module couldn't be found.
|
|
</summary>
|
|
<param name="ModuleName">Name of the module</param>
|
|
<param name="ReferenceChain">Chain of references causing this module to be instantiated, for display in error messages</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.FindOrCreateCppModuleByName(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructs a new C++ module
|
|
</summary>
|
|
<param name="ModuleName">Name of the module</param>
|
|
<param name="ReferenceChain">Chain of references causing this module to be instantiated, for display in error messages</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>New C++ module</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.NormalizeIncludePath(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Normalize an include path to be relative to the engine source directory
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.GetModuleByName(System.String)">
|
|
<summary>
|
|
Finds a module given its name. Throws an exception if the module couldn't be found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEBuildTarget.CombinePathList(EpicGames.Core.DirectoryReference,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Combines a list of paths with a base path.
|
|
</summary>
|
|
<param name="BasePath">Base path to combine with. May be null or empty.</param>
|
|
<param name="PathList">List of input paths to combine with. May be null.</param>
|
|
<returns>List of paths relative The build module object for the specified build rules source file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironmentFastbuildExtensions.GetToolPath(UnrealBuildTool.VCEnvironment)">
|
|
<summary>
|
|
This replaces the VCToolPath64 readonly property that was available in 4.19 . Note that GetVCToolPath64
|
|
is still used internally, but the property for it is no longer exposed.
|
|
</summary>
|
|
<param name="VCEnv"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironmentFastbuildExtensions.GetVCInstallDirectory(UnrealBuildTool.VCEnvironment)">
|
|
<summary>
|
|
This replaces the InstallDir readonly property that was available in 4.19.
|
|
|
|
|
|
</summary>
|
|
<param name="VCEnv"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.LocalExecutor">
|
|
<summary>
|
|
Executor to use for local actions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.FBuildExecutablePath">
|
|
<summary>
|
|
Used to specify the location of fbuild.exe if the distributed binary isn't being used
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.bEnableDistribution">
|
|
<summary>
|
|
Controls network build distribution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.FBuildBrokeragePath">
|
|
<summary>
|
|
Used to specify the location of the brokerage. If null, FASTBuild will fall back to checking FASTBUILD_BROKERAGE_PATH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.FBuildCoordinator">
|
|
<summary>
|
|
Used to specify the FASTBuild coordinator IP or network name. If null, FASTBuild will fall back to checking FASTBUILD_COORDINATOR
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.bEnableCaching">
|
|
<summary>
|
|
Controls whether to use caching at all. CachePath and FASTCacheMode are only relevant if this is enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.CacheMode">
|
|
<summary>
|
|
Cache access mode - only relevant if bEnableCaching is true;
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.FBuildCachePath">
|
|
<summary>
|
|
Used to specify the location of the cache. If null, FASTBuild will fall back to checking FASTBUILD_CACHE_PATH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.bForceRemote">
|
|
<summary>
|
|
Whether to force remote
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.bStopOnError">
|
|
<summary>
|
|
Whether to stop on error
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.MsvcCRTRedistVersion">
|
|
<summary>
|
|
Which MSVC CRT Redist version to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FASTBuild.CompilerVersion">
|
|
<summary>
|
|
Which MSVC Compiler version to use
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FASTBuild.#ctor(System.Int32,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FASTBuild.Dispose">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FASTBuild.GetTelemetryEvent">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FASTBuild.ExecuteActionsAsync(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ExecuteResults">
|
|
<summary>
|
|
Results from a run action
|
|
</summary>
|
|
<param name="LogLines">Console log lines</param>
|
|
<param name="ExitCode">Process return code. Zero is assumed to be success and all other values an error.</param>
|
|
<param name="ExecutionTime">Wall time</param>
|
|
<param name="ProcessorTime">CPU time</param>
|
|
<param name="AdditionalDescription">Additional description of action</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExecuteResults.#ctor(System.Collections.Generic.List{System.String},System.Int32,System.TimeSpan,System.TimeSpan,System.String)">
|
|
<summary>
|
|
Results from a run action
|
|
</summary>
|
|
<param name="LogLines">Console log lines</param>
|
|
<param name="ExitCode">Process return code. Zero is assumed to be success and all other values an error.</param>
|
|
<param name="ExecutionTime">Wall time</param>
|
|
<param name="ProcessorTime">CPU time</param>
|
|
<param name="AdditionalDescription">Additional description of action</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ExecuteResults.LogLines">
|
|
<summary>Console log lines</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ExecuteResults.ExitCode">
|
|
<summary>Process return code. Zero is assumed to be success and all other values an error.</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ExecuteResults.ExecutionTime">
|
|
<summary>Wall time</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ExecuteResults.ProcessorTime">
|
|
<summary>CPU time</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ExecuteResults.AdditionalDescription">
|
|
<summary>Additional description of action</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionPhase">
|
|
<summary>
|
|
Defines the phase of execution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionPhase.ArtifactCheck">
|
|
<summary>
|
|
Check for already existing artifacts for the inputs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionPhase.Compile">
|
|
<summary>
|
|
Compile the action
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ImmediateActionQueueRunnerType">
|
|
<summary>
|
|
Defines the type of the runner.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueueRunnerType.Automatic">
|
|
<summary>
|
|
Will be used to queue jobs as part of general requests
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueueRunnerType.Manual">
|
|
<summary>
|
|
Will only be used for manual requests to queue jobs
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ImmediateActionQueueRunner">
|
|
<summary>
|
|
Actions are assigned a runner when they need executing
|
|
</summary>
|
|
<param name="Type">Type of the runner</param>
|
|
<param name="ActionPhase">The action phase that this step supports</param>
|
|
<param name="RunAction">Function to be run queue running a task</param>
|
|
<param name="UseActionWeights">If true, use the action weight as a secondary limit</param>
|
|
<param name="MaxActions">Maximum number of action actions</param>
|
|
<param name="MaxActionWeight">Maximum weight of actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueueRunner.#ctor(UnrealBuildTool.ImmediateActionQueueRunnerType,UnrealBuildTool.ActionPhase,System.Func{UnrealBuildTool.LinkedAction,System.Func{System.Threading.Tasks.Task}},System.Boolean,System.Int32,System.Double)">
|
|
<summary>
|
|
Actions are assigned a runner when they need executing
|
|
</summary>
|
|
<param name="Type">Type of the runner</param>
|
|
<param name="ActionPhase">The action phase that this step supports</param>
|
|
<param name="RunAction">Function to be run queue running a task</param>
|
|
<param name="UseActionWeights">If true, use the action weight as a secondary limit</param>
|
|
<param name="MaxActions">Maximum number of action actions</param>
|
|
<param name="MaxActionWeight">Maximum weight of actions</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.Type">
|
|
<summary>Type of the runner</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.ActionPhase">
|
|
<summary>The action phase that this step supports</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.RunAction">
|
|
<summary>Function to be run queue running a task</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.UseActionWeights">
|
|
<summary>If true, use the action weight as a secondary limit</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.MaxActions">
|
|
<summary>Maximum number of action actions</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.MaxActionWeight">
|
|
<summary>Maximum weight of actions</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueueRunner.ActiveActions">
|
|
<summary>
|
|
Current number of active actions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueueRunner.ActiveActionWeight">
|
|
<summary>
|
|
Current weight of actions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueueRunner.LastActionChange">
|
|
<summary>
|
|
Used to track if the runner has already scanned the action list
|
|
for a given change count but found nothing to run.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueueRunner.IsUnderLimits">
|
|
<summary>
|
|
True if the current limits have not been reached.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ImmediateActionQueue">
|
|
<summary>
|
|
Helper class to manage the action queue
|
|
|
|
Running the queue can be done with a mixture of automatic and manual runners. Runners are responsible for performing
|
|
the work associated with an action. Automatic runners will have actions automatically queued to them up to the point
|
|
that any runtime limits aren't exceeded (such as maximum number of concurrent processes). Manual runners must have
|
|
jobs queued to them by calling TryStartOneAction or StartManyActions with the runner specified.
|
|
|
|
For example:
|
|
|
|
ParallelExecutor uses an automatic runner exclusively.
|
|
UBAExecutor uses an automatic runner to run jobs locally and a manual runner to run jobs remotely as processes
|
|
become available.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionStallReportTime">
|
|
<summary>
|
|
Number of second of no completed actions to trigger an action stall report.
|
|
If zero, stall reports will not be enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionStallTerminateTime">
|
|
<summary>
|
|
Number of second of no completed actions to trigger to terminate the queue.
|
|
If zero, force termination not be enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ImmediateActionQueue.ActionStatus">
|
|
<summary>
|
|
Running status of the action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionStatus.Queued">
|
|
<summary>
|
|
Queued waiting for execution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionStatus.Running">
|
|
<summary>
|
|
Action is running
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionStatus.Finished">
|
|
<summary>
|
|
Action has successfully finished
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionStatus.Error">
|
|
<summary>
|
|
Action has finished with an error
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ImmediateActionQueue.ActionState">
|
|
<summary>
|
|
Used to track the state of each action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionState.Action">
|
|
<summary>
|
|
Action to be executed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionState.Phase">
|
|
<summary>
|
|
Phase of the action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionState.Status">
|
|
<summary>
|
|
Current status of the execution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionState.Runner">
|
|
<summary>
|
|
Runner assigned to the action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionState.Results">
|
|
<summary>
|
|
Optional execution results
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ActionState.PrereqActionsSortIndex">
|
|
<summary>
|
|
Indices to prereq actions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.Actions">
|
|
<summary>
|
|
State information about each action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.Logger">
|
|
<summary>
|
|
Output logging
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueue.TotalActions">
|
|
<summary>
|
|
Total number of actions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ProcessGroup">
|
|
<summary>
|
|
Process group
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.CancellationTokenSource">
|
|
<summary>
|
|
Source for the cancellation token
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueue.CancellationToken">
|
|
<summary>
|
|
Cancellation token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ProgressWriter">
|
|
<summary>
|
|
Progress writer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.Success">
|
|
<summary>
|
|
Overall success of the action queue
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ShowCompilationTimes">
|
|
<summary>
|
|
Whether to show compilation times along with worst offenders or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ShowCPUUtilization">
|
|
<summary>
|
|
Whether to show CPU utilization after the work is complete.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.PrintActionTargetNames">
|
|
<summary>
|
|
Add target names for each action executed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.LogActionCommandLines">
|
|
<summary>
|
|
Whether to log command lines for actions being executed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.ShowPerActionCompilationTimes">
|
|
<summary>
|
|
Whether to show compilation times for each executed action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.CompactOutput">
|
|
<summary>
|
|
Collapse non-error output lines
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.StopCompilationAfterErrors">
|
|
<summary>
|
|
When enabled, will stop compiling targets after a compile error occurs.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ImmediateActionQueue.IsDone">
|
|
<summary>
|
|
Return true if the queue is done
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.OnArtifactsRead">
|
|
<summary>
|
|
Action that can be to notify when artifacts have been read for an action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.OnArtifactsMiss">
|
|
<summary>
|
|
Action that can be to notify when artifacts have been missed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._runners">
|
|
<summary>
|
|
Collection of available runners
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._firstPendingAction">
|
|
<summary>
|
|
First action to start scanning for actions to run
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._writeToolOutput">
|
|
<summary>
|
|
Action to invoke when writing tool output
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._flushToolOutput">
|
|
<summary>
|
|
Flush the tool output after logging has completed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._cpuUtilizationTimer">
|
|
<summary>
|
|
Timer used to collect CPU utilization
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._cpuUtilization">
|
|
<summary>
|
|
Per-second logging of cpu utilization
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._actionsToLog">
|
|
<summary>
|
|
Collection of all actions remaining to be logged
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._actionsToLogTask">
|
|
<summary>
|
|
Task waiting to process logging
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._loggedCompletedActions">
|
|
<summary>
|
|
Used only by the logger to track the [x,total] output
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._completedActions">
|
|
<summary>
|
|
Tracks the number of completed actions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._cacheHitActions">
|
|
<summary>
|
|
Tracks the number of completed actions from cache hits.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._cacheMissActions">
|
|
<summary>
|
|
Tracks the number of unsuccessful actions from cache misses.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._startManyFlags">
|
|
<summary>
|
|
Flags used to track how StartManyActions should run
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._lastActionChange">
|
|
<summary>
|
|
Number of changes to the action list
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._lastActionStallReported">
|
|
<summary>
|
|
If true, an action stall has been reported for the current change count
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._lastActionStallCanceled">
|
|
<summary>
|
|
If true, the queue has been cancelled due to an action stall
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._lastActionChangeTime">
|
|
<summary>
|
|
Time of the last change to the action count. This is updated by the timer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._lastActionStallChange">
|
|
<summary>
|
|
Copy of _lastActionChange used to detect updates by the time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._doneTaskSource">
|
|
<summary>
|
|
Used to terminate the run with status
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue.LastGroupPrefix">
|
|
<summary>
|
|
The last action group printed in multi-target builds
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ImmediateActionQueue._actionArtifactCache">
|
|
<summary>
|
|
If set, artifact cache used to retrieve previously compiled results and save new results
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.#ctor(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},UnrealBuildTool.Artifacts.IActionArtifactCache,System.Int32,System.String,System.Action{System.String},System.Action,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Construct a new instance of the action queue
|
|
</summary>
|
|
<param name="actions">Collection of actions</param>
|
|
<param name="actionArtifactCache">If true, the artifact cache is being used</param>
|
|
<param name="maxActionArtifactCacheTasks">Max number of concurrent artifact cache tasks</param>
|
|
<param name="progressWriterText">Text to be displayed with the progress writer</param>
|
|
<param name="writeToolOutput">Action to invoke when writing tool output</param>
|
|
<param name="flushToolOutput">Action to invoke when flushing tool output</param>
|
|
<param name="logger">Logging interface</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.CancelKeyPress(System.Object,System.ConsoleCancelEventArgs)">
|
|
<summary>
|
|
Event handler for the Console.CancelKeyPress event
|
|
</summary>
|
|
<param name="sender"></param>
|
|
<param name="e"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.CreateAutomaticRunner(System.Func{UnrealBuildTool.LinkedAction,System.Func{System.Threading.Tasks.Task}},System.Boolean,System.Int32,System.Double)">
|
|
<summary>
|
|
Create a new automatic runner
|
|
</summary>
|
|
<param name="runAction">Action to be run queue running a task</param>
|
|
<param name="useActionWeights">If true, use the action weight as a secondary limit</param>
|
|
<param name="maxActions">Maximum number of action actions</param>
|
|
<param name="maxActionWeight">Maximum weight of actions</param>
|
|
<returns>Created runner</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.CreateManualRunner(System.Func{UnrealBuildTool.LinkedAction,System.Func{System.Threading.Tasks.Task}},System.Boolean,System.Int32,System.Double)">
|
|
<summary>
|
|
Create a manual runner
|
|
</summary>
|
|
<param name="runAction">Action to be run queue running a task</param>
|
|
<param name="useActionWeights">If true, use the action weight as a secondary limit</param>
|
|
<param name="maxActions">Maximum number of action actions</param>
|
|
<param name="maxActionWeight">Maximum weight of actions</param>
|
|
<returns>Created runner</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.Start">
|
|
<summary>
|
|
Start the process of running all the actions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.RunTillDone">
|
|
<summary>
|
|
Run the actions until complete
|
|
</summary>
|
|
<returns>True if completed successfully</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.GetActionResultCounts(System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
|
|
<summary>
|
|
Get the number of actions that were run, and how many succeeded or failed
|
|
</summary>
|
|
<param name="totalActions">Out parameter, the total number of actions</param>
|
|
<param name="succeededActions">Out parameter, the number of successful actions</param>
|
|
<param name="failedActions">Out parameter, the number of failed actions</param>
|
|
<param name="cacheHitActions">Out parameter, the number of cache hit actions</param>
|
|
<param name="cacheMissActions">Out parameter, the number of cache miss actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.EnumerateReadyToCompileActions">
|
|
<summary>
|
|
Return an enumeration of ready compile tasks. This is not executed under a lock and
|
|
does not modify the state of any actions.
|
|
</summary>
|
|
<returns>Enumerations of all ready to compile actions.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.TryStartOneAction(UnrealBuildTool.ImmediateActionQueueRunner)">
|
|
<summary>
|
|
Try to start one action
|
|
</summary>
|
|
<param name="runner">If specified, tasks will only be queued to this runner. Otherwise all manual runners will be used.</param>
|
|
<returns>True if an action was run, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.HandleException(UnrealBuildTool.LinkedAction,System.Exception)">
|
|
<summary>
|
|
Handle an exception running a task
|
|
</summary>
|
|
<param name="action">Action that has been run</param>
|
|
<param name="ex">Thrown exception</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.TryStartOneActionInternal(UnrealBuildTool.ImmediateActionQueueRunner)">
|
|
<summary>
|
|
Try to start one action.
|
|
</summary>
|
|
<param name="runner">If specified, tasks will only be queued to this runner. Otherwise all manual runners will be used.</param>
|
|
<returns>Action to be run if something was queued and the number of completed actions</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.StartManyActions(UnrealBuildTool.ImmediateActionQueueRunner)">
|
|
<summary>
|
|
Start as many actions as possible.
|
|
</summary>
|
|
<param name="runner">If specified, all actions will be limited to the runner</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.Dispose">
|
|
<summary>
|
|
Dispose the object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.RequeueAction(UnrealBuildTool.LinkedAction)">
|
|
<summary>
|
|
Reset the status of the given action to the queued state.
|
|
</summary>
|
|
<param name="action">Action being re-queued</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.OnActionCompleted(UnrealBuildTool.LinkedAction,System.Boolean,UnrealBuildTool.ExecuteResults)">
|
|
<summary>
|
|
Notify the system that an action has been completed.
|
|
</summary>
|
|
<param name="action">Action being completed</param>
|
|
<param name="success">If true, the action succeeded or false if it failed.</param>
|
|
<param name="results">Optional execution results</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.SetActionState(UnrealBuildTool.LinkedAction,UnrealBuildTool.ImmediateActionQueue.ActionStatus,UnrealBuildTool.ExecuteResults)">
|
|
<summary>
|
|
Set the new state of an action. Can only set state to Queued, Finished, or Error
|
|
</summary>
|
|
<param name="action">Action being set</param>
|
|
<param name="status">Status to set</param>
|
|
<param name="results">Optional results</param>
|
|
<exception cref="T:UnrealBuildTool.BuildException"></exception>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.AddCompletedActions(System.Int32)">
|
|
<summary>
|
|
Add the number of completed actions and signal done if all actions complete.
|
|
</summary>
|
|
<param name="count">Number of completed actions to add. If int.MaxValue, then the number is immediately set to total actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.GetQueuedActionsCount(System.Func{UnrealBuildTool.LinkedAction,System.Boolean})">
|
|
<summary>
|
|
Returns the number of queued actions left (including queued actions that will do artifact check first)
|
|
Note, this method is lockless and will not always return accurate count
|
|
</summary>
|
|
<param name="filterFunc">Optional function to filter out actions. Return false if action should not be included</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.LogActions">
|
|
<summary>
|
|
Purge the pending logging actions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.LogAction(UnrealBuildTool.LinkedAction,UnrealBuildTool.ExecuteResults)">
|
|
<summary>
|
|
Log an action that has completed
|
|
</summary>
|
|
<param name="action">Action that has completed</param>
|
|
<param name="executeTaskResult">Results of the action</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.TraceSummary">
|
|
<summary>
|
|
Generate the final summary display
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ImmediateActionQueue.GetActionReadyState(UnrealBuildTool.ImmediateActionQueue.ActionState)">
|
|
<summary>
|
|
Get the ready state of an action
|
|
</summary>
|
|
<param name="action">Action in question</param>
|
|
<returns>Action ready state</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ParallelExecutor">
|
|
<summary>
|
|
This executor uses async Tasks to process the action graph
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.MaxProcessorCount">
|
|
<summary>
|
|
Maximum processor count for local execution.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.ProcessorCountMultiplier">
|
|
<summary>
|
|
Processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.
|
|
When using the local executor (not XGE), run a single action on each CPU core. Note that you can set this to a larger value
|
|
to get slightly faster build times in many cases, but your computer's responsiveness during compiling may be much worse.
|
|
This value is ignored if the CPU does not support hyper-threading.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.MemoryPerActionBytes">
|
|
<summary>
|
|
Free memory per action in bytes, used to limit the number of parallel actions if the machine is memory starved.
|
|
Set to 0 to disable free memory checking.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.ProcessPriority">
|
|
<summary>
|
|
The priority to set for spawned processes.
|
|
Valid Settings: Idle, BelowNormal, Normal, AboveNormal, High
|
|
Default: BelowNormal or Normal for an Asymmetrical processor as BelowNormal can cause scheduling issues.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bStopCompilationAfterErrors">
|
|
<summary>
|
|
When enabled, will stop compiling targets after a compile error occurs.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bShowCompilationTimes">
|
|
<summary>
|
|
Whether to show compilation times along with worst offenders or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bShowPerActionCompilationTimes">
|
|
<summary>
|
|
Whether to show compilation times for each executed action
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bLogActionCommandLines">
|
|
<summary>
|
|
Whether to log command lines for actions being executed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bPrintActionTargetNames">
|
|
<summary>
|
|
Add target names for each action executed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bUseActionWeights">
|
|
<summary>
|
|
Whether to take into account the Action's weight when determining to do more work or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bShowCPUUtilization">
|
|
<summary>
|
|
Whether to show CPU utilization after the work is complete.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.bCompactOutput">
|
|
<summary>
|
|
Collapse non-error output lines
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ParallelExecutor.NumParallelProcesses">
|
|
<summary>
|
|
How many processes that will be executed in parallel
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutor.#ctor(System.Int32,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="MaxLocalActions">How many actions to execute in parallel</param>
|
|
<param name="bAllCores">Consider logical cores when determining how many total cpu cores are available</param>
|
|
<param name="bCompactOutput">Should output be written in a compact fashion</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ParallelExecutor.Name">
|
|
<summary>
|
|
Returns the name of this executor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutor.IsAvailable">
|
|
<summary>
|
|
Checks whether the task executor can be used
|
|
</summary>
|
|
<returns>True if the task executor can be used</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ParallelExecutor.telemetryEvent">
|
|
<summary>
|
|
Telemetry event for this executor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutor.GetTelemetryEvent">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutor.CreateActionQueue(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},UnrealBuildTool.Artifacts.IActionArtifactCache,System.Int32,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create an action queue
|
|
</summary>
|
|
<param name="actionsToExecute">Actions to be executed</param>
|
|
<param name="actionArtifactCache">Artifact cache</param>
|
|
<param name="maxActionArtifactCacheTasks">Max artifact tasks that can execute in parallel</param>
|
|
<param name="logger">Logging interface</param>
|
|
<returns>Action queue</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutor.ExecuteActionsAsync(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ParallelExecutorConfiguration">
|
|
<summary>
|
|
Publicly visible static class that allows external access to the parallel executor config
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutorConfiguration.GetMaxParallelProcesses(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Maximum number of processes that should be used for execution
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ParallelExecutorConfiguration.GetMaxParallelProcesses(System.Int32,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Maximum number of processes that should be used for execution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SNDBS.bStopSNDBSCompilationAfterErrors">
|
|
<summary>
|
|
When enabled, SN-DBS will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SNDBS.bAllowOverVpn">
|
|
<summary>
|
|
When set to false, SNDBS will not be enabled when running connected to the coordinator over VPN. Configure VPN-assigned subnets via the VpnSubnets parameter.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SNDBS.VpnSubnets">
|
|
<summary>
|
|
List of subnets containing IP addresses assigned by VPN
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SNDBS.GetTelemetryEvent">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SNDBS.ExecuteActionsAsync(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SNDBS.ExecuteProcessWithProgressMarkup(System.Diagnostics.ProcessStartInfo,System.Int32,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Executes the process, parsing progress markup as part of the output.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SNDBS.BuiltInTemplates">
|
|
<summary>
|
|
SN-DBS templates that are automatically included in the build.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UBAHordeSession._id">
|
|
<summary>
|
|
ID for this Horde session
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UBAExecutor.ExecuteActionsInternal(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},EpicGames.UBA.ISessionServer,Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache,System.Action)">
|
|
<summary>
|
|
Executes the provided actions
|
|
</summary>
|
|
<returns>True if all the tasks successfully executed, or false if any of them failed.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UBAExecutor.ForceLocalNoDetour(UnrealBuildTool.LinkedAction)">
|
|
<summary>
|
|
Determine if an action must be run locally and with no detouring
|
|
</summary>
|
|
<param name="action">The action to check</param>
|
|
<returns>If this action must be local, non-detoured</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UBAExecutor.CanRunRemotely(UnrealBuildTool.LinkedAction)">
|
|
<summary>
|
|
Determine if an action is able to be run remotely
|
|
</summary>
|
|
<param name="action">The action to check</param>
|
|
<returns>If this action can be run remotely</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UBALocalExecutor">
|
|
<summary>
|
|
UBAExecutor, but force local only compiles regardless of other settings
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealBuildAcceleratorConfig">
|
|
<summary>
|
|
Configuration for Unreal Build Accelerator
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bDisableRemote">
|
|
<summary>
|
|
When set to true, UBA will not use any remote help
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bForceBuildAllRemote">
|
|
<summary>
|
|
When set to true, UBA will force all actions that can be built remotely to be built remotely. This will hang if there are no remote agents available
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bForcedRetry">
|
|
<summary>
|
|
When set to true, actions that fail locally with UBA will be retried without UBA.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bForcedRetryRemote">
|
|
<summary>
|
|
When set to true, actions that fail remotely with UBA will be retried locally with UBA.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bStrict">
|
|
<summary>
|
|
When set to true, all errors and warnings from UBA will be output at the appropriate severity level to the log (rather than being output as 'information' and attempting to continue regardless).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bStoreRaw">
|
|
<summary>
|
|
If UBA should store cas compressed or raw
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bLinkRemote">
|
|
<summary>
|
|
If UBA should distribute linking to remote workers. This needs bandwidth but can be an optimization
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.StoreCapacityGb">
|
|
<summary>
|
|
The amount of gigabytes UBA is allowed to use to store workset and cached data. It is a good idea to have this >10gb
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.MaxWorkers">
|
|
<summary>
|
|
Max number of worker threads that can handle messages from remotes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.SendSize">
|
|
<summary>
|
|
Max size of each message sent from server to client
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.Host">
|
|
<summary>
|
|
Which ip UBA server should listen to for connections
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.Port">
|
|
<summary>
|
|
Which port UBA server should listen to for connections.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.RootDir">
|
|
<summary>
|
|
Which directory to store files for UBA.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bUseQuic">
|
|
<summary>
|
|
Use Quic protocol instead of Tcp (experimental)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bLogEnabled">
|
|
<summary>
|
|
Enable logging of UBA processes
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bPrintSummary">
|
|
<summary>
|
|
Prints summary of UBA stats at end of build
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bLaunchVisualizer">
|
|
<summary>
|
|
Launch visualizer application which shows build progress
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bResetCas">
|
|
<summary>
|
|
Resets the cas cache
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.TraceFile">
|
|
<summary>
|
|
Provide custom path for trace output file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bDetailedTrace">
|
|
<summary>
|
|
Add verbose details to the UBA trace
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bDisableWaitOnMem">
|
|
<summary>
|
|
Disable UBA waiting on available memory before spawning new processes
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bAllowKillOnMem">
|
|
<summary>
|
|
Let UBA kill running processes when close to out of memory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bStoreObjFilesCompressed">
|
|
<summary>
|
|
Store object (.obj) compressed on disk. Requires uba to do link step where it will decompress obj files again
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.OutputStatsThresholdMs">
|
|
<summary>
|
|
Threshold for when executor should output logging for the process. Defaults to never
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bWriteToDisk">
|
|
<summary>
|
|
Skip writing intermediate and output files to disk. Useful for validation builds where we don't need the output
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bDisableCustomAlloc">
|
|
<summary>
|
|
Set to true to disable mimalloc and detouring of memory allocations.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.Zone">
|
|
<summary>
|
|
The zone to use for UBA.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bUseCrypto">
|
|
<summary>
|
|
Set to true to enable encryption when transferring files over the network.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bUseKnownInputs">
|
|
<summary>
|
|
Set to true to provide known inputs to processes that are run remote. This is an experimental feature to speed up build times when ping is higher
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.ActionsOutputFile">
|
|
<summary>
|
|
Write yaml file with all actions that are queued for build. This can be used to replay using "UbaCli.exe local file.yaml"
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bDetailedLog">
|
|
<summary>
|
|
Set to true to see more info about what is happening inside uba and also log output from agents
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.CacheServer">
|
|
<summary>
|
|
Address of the uba cache service. Will automatically use cache if connected
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bWriteCache">
|
|
<summary>
|
|
Set cache to write instead of fetch
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.CacheMaxWorkers">
|
|
<summary>
|
|
Max number of cache download tasks that can execute in parallel
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorConfig.bReportCacheMissReason">
|
|
<summary>
|
|
Report reason a cache miss happened. Useful when searching for determinism/portability issues
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig">
|
|
<summary>
|
|
Configuration for Unreal Build Accelerator Horde session
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeServer">
|
|
<summary>
|
|
Uri of the Horde server
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeToken">
|
|
<summary>
|
|
Auth token for the Horde server
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeOidcProvider">
|
|
<summary>
|
|
OIDC id for the login to use
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordePool">
|
|
<summary>
|
|
Pool for the Horde agent to assign, calculated based on platform and overrides
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.DefaultHordePool">
|
|
<summary>
|
|
Pool for the Horde agent to assign if no override current platform doesn't have it set
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.OverrideHordePool">
|
|
<summary>
|
|
Pool for the Horde agent to assign, only used for commandline override
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.LinuxHordePool">
|
|
<summary>
|
|
Pool for the Horde agent to assign when on Linux
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.MacHordePool">
|
|
<summary>
|
|
Pool for the Horde agent to assign when on Mac
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.WindowsHordePool">
|
|
<summary>
|
|
Pool for the Horde agent to assign when on Windows
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeCondition">
|
|
<summary>
|
|
Requirements for the Horde agent to assign
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.ClusterDefault">
|
|
<summary>
|
|
Default compute cluster ID if nothing is set
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.ClusterAuto">
|
|
<summary>
|
|
Compute cluster ID for automatically resolving the most suitable cluster
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeCluster">
|
|
<summary>
|
|
Compute cluster ID to use in Horde. Set to "_auto" to let Horde server resolve a suitable cluster.
|
|
In multi-region setups this is can simplify configuration of UBT/UBA a lot.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeHost">
|
|
<summary>
|
|
Which ip UBA server should give to agents. This will invert so host listens and agents connect
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeMaxCores">
|
|
<summary>
|
|
Max cores allowed to be used by build session
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeDelay">
|
|
<summary>
|
|
How long UBT should wait to ask for help. Useful in build configs where machine can delay remote work and still get same wall time results (pch dependencies etc)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.bHordeAllowWine">
|
|
<summary>
|
|
Allow use of Wine. Only applicable to Horde agents running Linux. Can still be ignored if Wine executable is not set on agent.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeConnectionMode">
|
|
<summary>
|
|
Connection mode for agent/compute communication
|
|
<see cref="T:EpicGames.Horde.Compute.ConnectionMode" /> for valid modes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeEncryption">
|
|
<summary>
|
|
Encryption to use for agent/compute communication. Note that UBA agent uses its own encryption.
|
|
<see cref="T:EpicGames.Horde.Compute.Encryption" /> for valid modes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.UBASentryUrl">
|
|
<summary>
|
|
Sentry URL to send box data to. Optional.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.bDisableHorde">
|
|
<summary>
|
|
Disable horde all together
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildAcceleratorHordeConfig.HordeEnabled">
|
|
<summary>
|
|
Enabled parameter for use by INI config, expects one of [True, False, BuildMachineOnly]
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bXGENoWatchdogThread">
|
|
<summary>
|
|
Whether to use the no_watchdog_thread option to prevent VS2015 toolchain stalls.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bShowXGEMonitor">
|
|
<summary>
|
|
Whether to display the XGE build monitor.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bStopXGECompilationAfterErrors">
|
|
<summary>
|
|
When enabled, XGE will stop compiling targets after a compile error occurs. Recommended, as it saves computing resources for others.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bAllowOverVpn">
|
|
<summary>
|
|
When set to false, XGE will not be enabled when running connected to the coordinator over VPN. Configure VPN-assigned subnets via the VpnSubnets parameter.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.VpnSubnets">
|
|
<summary>
|
|
List of subnets containing IP addresses assigned by VPN
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bAllowRemoteLinking">
|
|
<summary>
|
|
Whether to allow remote linking
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bUseVCCompilerMode">
|
|
<summary>
|
|
Whether to enable the VCCompiler=true setting. This requires an additional license for VC tools.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.MinActions">
|
|
<summary>
|
|
Minimum number of actions to use XGE execution.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XGE.bUnavailableIfInUse">
|
|
<summary>
|
|
Check for a concurrent XGE build and treat the XGE executor as unavailable if it's in use.
|
|
This will allow UBT to fall back to another executor such as the parallel executor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XGE.GetTelemetryEvent">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XGE.ExecuteActionsAsync(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XGE.WriteTaskFile(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},System.String,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a XGE task file containing the specified actions to the specified file path.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XGE.ExecutionResult">
|
|
<summary>
|
|
The possible result of executing tasks with XGE.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XGE.ExecuteTaskFile(System.String,System.Diagnostics.DataReceivedEventHandler,System.Int32,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Executes the tasks in the specified file.
|
|
</summary>
|
|
<param name="TaskFilePath">- The path to the file containing the tasks to execute in XGE XML format.</param>
|
|
<param name="OutputEventHandler"></param>
|
|
<param name="ActionCount"></param>
|
|
<param name="Logger"></param>
|
|
<returns>Indicates whether the tasks were successfully executed.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XGE.ExecuteTaskFileWithProgressMarkup(System.String,UnrealBuildTool.LinkedAction[],Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Executes the tasks in the specified file, parsing progress markup as part of the output.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Matchers.CompileEventMatcher">
|
|
<summary>
|
|
Matches compile errors and annotates with the source file path and revision
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Matchers.CompileEventMatcher.Match(EpicGames.Core.ILogCursor)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Matchers.LinkEventMatcher">
|
|
<summary>
|
|
Matcher for linker errors
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Matchers.LinkEventMatcher.Match(EpicGames.Core.ILogCursor)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Matchers.MicrosoftEventMatcher">
|
|
<summary>
|
|
Matcher for generic Microsoft errors (see https://docs.microsoft.com/en-us/cpp/build/formatting-the-output-of-a-custom-build-step-or-build-event?view=msvc-160)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AggregateClangTimingInfo">
|
|
<summary>
|
|
Aggregates clang timing information files together into one monolithic breakdown file.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AggregateParsedTimingInfo">
|
|
<summary>
|
|
Aggregates parsed Visual C++ timing information files together into one monolithic breakdown file.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.AnalyzeMode">
|
|
<summary>
|
|
Outputs information about the given target, including a module dependecy graph (in .gefx format and list of module references)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.AnalyzeMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.PipInstallMode">
|
|
<summary>
|
|
Identifies plugins with python requirements and attempts to install all dependencies using pip.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.PipInstallMode.PythonInterpreter">
|
|
<summary>
|
|
Full path to python interpreter engine was built with (if unspecified use value in PythonSDKRoot.txt)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.PipInstallMode.Action">
|
|
<summary>
|
|
The action the pip install tool should implement (GenRequirements, Setup, Parse, Install, ViewLicenses, default: Install)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.PipInstallMode.bIgnoreHashes">
|
|
<summary>
|
|
Disable requiring hashes in pip install requirements (NOTE: this is insecure and may simplify supply-chain attacks)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.PipInstallMode.OverrideIndexUrl">
|
|
<summary>
|
|
Allow overriding the index url (this will also disable extra-urls)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.PipInstallMode.bAllPlugins">
|
|
<summary>
|
|
Run pip installer on all plugins in project and engine
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.PipInstallMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<param name="Logger"></param>
|
|
<returns>Exit code</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.PipEnv">
|
|
<summary>
|
|
PipEnv helper class for setting up a self-contained pip environment and running pip commands (particularly pip install) within that env.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.IBaseCmdProgressLogger">
|
|
<summary>
|
|
Simple interface for logging command stdout/stderr with progress tags if supported
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.SimpleCmdLogCreator">
|
|
<summary>
|
|
Simple factory types so that users don't need to implement the factory
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.SimpleCmdLogger">
|
|
<summary>
|
|
Basic command logger which just echos output/errors to Logger (indent stdout data by 2 spaces)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.PythonCmdLogger">
|
|
<summary>
|
|
Pyuthon command wraps python logging facility outputs to appropriate log channel
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.FileCmdLogger">
|
|
<summary>
|
|
Basic command writer that redirects stdout to file, and writes stderr normally (used to output pip freeze to file)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.PipProgressLogger">
|
|
<summary>
|
|
Simple interface for logging command stdout/stderr with progress tags if supported
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.UhtConfigImpl">
|
|
<summary>
|
|
Implement the UHT configuration interface. Due to the configuration system being fairly embedded into
|
|
UBT, the implementation must be part of UBT.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._typeRedirectMap">
|
|
<summary>
|
|
Types that have been renamed, treat the old deprecated name as the new name for code generation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._metaDataRedirectMap">
|
|
<summary>
|
|
Meta data that have been renamed, treat the old deprecated name as the new name for code generation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._units">
|
|
<summary>
|
|
Supported units in the game
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._structsWithNoPrefix">
|
|
<summary>
|
|
Special parsed struct names that do not require a prefix
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._structsWithTPrefix">
|
|
<summary>
|
|
Special parsed struct names that have a 'T' prefix
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._delegateParameterCountStrings">
|
|
<summary>
|
|
Mapping from 'human-readable' macro substring to # of parameters for delegate declarations
|
|
Index 0 is 1 parameter, Index 1 is 2, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._defaultGeneratedCodeVersion">
|
|
<summary>
|
|
Default version of generated code. Defaults to oldest possible, unless specified otherwise in config.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._engineNativePointerMemberBehavior">
|
|
<summary>
|
|
Internal version of pointer warning for native pointers in the engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._engineObjectPtrMemberBehavior">
|
|
<summary>
|
|
Internal version of pointer warning for object pointers in the engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._enginePluginNativePointerMemberBehavior">
|
|
<summary>
|
|
Internal version of pointer warning for native pointers in engine plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._enginePluginObjectPtrMemberBehavior">
|
|
<summary>
|
|
Internal version of pointer warning for object pointers in engine plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._nonEngineNativePointerMemberBehavior">
|
|
<summary>
|
|
Internal version of pointer warning for native pointers outside the engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._nonEngineObjectPtrMemberBehavior">
|
|
<summary>
|
|
Internal version of pointer warning for object pointers outside the engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._showDeprecations">
|
|
<summary>
|
|
If true, deprecation warnings should be shown
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._areRigVMUObjectPropertiesEnabled">
|
|
<summary>
|
|
If true, UObject properties are enabled in RigVM
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._areRigVMUInterfaceProeprtiesEnabled">
|
|
<summary>
|
|
If true, UInterface properties are enabled in RigVM
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._engineMissingGeneratedHeaderIncludeBehavior">
|
|
<summary>
|
|
Internal version of behavior when there is a missing generated header include in the engine code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._nonEngineMissingGeneratedHeaderIncludeBehavior">
|
|
<summary>
|
|
Internal version of behavior when there is a missing generated header include in non engine code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._engineEnumUnderlyingTypeNotSet">
|
|
<summary>
|
|
Internal version of the behavior set when the underlying type of a regular and namespaced enum isn't set in the engine code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._nonEngineEnumUnderlyingTypeNotSet">
|
|
<summary>
|
|
Internal version of the behavior set when the underlying type of a regular and namespaced enum isn't set in the non engine code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._documentationPolicies">
|
|
<summary>
|
|
Collection of known documentation policies
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtConfigImpl._defaultDocumentationPolicy">
|
|
<summary>
|
|
Default documentation policy (usually empty)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.DefaultGeneratedCodeVersion">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.EngineNativePointerMemberBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.EngineObjectPtrMemberBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.EnginePluginNativePointerMemberBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.EnginePluginObjectPtrMemberBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.NonEngineNativePointerMemberBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.NonEngineObjectPtrMemberBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.AreRigVMUObjectPropertiesEnabled">
|
|
<summary>
|
|
If true, UObject properties are enabled in RigVM
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.AreRigVMUInterfaceProeprtiesEnabled">
|
|
<summary>
|
|
If true, UInterface properties are enabled in RigVM
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.ShowDeprecations">
|
|
<summary>
|
|
If true, deprecation warnings should be shown
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.EngineMissingGeneratedHeaderIncludeBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.NonEngineMissingGeneratedHeaderIncludeBehavior">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.EngineEnumUnderlyingTypeNotSet">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.NonEngineEnumUnderlyingTypeNotSet">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.DocumentationPolicies">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UhtConfigImpl.DefaultDocumentationPolicy">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.RedirectTypeIdentifier(EpicGames.UHT.Tokenizer.UhtToken@)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.RedirectMetaDataKey(System.String,System.String@)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.IsValidUnits(EpicGames.Core.StringView)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.IsStructWithTPrefix(EpicGames.Core.StringView)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.FindDelegateParameterCount(EpicGames.Core.StringView)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.GetDelegateParameterCountString(System.Int32)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.IsExporterEnabled(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtConfigImpl.#ctor(EpicGames.Core.CommandLineArguments)">
|
|
<summary>
|
|
Read the UHT configuration
|
|
</summary>
|
|
<param name="Args">Extra command line arguments</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.UhtGlobalOptions">
|
|
<summary>
|
|
Global options for UBT (any modes)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtGlobalOptions.bGetHelp">
|
|
<summary>
|
|
User asked for help
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtGlobalOptions.LogOutputLevel">
|
|
<summary>
|
|
The amount of detail to write to the log
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtGlobalOptions.LogFileName">
|
|
<summary>
|
|
Specifies the path to a log file to write. Note that the default mode (eg. building, generating project files) will create a log file by default if this not specified.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtGlobalOptions.bLogTimestamps">
|
|
<summary>
|
|
Whether to include timestamps in the log
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtGlobalOptions.bLogFromMsBuild">
|
|
<summary>
|
|
Whether to format messages in MsBuild format
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtGlobalOptions.bNoLog">
|
|
<summary>
|
|
Disables all logging including the default log location
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtGlobalOptions.#ctor(EpicGames.Core.CommandLineArguments)">
|
|
<summary>
|
|
Initialize the options with the given command line arguments
|
|
</summary>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.UhtTestFileManager">
|
|
<summary>
|
|
File manager for the test harness
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtTestFileManager.SourceFragments">
|
|
<summary>
|
|
Collection of test fragments that can be read
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UhtTestFileManager.Outputs">
|
|
<summary>
|
|
All output segments generated by code gen
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.#ctor(System.String)">
|
|
<summary>
|
|
Construct a new instance of the test file manager
|
|
</summary>
|
|
<param name="RootDirectory">Root directory of the UE</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.GetFullFilePath(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.ReadSource(System.String,EpicGames.UHT.Utils.UhtSourceFragment@)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.ReadOutput(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.ReadOutput(System.String,EpicGames.UHT.Utils.UhtPoolBuffer{System.Char}@)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.WriteOutput(System.String,System.ReadOnlySpan{System.Char})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.RenameOutput(System.String,System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UhtTestFileManager.AddSourceFragment(EpicGames.UHT.Types.UhtSourceFile,System.String,System.Int32,EpicGames.Core.StringView)">
|
|
<summary>
|
|
Add a source file fragment to the session. When requests are made to read sources, the
|
|
fragment list will be searched first.
|
|
</summary>
|
|
<param name="SourceFile">Source file</param>
|
|
<param name="FilePath">The relative path to add</param>
|
|
<param name="LineNumber">Starting line number</param>
|
|
<param name="Data">The data associated with the path</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.UhtTestHarness">
|
|
<summary>
|
|
Testing harness to run the test scripts
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Modes.UnrealHeaderToolMode">
|
|
<summary>
|
|
Invoke UHT
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Modes.UnrealHeaderToolMode.CachedEngineProgramSavedDirectory">
|
|
<summary>
|
|
Directory for saved application settings (typically Engine/Programs)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Modes.UnrealHeaderToolMode.EngineProgramSavedDirectory">
|
|
<summary>
|
|
The engine programs directory
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UnrealHeaderToolMode.PrintUsage(EpicGames.UHT.Tables.UhtExporterTable,EpicGames.UHT.Utils.IUhtConfig)">
|
|
<summary>
|
|
Print (incomplete) usage information
|
|
</summary>
|
|
<param name="ExporterTable">Defined exporters</param>
|
|
<param name="Config">Configuration</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Modes.UnrealHeaderToolMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildOptions">
|
|
<summary>
|
|
Options controlling how a target is built
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildOptions.None">
|
|
<summary>
|
|
Default options
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildOptions.SkipBuild">
|
|
<summary>
|
|
Don't build anything, just do target setup and terminate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildOptions.XGEExport">
|
|
<summary>
|
|
Just output a list of XGE actions; don't build anything
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildOptions.NoEngineChanges">
|
|
<summary>
|
|
Fail if any engine files would be modified by the build
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildMode">
|
|
<summary>
|
|
Builds a target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.BaseLogFileName">
|
|
<summary>
|
|
Specifies the file to use for logging.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.bIgnoreJunk">
|
|
<summary>
|
|
Whether to skip checking for files identified by the junk manifest.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.bSkipBuild">
|
|
<summary>
|
|
Skip building; just do setup and terminate.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.bSkipPreBuildTargets">
|
|
<summary>
|
|
Skip pre build targets; just do the main target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.bXGEExport">
|
|
<summary>
|
|
Whether we should just export the XGE XML and pretend it succeeded
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.bNoEngineChanges">
|
|
<summary>
|
|
Do not allow any engine files to be output (used by compile on startup functionality)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.WriteOutdatedActionsFile">
|
|
<summary>
|
|
Whether we should just export the outdated actions list
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.SaveCrashDumpDirectory">
|
|
<summary>
|
|
An optional directory to copy crash dump files into
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildMode.ActionTypeFilter">
|
|
<summary>
|
|
If specified, then only this type of action will execute
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Main entry point
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<returns>One of the values of ECompilationResult</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.CreateInitScripts(UnrealBuildTool.TargetDescriptor)">
|
|
<summary>
|
|
Creates scripts for executing the init scripts (only supported on project descriptors)
|
|
</summary>
|
|
<param name="TargetDescriptor">The current target</param>
|
|
<returns>List of created script files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.WriteInitScripts(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference,System.String,System.Collections.Generic.List{System.String[]})">
|
|
<summary>
|
|
Write scripts containing the custom build steps for the given host platform
|
|
</summary>
|
|
<param name="TargetDescriptor">The current target</param>
|
|
<param name="HostPlatform">The current host platform</param>
|
|
<param name="Directory">The output directory for the scripts</param>
|
|
<param name="FilePrefix">Bare prefix for all the created script files</param>
|
|
<param name="CommandBatches">List of custom build steps</param>
|
|
<returns>List of created script files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.GetTargetVariables(UnrealBuildTool.TargetDescriptor)">
|
|
<summary>
|
|
Gets a list of variables that can be expanded in paths referenced by this target
|
|
</summary>
|
|
<param name="TargetDescriptor">The current target</param>
|
|
<returns>Map of variable names to values</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.BuildAsync(System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},UnrealBuildTool.BuildConfiguration,UnrealBuildTool.ISourceFileWorkingSet,UnrealBuildTool.BuildOptions,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,System.Boolean,System.String)">
|
|
<summary>
|
|
Build a list of targets
|
|
</summary>
|
|
<param name="TargetDescriptors">Target descriptors</param>
|
|
<param name="BuildConfiguration">Current build configuration</param>
|
|
<param name="WorkingSet">The source file working set</param>
|
|
<param name="Options">Additional options for the build</param>
|
|
<param name="WriteOutdatedActionsFile">Files to write the list of outdated actions to (rather than building them)</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="bSkipPreBuildTargets">If true then only the current target descriptors will be built.</param>
|
|
<param name="ActionTypeFilter">If specified, only actions of this type will be run</param>
|
|
<returns>Result from the compilation</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.BuildAsync(UnrealBuildTool.TargetMakefile[],System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},UnrealBuildTool.BuildConfiguration,UnrealBuildTool.BuildOptions,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,System.String)">
|
|
<summary>
|
|
Build a list of targets with a given set of makefiles.
|
|
</summary>
|
|
<param name="Makefiles">Makefiles created with CreateMakefiles</param>
|
|
<param name="TargetDescriptors">Target descriptors</param>
|
|
<param name="BuildConfiguration">Current build configuration</param>
|
|
<param name="Options">Additional options for the build</param>
|
|
<param name="WriteOutdatedActionsFile">Files to write the list of outdated actions to (rather than building them)</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="ActionTypeFilter">If specified, only actions of this type will be run</param>
|
|
<returns>Result from the compilation</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.GetAllSourceFilesIncludingHeader(System.Collections.Generic.List{EpicGames.Core.FileReference},EpicGames.Core.FileReference,System.Collections.Generic.List{UnrealBuildTool.IExternalAction},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
If there are headers in the specific list, this function will exand the list to include all files that include those headers
|
|
</summary>
|
|
<param name="SpecificFilesToCompile">List of files to compile</param>
|
|
<param name="ProjectFile">Project file if there is one</param>
|
|
<param name="Actions">Actions to filter out expansion of files</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.OutputToolchainInfo(System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},UnrealBuildTool.TargetMakefile[],Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Outputs the toolchain used to build each target
|
|
</summary>
|
|
<param name="TargetDescriptors">List of targets being built</param>
|
|
<param name="Makefiles">Matching array of makefiles for each target</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.IsHeader(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Returns true if File is header
|
|
</summary>
|
|
<param name="File">File to check</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.CreateMakefileAsync(UnrealBuildTool.BuildConfiguration,UnrealBuildTool.TargetDescriptor,UnrealBuildTool.ISourceFileWorkingSet,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates the makefile for a target. If an existing, valid makefile already exists on disk, loads that instead.
|
|
</summary>
|
|
<param name="BuildConfiguration">The build configuration</param>
|
|
<param name="TargetDescriptor">Target being built</param>
|
|
<param name="WorkingSet">Set of source files which are part of the working set</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Makefile for the given target</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.GatherOutputItems(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.TargetMakefile,System.Collections.Generic.HashSet{UnrealBuildBase.FileItem})">
|
|
<summary>
|
|
Determines all the actions that should be executed for a target (filtering for single module/file, etc..)
|
|
</summary>
|
|
<param name="TargetDescriptor">The target being built</param>
|
|
<param name="Makefile">Makefile for the target</param>
|
|
<param name="OutputItems">Set of all output items</param>
|
|
<returns>List of actions that need to be executed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildMode.MergeActionGraphs(System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},System.Collections.Generic.List{UnrealBuildTool.LinkedAction}[])">
|
|
<summary>
|
|
Merge action graphs for multiple targets into a single set of actions. Sets group names on merged actions to indicate which target they belong to.
|
|
</summary>
|
|
<param name="TargetDescriptors">List of target descriptors</param>
|
|
<param name="TargetActions">Array of actions for each target</param>
|
|
<returns>List of merged actions</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CleanMode">
|
|
<summary>
|
|
Cleans build products and intermediates for the target. This deletes files which are named consistently with the target being built
|
|
(e.g. UnrealEditor-Foo-Win64-Debug.dll) rather than an actual record of previous build products.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CleanMode.bSkipRulesCompile">
|
|
<summary>
|
|
Whether to avoid cleaning targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CleanMode.bSkipPreBuildTargets">
|
|
<summary>
|
|
Skip pre build targets; just do the main target.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CleanMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Main entry point
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<returns>One of the values of ECompilationResult</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DeployMode">
|
|
<summary>
|
|
Invokes the deployment handler for a target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DeployMode.ReceiptFile">
|
|
<summary>
|
|
If we are just running the deployment step, specifies the path to the given deployment settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DeployMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the tool mode
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ExecuteMode">
|
|
<summary>
|
|
Builds a target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ExecuteMode.ActionsFile">
|
|
<summary>
|
|
Whether we should just export the outdated actions list
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExecuteMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Main entry point
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<returns>One of the values of ECompilationResult</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.FixIncludePathsMode">
|
|
<summary>
|
|
Fixes the include paths found in a header and source file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FixIncludePathsMode.IncludeRegex">
|
|
<summary>
|
|
Regex that matches #include statements.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FixIncludePathsMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GenerateClangDatabase">
|
|
<summary>
|
|
Generate a clang compile_commands file for a target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateClangDatabase.IncludeRules">
|
|
<summary>
|
|
Optional set of source files to include in the compile database. If this is empty, all files will be included by default and -Exclude can be used to exclude some.
|
|
Relative to the root directory, or to the project file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateClangDatabase.ExcludeRules">
|
|
<summary>
|
|
Optional set of source files to exclude from the compile database.
|
|
Relative to the root directory, or to the project file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateClangDatabase.bExecCodeGenActions">
|
|
<summary>
|
|
Execute any actions which result in code generation (eg. ISPC compilation)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateClangDatabase.OutputFilename">
|
|
<summary>
|
|
Optionally override the output filename for handling multiple targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateClangDatabase.OutputDir">
|
|
<summary>
|
|
Optionally overrite the output directory for the compile_commands file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GenerateClangDatabase.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GenerateProjectFilesMode">
|
|
<summary>
|
|
Generates project files for one or more projects
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateProjectFilesMode.ProjectFileFormats">
|
|
<summary>
|
|
Types of project files to generate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateProjectFilesMode.DisablePlatformProjectGenerators">
|
|
<summary>
|
|
Disable native project file generators for platforms. Platforms with native project file generators typically require IDE extensions to be installed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GenerateProjectFilesMode.bAutomated">
|
|
<summary>
|
|
Whether this command is being run in an automated mode
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GenerateProjectFilesMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the tool mode
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GenerateProjectFilesMode.TryParseProjectFileArgument(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Try to parse the project file from the command line
|
|
</summary>
|
|
<param name="Arguments">The command line arguments</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="ProjectFile">The project file that was parsed</param>
|
|
<returns>True if the project file was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.InlineGeneratedCpps">
|
|
<summary>
|
|
Generate a clang compile_commands file for a target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InlineGeneratedCpps.IncludeRegex">
|
|
<summary>
|
|
Regex that matches #include statements.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InlineGeneratedCpps.IncludeGenHeaderRegex">
|
|
<summary>
|
|
Regex that matches #include generated header statements.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InlineGeneratedCpps.InlineReflectionMarkupRegex">
|
|
<summary>
|
|
Regex that matches inline macro.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InlineGeneratedCpps.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUIncludeEntry">
|
|
<summary>
|
|
Representing an #include inside a code file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUIncludeEntry.Full">
|
|
<summary>
|
|
Full path using forward paths, eg: d:/dev/folder/file.h
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUIncludeEntry.Printable">
|
|
<summary>
|
|
Printable path for actual include. Does not include quotes or angle brackets. eg: folder/file.h
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUIncludeEntry.Resolved">
|
|
<summary>
|
|
Reference to file info. Not populated with .iwyu file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUIncludeEntry.System">
|
|
<summary>
|
|
Decides if printable should be #include quote or angle bracket
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUIncludeEntry.InsideDecl">
|
|
<summary>
|
|
If true #include was found inside a declaration such as a namespace or class/struct/function
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUIncludeEntryPrintableComparer">
|
|
<summary>
|
|
Comparer for include entries using printable to compare
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUForwardEntry">
|
|
<summary>
|
|
Representing a forward declaration inside a code file. eg: class MyClass;
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUForwardEntry.Printable">
|
|
<summary>
|
|
The string to add to the file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUForwardEntry.Present">
|
|
<summary>
|
|
True if forward declaration has already been seen in the file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUMissingInclude">
|
|
<summary>
|
|
Representing an include that the code file needs that is missing in the include list
|
|
Note, in cpp files it is listing the includes that are in the matching h file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUMissingInclude.Full">
|
|
<summary>
|
|
Full path using forward paths, eg: d:/dev/folder/file.h
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUInfo">
|
|
<summary>
|
|
Representing a file (header or source). Each .iwyu file has a list of these (most of the time only one)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUInfo.File">
|
|
<summary>
|
|
Full path of file using forward paths, eg: d:/dev/folder/file.h
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUInfo.Includes">
|
|
<summary>
|
|
Includes that this file needs. This is what iwyu have decided is used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUInfo.ForwardDeclarations">
|
|
<summary>
|
|
Forward declarations that this file needs. This is what iwyu have decided is used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUInfo.IncludesSeenInFile">
|
|
<summary>
|
|
Includes seen in the file. This is how it looked like on disk.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUInfo.MissingIncludes">
|
|
<summary>
|
|
Includes that didnt end up in the Includes list but is needed by the code file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUInfo.TransitiveIncludes">
|
|
<summary>
|
|
Transitive includes. This is all the includes that someone gets for free when including this file
|
|
Note, this is based on what iwyu believes should be in all includes. So it will not look at "seen includes"
|
|
and only use its generated list.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUInfo.TransitiveForwardDeclarations">
|
|
<summary>
|
|
Transitive forward declarations. Same as transitive includes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUInfo.Source">
|
|
<summary>
|
|
Which .iwyu file that produced this info. Note, it might be null for some special cases (like .generated.h files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUInfo.Module">
|
|
<summary>
|
|
Module that this file belongs to
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUInfo.IncludedInsideDecl">
|
|
<summary>
|
|
Is true if this file was included inside a declaration such as a namespace or class/struct/function
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUInfo.IsCpp">
|
|
<summary>
|
|
Is true if this file ends with .cpp
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUFile">
|
|
<summary>
|
|
This is what include-what-you-use.exe produces for each build. a .iwyu file that is parsed into these instances
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IWYUFile.Files">
|
|
<summary>
|
|
The different headers and source files that was covered by this execution of iwyu.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUFile.Name">
|
|
<summary>
|
|
Name of .iwyu file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IWYUMode">
|
|
<summary>
|
|
Profiles different unity sizes and prints out the different size and its timings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.IWYUBaseLogFileName">
|
|
<summary>
|
|
Specifies the file to use for logging.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bWrite">
|
|
<summary>
|
|
Will check out files from p4 and write to disk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bUpdateOnlyPrivate">
|
|
<summary>
|
|
Update only includes in cpp files and don't touch headers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.ModuleToUpdate">
|
|
<summary>
|
|
Which module to run IWYU on. Will also include all modules depending on this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.PathToUpdate">
|
|
<summary>
|
|
Which directory to run IWYU on. Will search for modules that has module directory matching this string
|
|
If no module is found in -PathToUpdate it handles this for individual files instead.
|
|
Note this can be combined with -ModuleToUpdate to double filter
|
|
PathToUpdate supports multiple paths using semi colon separation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.PathToUpdateFile">
|
|
<summary>
|
|
Same as PathToUpdate but provide the list of paths in a text file instead.
|
|
Add all the desired paths on a separate line
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bUpdateDependents">
|
|
<summary>
|
|
Also update modules that are depending on the module we are updating
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bNoP4">
|
|
<summary>
|
|
Will check out files from p4 and write to disk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bNoTransitiveIncludes">
|
|
<summary>
|
|
Allow files to not add includes if they are transitively included by other includes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bRemoveRedundantIncludes">
|
|
<summary>
|
|
Will remove headers that are needed but redundant because they are included through other needed includes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bNoCompile">
|
|
<summary>
|
|
Will skip compiling before updating. Handle with care, this is dangerous since files might not match .iwyu files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bIgnoreUpToDateCheck">
|
|
<summary>
|
|
Will ignore update check that .iwyu is newer than source files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.HeaderDeprecationTagOverride">
|
|
<summary>
|
|
If set, this will keep removed includes in #if/#endif scope at the end of updated file.
|
|
Applied to non-private headers that are part of the Engine folder.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bCompare">
|
|
<summary>
|
|
Compare current include structure with how it would look like if iwyu was applied on all files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bWriteToc">
|
|
<summary>
|
|
For Development only - Will write a toc referencing all .iwyu files. Toc can be used by -ReadToc
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IWYUMode.bReadToc">
|
|
<summary>
|
|
For Development only - Will read a toc to find all .iwyu files instead of building the code.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IWYUMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IWYUMode.CalculateTransitive(UnrealBuildTool.IWYUInfo,UnrealBuildTool.IWYUInfo,System.Collections.Generic.Stack{System.String},System.Collections.Generic.Dictionary{System.String,System.String},System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean)">
|
|
<summary>
|
|
Calculate all indirect transitive includes for a file. This list contains does not contain itself and will handle circular dependencies
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.JsonExportMode">
|
|
<summary>
|
|
Exports a target as a JSON file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.JsonExportMode.bExecCodeGenActions">
|
|
<summary>
|
|
Execute any actions which result in code generation (eg. ISPC compilation)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.JsonExportMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute this command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code (always zero)</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ParseMsvcTimingInfoMode">
|
|
<summary>
|
|
Parses an MSVC timing info file generated from cl-filter to turn it into a form that can be used by other tooling.
|
|
This is implemented as a separate mode to allow it to be done as part of the action graph.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PrintBuildGraphInfo">
|
|
<summary>
|
|
Generate a clang compile_commands file for a target
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrintBuildGraphInfo.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProfileUnitySizesMode">
|
|
<summary>
|
|
Profiles different unity sizes and prints out the different size and its timings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProfileUnitySizesMode.FilterRules">
|
|
<summary>
|
|
Set of filters for files to include in the database. Relative to the root directory, or to the project file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.TimingLogger.BeginScope``1(``0)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.TimingLogger.IsEnabled(Microsoft.Extensions.Logging.LogLevel)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.TimingLogger.Log``1(Microsoft.Extensions.Logging.LogLevel,Microsoft.Extensions.Logging.EventId,``0,System.Exception,System.Func{``0,System.Exception,System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.CompileModuleAsync(UnrealBuildTool.BuildConfiguration,UnrealBuildTool.TargetDescriptor,UnrealBuildTool.UEBuildTarget,UnrealBuildTool.UEBuildModule,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Compile the module multiple times looking for the best unity size
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.PrintUnityInfo(System.String,UnrealBuildTool.ProfileUnitySizesMode.TimingData,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Print the timing data
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.GetBestCompileModuleTimeAsync(System.String,UnrealBuildTool.BuildConfiguration,UnrealBuildTool.TargetDescriptor,UnrealBuildTool.UEBuildModule,Microsoft.Extensions.Logging.ILogger,System.Int32,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Returns best compile timings after building the module times
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProfileUnitySizesMode.CompileModuleAsync(System.String,UnrealBuildTool.BuildConfiguration,UnrealBuildTool.TargetDescriptor,UnrealBuildTool.UEBuildModule,Microsoft.Extensions.Logging.ILogger,System.Int32,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Compiles the module and returns the timing information
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.QueryTargetsMode">
|
|
<summary>
|
|
Queries information about the targets supported by a project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.QueryTargetsMode.ProjectFile">
|
|
<summary>
|
|
Path to the project file to query
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.QueryTargetsMode.OutputFile">
|
|
<summary>
|
|
Path to the output file to receive information about the targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.QueryTargetsMode.bIncludeAllTargets">
|
|
<summary>
|
|
Write out all targets, even if a default is specified in the BuildSettings section of the Default*.ini files.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QueryTargetsMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the mode
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns></returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QueryTargetsMode.GetDefaultOutputFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets the path to the target info output file
|
|
</summary>
|
|
<param name="ProjectFile">Project file being queried</param>
|
|
<returns>Path to the output file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QueryTargetsMode.WriteTargetInfo(EpicGames.Core.FileReference,UnrealBuildTool.RulesAssembly,EpicGames.Core.FileReference,EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Writes information about the targets in an assembly to a file
|
|
</summary>
|
|
<param name="ProjectFile">The project file for the targets being built</param>
|
|
<param name="Assembly">The rules assembly for this target</param>
|
|
<param name="OutputFile">Output file to write to</param>
|
|
<param name="Arguments"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="bIncludeAllTargets">Include all targets even if a default target is specified for a given target type.</param>
|
|
<param name="bIncludeParentAssembly">Include all targets from parent assemblies (useful for EngineRules which can be chained)</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SetupPlatforms">
|
|
<summary>
|
|
Register all platforms (and in the process, configure all autosdks)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SetupPlatforms.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the tool mode
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TestMode">
|
|
<summary>
|
|
Builds low level tests on one or more targets.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestMode.bImplicit">
|
|
<summary>
|
|
Whether we're building implicit tests (default is explicit)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestMode.bCleanTests">
|
|
<summary>
|
|
Whether we're cleaning tests instead of just building
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestMode.bRebuildTests">
|
|
<summary>
|
|
Whether we're rebuilding tests instead of just building
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestMode.bGenerateMetadata">
|
|
<summary>
|
|
Updates tests' build graph metadata files for explicit tests
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TestMode.ProjectFile">
|
|
<summary>
|
|
Specific project file to run tests on or update test metadata
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TestMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Main entry point
|
|
</summary>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ValidatePlatformsMode">
|
|
<summary>
|
|
Validates the various platforms to determine if they are ready for building
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ValidatePlatformsMode.Platforms">
|
|
<summary>
|
|
Platforms to validate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ValidatePlatformsMode.bAllPlatforms">
|
|
<summary>
|
|
Whether to validate all platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ValidatePlatformsMode.bOutputSDKs">
|
|
<summary>
|
|
Whether to output SDK versions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ValidatePlatformsMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Executes the tool with the given arguments
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WriteDocumentationMode">
|
|
<summary>
|
|
Generates documentation from reflection data
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WriteDocumentationMode.DocumentationType">
|
|
<summary>
|
|
Enum for the type of documentation to generate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteDocumentationMode.Type">
|
|
<summary>
|
|
Type of documentation to generate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteDocumentationMode.OutputFile">
|
|
<summary>
|
|
The HTML file to write to
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteDocumentationMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Entry point for this command
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WriteMetadataTargetInfo">
|
|
<summary>
|
|
Parameters for the WriteMetadata mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.ProjectFile">
|
|
<summary>
|
|
The project file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.VersionFile">
|
|
<summary>
|
|
Output location for the version file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.Version">
|
|
<summary>
|
|
The new version to write. This should only be set on the engine step.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.ReceiptFile">
|
|
<summary>
|
|
Output location for the target file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.Receipt">
|
|
<summary>
|
|
The new receipt to write. This should only be set on the target step.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.FileToManifest">
|
|
<summary>
|
|
Map of module manifest filenames to their location on disk.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataTargetInfo.FileToLoadOrderManifest">
|
|
<summary>
|
|
Map of load order manifest filenames to their locations on disk (generally, at most one load oder manifest is expected).
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteMetadataTargetInfo.#ctor(EpicGames.Core.FileReference,EpicGames.Core.FileReference,UnrealBuildTool.BuildVersion,EpicGames.Core.FileReference,UnrealBuildTool.TargetReceipt,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleManifest},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.LoadOrderManifest})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="VersionFile"></param>
|
|
<param name="Version"></param>
|
|
<param name="ReceiptFile"></param>
|
|
<param name="Receipt"></param>
|
|
<param name="FileToManifest"></param>
|
|
<param name="FileToLoadOrderManifest"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WriteMetadataMode">
|
|
<summary>
|
|
Writes all metadata files at the end of a build (receipts, version files, etc...). This is implemented as a separate mode to allow it to be done as part of the action graph.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WriteMetadataMode.CurrentVersionNumber">
|
|
<summary>
|
|
Version number for output files. This is not used directly, but can be appended to command-line invocations of the tool to ensure that actions to generate metadata are updated if the output format changes.
|
|
The action graph is regenerated whenever UBT is rebuilt, so this should always match.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteMetadataMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<returns>Exit code</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteMetadataMode.ExecuteInternal(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command, having obtained the appropriate mutex
|
|
</summary>
|
|
<param name="Arguments">Command line arguments</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Exit code</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteMetadataMode.CanRecycleBuildId(System.String,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleManifest},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks if this
|
|
</summary>
|
|
<param name="BuildId"></param>
|
|
<param name="FileToManifest"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteMetadataMode.TryReadManifest(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.ModuleManifest@)">
|
|
<summary>
|
|
Attempts to read a manifest from the given location
|
|
</summary>
|
|
<param name="ManifestFileName">Path to the manifest</param>
|
|
<param name="Logger"></param>
|
|
<param name="Manifest">If successful, receives the manifest that was read</param>
|
|
<returns>True if the manifest was read correctly, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WriteMetadataMode.MergeManifests(UnrealBuildTool.ModuleManifest,UnrealBuildTool.ModuleManifest)">
|
|
<summary>
|
|
Merge a manifest into another manifest
|
|
</summary>
|
|
<param name="SourceManifest">The source manifest</param>
|
|
<param name="TargetManifest">The target manifest to merge into</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.#ctor">
|
|
<summary>
|
|
Handler for AAR and JAR dependency determination and staging
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.AddRepository(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Add a new respository path to search for AAR and JAR files
|
|
</summary>
|
|
<param name="RepositoryPath">Directory containing the repository</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.AddRepositories(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Add new respository paths to search for AAR and JAR files (recursive)
|
|
</summary>
|
|
<param name="RepositoryPath">Root directory containing the repository</param>
|
|
<param name="SearchPattern">Search pattern to match</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.AddNewJAR(System.String,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds a new required JAR file and resolves dependencies
|
|
</summary>
|
|
<param name="PackageName">Name of the package the JAR belongs to in repository</param>
|
|
<param name="BaseName">Directory in repository containing the JAR</param>
|
|
<param name="Version">Version of the AAR to use</param>
|
|
<param name="Logger">Logger instance</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.AddNewAAR(System.String,System.String,System.String,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Adds a new required AAR file and resolves dependencies
|
|
</summary>
|
|
<param name="PackageName">Name of the package the AAR belongs to in repository</param>
|
|
<param name="BaseName">Directory in repository containing the AAR</param>
|
|
<param name="Version">Version of the AAR to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="HandleDependencies">Optionally process POM file for dependencies (default)</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.CopyJARs(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Copies the required JAR files to the provided directory
|
|
</summary>
|
|
<param name="DestinationPath">Destination path for JAR files</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.ExtractAARs(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Extracts the required AAR files to the provided directory
|
|
</summary>
|
|
<param name="DestinationPath">Destination path for AAR files</param>
|
|
<param name="AppPackageName">Name of the package these AARs are being used with</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidAARHandler.UnzipFiles(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Extracts the contents of a zip file
|
|
</summary>
|
|
<param name="ZipFileName">Name of the zip file</param>
|
|
<param name="BaseDirectory">Output directory</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>List of files written</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IAndroidToolChain">
|
|
<summary>
|
|
Interface to allow exposing public methods from the toolchain to other assemblies
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IAndroidToolChain.GetNdkApiLevelInt(System.Int32)">
|
|
<summary>
|
|
Returns the Android NDK Level
|
|
</summary>
|
|
<returns>The NDK Level</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IAndroidToolChain.GetNdkVersionInt">
|
|
<summary>
|
|
Returns the Current NDK Version
|
|
</summary>
|
|
<returns>The NDK Version</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IAndroidDeploy">
|
|
<summary>
|
|
Interface to allow exposing public methods from the Android deployment context to other assemblies
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IAndroidDeploy.GetPackageDataInsideApk">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IAndroidDeploy.SetAndroidPluginData(UnrealBuildTool.UnrealArchitectures,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Architectures"></param>
|
|
<param name="inPluginExtraData"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IAndroidDeploy.PrepForUATPackageOrDeploy(EpicGames.Core.FileReference,System.String,EpicGames.Core.DirectoryReference,System.String,System.String,System.Boolean,System.String,UnrealBuildTool.UnrealTargetConfiguration,System.Boolean,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="ProjectName"></param>
|
|
<param name="ProjectDirectory"></param>
|
|
<param name="ExecutablePath"></param>
|
|
<param name="EngineDirectory"></param>
|
|
<param name="bForDistribution"></param>
|
|
<param name="CookFlavor"></param>
|
|
<param name="Configuration"></param>
|
|
<param name="bIsDataDeploy"></param>
|
|
<param name="bSkipGradleBuild"></param>
|
|
<param name="bIsArchive"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IAndroidDeploy.SavePackageInfo(System.String,System.String,UnrealBuildTool.TargetType,System.Boolean)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectName"></param>
|
|
<param name="ProjectDirectoryFullName"></param>
|
|
<param name="Type"></param>
|
|
<param name="bIsEmbedded"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AndroidExports">
|
|
<summary>
|
|
Public Android functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidExports.CreateDeploymentHandler(EpicGames.Core.FileReference,System.Boolean)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="InForcePackageData"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidExports.ShouldMakeSeparateApks">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidExports.GetUnrealArch(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="NDKArch"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidExports.StripSymbols(EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="SourceFile"></param>
|
|
<param name="TargetFile"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidExports.GetDontBundleLibrariesInAPK(EpicGames.Core.FileReference,System.Nullable{System.Boolean},UnrealBuildTool.UnrealTargetConfiguration,System.Boolean,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="bForceDontBundleLibrariesInAPK"></param>
|
|
<param name="Configuration"></param>
|
|
<param name="bIsArchive"></param>
|
|
<param name="bFromMSBuild"></param>
|
|
<param name="bIsFromUAT"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidExports.GetAFSExecutable(UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Target"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidPlatformSDK.HasAnySDK">
|
|
<summary>
|
|
checks if the sdk is installed or has been synced
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AndroidProjectGenerator">
|
|
<summary>
|
|
Base class for platform-specific project generators
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidProjectGenerator.AGDEInstalled">
|
|
<summary>
|
|
Whether Android Game Development Extension is installed in the system. See https://developer.android.com/games/agde for more details.
|
|
May be disabled by using -noagde on commandline
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Enumerate all the platforms that this generator supports
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidProjectGenerator.HasVisualStudioSupport(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidProjectGenerator.GetVisualStudioPlatformName(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidProjectGenerator.GetAdditionalVisualStudioPropertyGroups(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.Text.StringBuilder)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidProjectGenerator.GetVisualStudioPathsEntries(UnrealBuildTool.PlatformProjectGenerator.VSSettings,UnrealBuildTool.TargetType,EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.FileReference,System.Text.StringBuilder)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.EscapePreprocessorDefinition(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.GetCompileArguments_WarningsAndErrors(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.GetCompileArguments_Optimizations(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.GetCompileArguments_Debugging(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.GetCompilerArguments_Sanitizers(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.GetCompileArguments_Global(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidToolChain.GetCompileArguments_FileType(UnrealBuildTool.CppCompileEnvironment,UnrealBuildBase.FileItem,EpicGames.Core.DirectoryReference,System.Collections.Generic.List{System.String},UnrealBuildTool.Action,UnrealBuildTool.CPPOutput)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AndroidTargetRules">
|
|
<summary>
|
|
Android-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Enables address sanitizer (ASan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableHWAddressSanitizer">
|
|
<summary>
|
|
Enables HW address sanitizer (HWASan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableThreadSanitizer">
|
|
<summary>
|
|
Enables thread sanitizer (TSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enables undefined behavior sanitizer (UBSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableMinimalUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enables minimal undefined behavior sanitizer (UBSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableRayTracing">
|
|
<summary>
|
|
Enables runtime ray tracing support.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bSupportsVulkanSM5">
|
|
<summary>
|
|
Enables the desktop renderer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AndroidTargetRules.bEnableASISPlugin">
|
|
<summary>
|
|
Enables ASIS plugin and STANDALONE support.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyAndroidTargetRules">
|
|
<summary>
|
|
Read-only wrapper for Android-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyAndroidTargetRules.Inner">
|
|
<summary>
|
|
The private mutable settings object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyAndroidTargetRules.#ctor(UnrealBuildTool.AndroidTargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The settings object to wrap</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyAndroidTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Accessors for fields on the inner TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidPlatform.ModifyModuleRulesForOtherPlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, where the target is a different host platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidPlatform.ModifyModuleRulesForActivePlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, in a target that's being built for this platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AndroidPlatform.Deploy(UnrealBuildTool.TargetReceipt)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.PossibleApiLevels">
|
|
<summary>
|
|
Internal usage for GetApiLevel
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.bPackageDataInsideApk">
|
|
<summary>
|
|
Determines whether we package data inside the APK. Based on and OR of "-ForcePackageData" being
|
|
false and bPackageDataInsideApk in /Script/AndroidRuntimeSettings.AndroidRuntimeSettings being true
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.ForceAPKGeneration">
|
|
<summary>
|
|
Ignore AppBundle (AAB) generation setting if "-ForceAPKGeneration" specified
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.BypassGradlePackaging">
|
|
<summary>
|
|
Do not use Gradle if previous APK exists and only libUnreal.so changed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.bFromMSBuild">
|
|
<summary>
|
|
Whether UBT is invoked from MSBuild.
|
|
If false will, disable bDontBundleLibrariesInAPK, unless forced .
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.ForceDontBundleLibrariesInAPK">
|
|
<summary>
|
|
Forcing bDontBundleLibrariesInAPK to "true" or "false" ignoring any other option.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UEDeployAndroid.bEnableScudoMemoryTracing">
|
|
<summary>
|
|
Adds LD_PRELOAD'ed .so to capture all malloc/free/etc calls to libc.so and route them to our memory tracing.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEDeployAndroid.ParseApiLevel(System.Object,System.Diagnostics.DataReceivedEventArgs)">
|
|
<summary>
|
|
Simple function to pipe output asynchronously
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEDeployAndroid.ReadPackageDataInsideApkFromIni(UnrealBuildTool.ConfigHierarchy)">
|
|
<summary>
|
|
Reads the bPackageDataInsideApk from AndroidRuntimeSettings
|
|
</summary>
|
|
<param name="Ini"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AppleExports">
|
|
<summary>
|
|
Public Apple functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.UseModernXcode(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Is the current project using modern xcode?
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.GetSwiftIntegrationSettings(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,System.Boolean@,System.Boolean@)">
|
|
<summary>
|
|
Get the given project's Swift settings
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="Platform"></param>
|
|
<param name="bUseSwiftUIMain"></param>
|
|
<param name="bCreateBridgingHeader"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.ConvertFilePath(EpicGames.Core.DirectoryReference,System.String)">
|
|
<summary>
|
|
This is a FilePath from UE settings, like /Game/Foo/Bar.txt
|
|
</summary>
|
|
<param name="ProductDirectory">Directory to use for /Game paths</param>
|
|
<param name="FilePath"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.GetDestinationPlatform(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Convert UnrealTargetPlatform to the platform that Xcode uses for -destination
|
|
</summary>
|
|
<param name="Platform"></param>
|
|
<param name="Architectures">The architecture we are targeting (really, this is for Simulators)</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AppleExports.XcodeBuildMode">
|
|
<summary>
|
|
Different ways that xcodebuild is run, so the scripts can behave appropriately
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleExports.XcodeBuildMode.Default">
|
|
<summary>
|
|
This is when hitting Build from in Xcode
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleExports.XcodeBuildMode.PostBuildSync">
|
|
<summary>
|
|
This runs after building when building on commandline directly with UBT
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleExports.XcodeBuildMode.Stage">
|
|
<summary>
|
|
This runs when making a fully made .app in the Staged directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleExports.XcodeBuildMode.Package">
|
|
<summary>
|
|
This runs when packaging a full made .app into Project/Binaries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleExports.XcodeBuildMode.Distribute">
|
|
<summary>
|
|
This runs when packaging a .xcarchive for distribution
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.GetXcodeBuildAuthOptions(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets the AppStoreConnect auth options for a given project. Will return empty string if the project isn't set up to use ASC
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.BuildWithStubXcodeProject(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.UnrealTargetConfiguration,System.String,UnrealBuildTool.AppleExports.XcodeBuildMode,Microsoft.Extensions.Logging.ILogger,System.String,System.Boolean)">
|
|
<summary>
|
|
Generates a stub xcode project for the given project/platform/target combo, then builds or archives it
|
|
</summary>
|
|
<param name="ProjectFile">Project to build</param>
|
|
<param name="Platform">Platform to build</param>
|
|
<param name="Architectures">The architecture we are targeting (really, this is for Simulator to pass in the -destination field)</param>
|
|
<param name="Configuration">Configuration to build</param>
|
|
<param name="TargetName">Target to build</param>
|
|
<param name="BuildMode">Sets an envvar used inside the xcode project to control certain features</param>
|
|
<param name="Logger"></param>
|
|
<param name="ExtraOptions">Any extra options to pass to xcodebuild</param>
|
|
<param name="bForceDummySigning">If true, force signing with the - identity</param>
|
|
<returns>xcode's exit code</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.GenerateRunOnlyXcodeProject(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.Boolean,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Genearate an run-only Xcode project, that is not meant to be used for anything else besides code-signing/running/etc of the native .app bundle
|
|
</summary>
|
|
<param name="UProjectFile">Location of .uproject file (or null for the engine project</param>
|
|
<param name="Platform">The platform to generate a project for</param>
|
|
<param name="TargetName">The name of the target being built, so we can generate a more minimal project</param>
|
|
<param name="bForDistribution">True if this is making a bild for uploading to app store</param>
|
|
<param name="Logger">Logging object</param>
|
|
<param name="GeneratedProjectFile">Returns the .xcworkspace that was made</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.FinalizeAppWithXcode(EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArchitectures,System.String,System.String,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Version of FinalizeAppWithXcode that is meant for modern xcode mode, where we assume all codesigning is setup already in the project, so nothing else is needed
|
|
</summary>
|
|
<param name="XcodeProject">The .xcworkspace file to build</param>
|
|
<param name="Platform">THe platform to make the .app for</param>
|
|
<param name="Architectures">The architecture we are targeting (really, this is for Simulator to pass in the -destination field)</param>
|
|
<param name="SchemeName">The name of the scheme (basically the target on the .xcworkspace)</param>
|
|
<param name="Configuration">Which configuration to make (Debug, etc)</param>
|
|
<param name="Action">Action (build, archive, etc)</param>
|
|
<param name="ExtraOptions">Extra options to pass to xcodebuild</param>
|
|
<param name="Logger">Logging object</param>
|
|
<returns>xcode's exit code</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.MakeBinaryFileName(System.String,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.UnrealTargetConfiguration,System.String)">
|
|
<summary>
|
|
Pass along the call to UEBuildTarget.MakeBinaryFileName, but taking an extension instead of a binary type, since the type is hidden
|
|
</summary>
|
|
<param name="BinaryName"></param>
|
|
<param name="Separator"></param>
|
|
<param name="Platform"></param>
|
|
<param name="Configuration"></param>
|
|
<param name="Architectures"></param>
|
|
<param name="UndecoratedConfiguration"></param>
|
|
<param name="Extension"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleExports.FindLatestXcArchive(System.String,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
FInds the latest .xcarchive for a given Target name (the .xcarchive will start with this name then have a data appended)
|
|
</summary>
|
|
<param name="TargetName">Name of the target to look for, this will be the prefix for the .xcarchive to search for</param>
|
|
<param name="SearchPath">If null, look in Xcode Archives library, otherwiwse, look here</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AppleProjectGenerator">
|
|
<summary>
|
|
Base class for Apple-based project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleProjectGenerator.HasVisualStudioSupport(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleProjectGenerator.GetSystemIncludePaths(UnrealBuildTool.UEBuildTarget)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleProjectGenerator.XcrunRunner.Dispose">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AppleCodeSign">
|
|
<summary>
|
|
Utilities related to code sign for Apple Platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleCodeSign._logger">
|
|
<summary>
|
|
A logger
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.#ctor">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.AppleCodeSign.ProvisionDirectory">
|
|
<summary>
|
|
The shared provision library directory (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.GetCommonNameFromCert(System.Security.Cryptography.X509Certificates.X509Certificate2)">
|
|
<summary>
|
|
Get the name from the Certificate
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.GetFriendlyNameFromCert(System.Security.Cryptography.X509Certificates.X509Certificate2)">
|
|
<summary>
|
|
Get the friendly name from the Certificate
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.OutputReceivedCertToolProcessCall(System.Object,System.Diagnostics.DataReceivedEventArgs)">
|
|
<summary>
|
|
When receiving the cert tool process call
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.FindCertificates">
|
|
<summary>
|
|
Finds all valid installed certificates
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.FindProvisions(System.String,System.Boolean,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Finds all valid installed provisions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.FindCertificate(UnrealBuildTool.MobileProvision)">
|
|
<summary>
|
|
Tries to find a matching certificate on this machine from the the serial number of one of the
|
|
certificates in the mobile provision (the one in the mobileprovision is missing the public/private key pair)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.FindRequiredFiles(UnrealBuildTool.MobileProvision@,System.Security.Cryptography.X509Certificates.X509Certificate2@,System.Boolean@,System.Boolean@,System.Boolean)">
|
|
<summary>
|
|
Makes sure the required files for code signing exist and can be found
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleCodeSign.FindCertAndProvision(System.String,EpicGames.Core.FileReference@,System.String@)">
|
|
<summary>
|
|
Find the certs and provision
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PListHelper">
|
|
<summary>
|
|
The XML doc
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PListHelper.Doc">
|
|
<summary>
|
|
Helper for info plist
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.SetReadOnly(System.Boolean)">
|
|
<summary>
|
|
Set read only
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.#ctor(System.String)">
|
|
<summary>
|
|
constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.CreateFromFile(System.String)">
|
|
<summary>
|
|
Create plist from file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.SaveToFile(System.String)">
|
|
<summary>
|
|
save the plist to file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.#ctor">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.ConvertValueToPListFormat(System.Object)">
|
|
<summary>
|
|
Convert value to plist format
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.AddKeyValuePair(System.Xml.XmlNode,System.String,System.Object)">
|
|
<summary>
|
|
Add key value pair
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.AddKeyValuePair(System.String,System.Object)">
|
|
<summary>
|
|
Add key value pair
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.CloneDictionaryRootedAt(System.Xml.XmlNode)">
|
|
<summary>
|
|
Clones a dictionary from an existing .plist into a new one. Root should point to the dict key in the source plist.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.GetString(System.String,System.String@)">
|
|
<summary>
|
|
Get String
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.GetDate(System.String,System.String@)">
|
|
<summary>
|
|
Get date
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.GetBool(System.String)">
|
|
<summary>
|
|
Get bool
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PListHelper.ProcessOneNodeEvent">
|
|
<summary>
|
|
Process one node event
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.ProcessValueForKey(System.String,System.String,UnrealBuildTool.PListHelper.ProcessOneNodeEvent)">
|
|
<summary>
|
|
Process the value for the key
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.MergePlistIn(System.String)">
|
|
<summary>
|
|
Merge two plists together. Whenever both have the same key, the value in the dominant source list wins.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.GetArray(System.String,System.String)">
|
|
<summary>
|
|
Returns each of the entries in the value tag of type array for a given key
|
|
If the key is missing, an empty array is returned.
|
|
Only entries of a given type within the array are returned.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.HasKey(System.String)">
|
|
<summary>
|
|
Returns true if the key exists (and has a value) and false otherwise
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.RemoveKeyValue(System.String)">
|
|
<summary>
|
|
Remove the key value
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.SetValueForKey(System.String,System.Object)">
|
|
<summary>
|
|
Set the value for the key
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.SetString(System.String,System.String)">
|
|
<summary>
|
|
Set the string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PListHelper.SaveToString">
|
|
<summary>
|
|
Save the string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileOperations.FindPrefixedFile(System.String,System.String)">
|
|
<summary>
|
|
Find a prefixable file (checks first with the prefix and then without it)
|
|
</summary>
|
|
<param name="BasePath">The path that the file should be in</param>
|
|
<param name="FileName">The filename to check for (with and without SigningPrefix prepended to it)</param>
|
|
<returns>The path to the most desirable file (may still not exist)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileOperations.FindAnyFileWithExtension(System.String,System.String)">
|
|
<summary>
|
|
Finds the first file in the directory with a given extension (if it exists). This method is to provide some
|
|
idiot-proofing (for example, .mobileprovision files, which will be expected to be saved from the website as
|
|
GameName.mobileprovision or Distro_GameName.mobileprovision, but falling back to using the first one we find
|
|
if the correctly named one is not found helps the user if they mess up during the process.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileOperations.FindPrefixedFileOrDirectory(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Find a prefixable file or directory (checks first with the prefix and then without it)
|
|
</summary>
|
|
<param name="BasePath">The path that the file should be in</param>
|
|
<param name="Name">The name to check for (with and without SigningPrefix prepended to it)</param>
|
|
<param name="bIsDirectory">Is the desired name a directory?</param>
|
|
|
|
<returns>The path to the most desirable file (may still not exist)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utilities.#ctor">
|
|
<summary>
|
|
The constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utilities.GetStringFromPList(System.String)">
|
|
<summary>
|
|
Get the string from the plist
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utilities.GetPrecompileSourcePListFilename">
|
|
<summary>
|
|
Get the precompile source plist filename
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utilities.GetSourcePList(System.String@)">
|
|
Handle grabbing the initial plist
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MobileProvision">
|
|
<summary>
|
|
The mobile provision
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.Tag">
|
|
<summary>
|
|
Tag
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.ApplicationIdentifierPrefix">
|
|
<summary>
|
|
ApplicationIdentifierPrefix
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.ApplicationIdentifier">
|
|
<summary>
|
|
ApplicationIdentifier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.DeveloperCertificates">
|
|
<summary>
|
|
DeveloperCertificates
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.ProvisionedDeviceIDs">
|
|
<summary>
|
|
ProvisionedDeviceIDs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.ProvisionName">
|
|
<summary>
|
|
ProvisionName
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.bDebug">
|
|
<summary>
|
|
bDebugn
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.Data">
|
|
<summary>
|
|
Data
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.CreationDate">
|
|
<summary>
|
|
CreationDate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.ExpirationDate">
|
|
<summary>
|
|
ExpirationDate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.FileName">
|
|
<summary>
|
|
FileName
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.UUID">
|
|
<summary>
|
|
UUID
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision.Platform">
|
|
<summary>
|
|
The Platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvision._logger">
|
|
<summary>
|
|
The logger
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.#ctor">
|
|
<summary>
|
|
The constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.CacheMobileProvisions">
|
|
<summary>
|
|
Cache the mobile provisions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.CleanMobileProvisions">
|
|
<summary>
|
|
Clean the mobile provisions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.FindCompatibleProvision(System.String,System.Boolean@,System.Boolean,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Fond compatible provision
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.GetEntitlementsString(System.String,System.String@)">
|
|
<summary>
|
|
Extracts the dict values for the Entitlements key and creates a new full .plist file
|
|
from them (with outer plist and dict keys as well as doctype, etc...)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.#ctor(System.String)">
|
|
<summary>
|
|
Constructs a MobileProvision from an xml blob extracted from the real ASN.1 file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvision.ContainsUDID(System.String)">
|
|
<summary>
|
|
Does this provision contain the specified UDID?
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MobileProvisionParser">
|
|
<summary>
|
|
This class understands how to get the embedded plist in a .mobileprovision file. It doesn't
|
|
understand the full format and is not capable of writing a new one out or anything similar.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionParser.#ctor">
|
|
<summary>
|
|
The mobile provision parser
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionParser.ParseFile(System.Byte[])">
|
|
<summary>
|
|
Parse the file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionParser.ParseFile(System.IO.Stream)">
|
|
<summary>
|
|
Parse the file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionParser.ParseFile(System.String)">
|
|
<summary>
|
|
Parse the file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CodeSigningConfig">
|
|
<summary>
|
|
The code signing config class
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.AppDisplayName">
|
|
<summary>
|
|
The display name in title bars, popups, etc ...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.GameDirectory">
|
|
<summary>
|
|
The game directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.BinariesDirectory">
|
|
<summary>
|
|
The binaries directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.SigningPrefix">
|
|
<summary>
|
|
Optional Prefix to append to .xcent and .mobileprovision files, for handling multiple certificates on same source game
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.PCStagingRootDir">
|
|
<summary>
|
|
PCStagingRootDir
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.PCXcodeStagingDir">
|
|
<summary>
|
|
The local staging directory for files needed by Xcode on the Mac (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.RepackageStagingDirectory">
|
|
<summary>
|
|
The staging directory from UAT that is passed into IPP (for repackaging, etc...)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.DeltaManifest">
|
|
<summary>
|
|
The delta manifest for deploying files for iterative deploy
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.FilesForBackup">
|
|
<summary>
|
|
The files to be retrieved from the device
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.ProjectFile">
|
|
<summary>
|
|
The project file that is passed into IPP from UAT
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.DeviceId">
|
|
<summary>
|
|
The device to deploy or launch on
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bUseRPCUtil">
|
|
<summary>
|
|
Determine whether to use RPC Util or not
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.OverrideDevRoot">
|
|
<summary>
|
|
Optional override for the dev root on the target mac for remote builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.OSString">
|
|
<summary>
|
|
Optional value specifying that we are working with tvOS
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.BuildDirectory">
|
|
<summary>
|
|
The local build directory (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.ProvisionDirectory">
|
|
<summary>
|
|
The shared provision library directory (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.EngineBuildDirectory">
|
|
<summary>
|
|
The shared (Engine) build directory (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.IntermediateDirectory">
|
|
<summary>
|
|
The local build intermediate directory (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.CookedDirectory">
|
|
<summary>
|
|
The local directory cooked files are placed (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.ConfigDirectory">
|
|
<summary>
|
|
The local directory config files are placed (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.DefaultConfigDirectory">
|
|
<summary>
|
|
The engine config files are placed (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.EngineDirectory">
|
|
<summary>
|
|
The engine directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CodeSigningConfig.PayloadRootDirectory">
|
|
<summary>
|
|
The local directory that a payload (GameName.app) is assembled into before being copied to the Mac (on PC)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.Program_Architecture">
|
|
<summary>
|
|
Program_Architecture
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.Program_GameName">
|
|
<summary>
|
|
Program_GameName
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CodeSigningConfig.GetPlistOverrideFilename">
|
|
<summary>
|
|
Returns the name of the file containing user overrides that will be applied when packaging on PC
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CodeSigningConfig.GetPlistOverrideFilename(System.Boolean)">
|
|
<summary>
|
|
GetPlistOverrideFilename
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bVerbose">
|
|
<summary>
|
|
Whether or not to output extra information (like every file copy and date/time stamp)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bCodeSignVerbose">
|
|
<summary>
|
|
Whether or not to output extra information in code signing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bCreateStubSet">
|
|
<summary>
|
|
Whether or not non-critical files will be packaged (critical == required for signing or .app validation, the app may still fail to
|
|
run with only 'critical' files present). Also affects the name and location of the IPA back on the PC
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bForDistribution">
|
|
<summary>
|
|
Is this a distribution packaging build? Controls a number of aspects of packing (which signing prefix and provisioning profile to use, etc...)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bIsCodeBasedProject">
|
|
<summary>
|
|
Is this a c++ code based project? So far used on repackagefromstage to properly choose the .ipa name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bAutomaticSigning">
|
|
<summary>
|
|
Is this going to try automatic signing?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bForceStripSymbols">
|
|
<summary>
|
|
Whether or not to strip symbols (they will always be stripped when packaging for distribution)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bPerformResignWhenRepackaging">
|
|
<summary>
|
|
Do a code signing update when repackaging?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bCookOnTheFly">
|
|
<summary>
|
|
Whether the cooked data will be cooked on the fly or was already cooked by the books.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bProvision">
|
|
<summary>
|
|
Whether the install should be performed on a provision
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.Provision">
|
|
<summary>
|
|
provision to be installed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.ProvisionUUID">
|
|
<summary>
|
|
provision to be installed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.ProvisionFile">
|
|
<summary>
|
|
provision to extract certificate for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.TargetName">
|
|
<summary>
|
|
target name specificied by the command line, if not set GameName + optional Client will be used
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.TeamID">
|
|
<summary>
|
|
IOS Team ID to be used for automatic signing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bCert">
|
|
<summary>
|
|
Whether the install should be performed on a certificate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.Certificate">
|
|
<summary>
|
|
Certificate to be installed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.OutputCertificate">
|
|
<summary>
|
|
Certificate to be output
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.OverrideMacName">
|
|
<summary>
|
|
An override server Mac name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.OverrideBundleName">
|
|
<summary>
|
|
A name to use for the bundle indentifier and display name when resigning
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.RecompressionSetting">
|
|
<summary>
|
|
Whether to use None or Best for the compression setting when repackaging IPAs (int version of Ionic.Zlib.CompressionLevel)
|
|
By making this an int, we are able to delay load the Ionic assembly from a different path (which is required)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bMaintainExistingRequirementsWhenCodeSigning">
|
|
<summary>
|
|
If the requirements blob is present in the existing executable when code signing, should it be carried forward
|
|
(true) or should a dummy requirements blob be created with no actual requirements (false)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.CodeSigningIdentity">
|
|
<summary>
|
|
The code signing identity to use when signing via RPC
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.MinOSVersion">
|
|
<summary>
|
|
The minimum OS version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CodeSigningConfig.bIterate">
|
|
<summary>
|
|
Create an iterative IPA (i.e. a stub only with Icons and Splash images)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CodeSigningConfig.GetRootBackedUpDocumentsDirectory">
|
|
<summary>
|
|
Returns a path to the place to back up documents from a device
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CodeSigningConfig.Initialize(EpicGames.Core.FileReference,System.Boolean)">
|
|
<summary>
|
|
The init
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IOSExports">
|
|
<summary>
|
|
Public IOS functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.GetProvisioningData(EpicGames.Core.FileReference,System.Boolean,System.String@,System.String@,System.String@,System.Boolean@)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="InProject"></param>
|
|
<param name="Distribution"></param>
|
|
<param name="MobileProvision"></param>
|
|
<param name="SigningCertificate"></param>
|
|
<param name="TeamUUID"></param>
|
|
<param name="bAutomaticSigning"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.PrepForUATPackageOrDeploy(UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.FileReference,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.Boolean,System.Boolean,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Config"></param>
|
|
<param name="ProjectFile"></param>
|
|
<param name="InProjectName"></param>
|
|
<param name="InProjectDirectory"></param>
|
|
<param name="Executable"></param>
|
|
<param name="InEngineDir"></param>
|
|
<param name="bForDistribution"></param>
|
|
<param name="CookFlavor"></param>
|
|
<param name="bIsDataDeploy"></param>
|
|
<param name="bCreateStubIPA"></param>
|
|
<param name="BuildReceiptFileName"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.GeneratePList(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.Boolean,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="Config"></param>
|
|
<param name="ProjectDirectory"></param>
|
|
<param name="bIsUnrealGame"></param>
|
|
<param name="GameName"></param>
|
|
<param name="bIsClient"></param>
|
|
<param name="ProjectName"></param>
|
|
<param name="InEngineDir"></param>
|
|
<param name="AppDirectory"></param>
|
|
<param name="BuildReceiptFileName"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.StripSymbols(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="PlatformType"></param>
|
|
<param name="SourceFile"></param>
|
|
<param name="TargetFile"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.GenerateAssetCatalog(EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="Executable"></param>
|
|
<param name="StageDirectory"></param>
|
|
<param name="Platform"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.SetSecondaryRemoteMac(System.String,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Set a secondary remote Mac to retrieve built data on a remote Mac.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.PrepareRemoteMacForDebugging(System.String,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Prepare the build and project on a Remote Mac to be able to debug an iOS or tvOS package built remotely
|
|
</summary>
|
|
<param name="ClientPlatform">TargetPlatform, iOS or tvOS</param>
|
|
<param name="ProjectFile">Location of .uproject file</param>
|
|
<param name="Logger">A logger</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSExports.WriteEntitlements(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.ConfigHierarchy,System.String,EpicGames.Core.FileReference,System.Boolean,System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Platform"></param>
|
|
<param name="PlatformGameConfig"></param>
|
|
<param name="AppName"></param>
|
|
<param name="MobileProvisionFile"></param>
|
|
<param name="bForDistribution"></param>
|
|
<param name="IntermediateDir"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IOSProjectGenerator">
|
|
<summary>
|
|
Base class for platform-specific project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Enumerate all the platforms that this generator supports
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSToolChain.bUseDangerouslyFastMode">
|
|
<summary>
|
|
If this is set, then we do not do any post-compile steps -- except moving the executable into the proper spot on Mac.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSToolChain.IOSCompiler">
|
|
<summary>
|
|
Which compiler\linker frontend to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSToolChain.IOSArchiver">
|
|
<summary>
|
|
Which library archiver to use
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.ShouldAddDebugFileToReceipt(EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType)">
|
|
<summary>
|
|
Adds a build product and its associated debug file to a receipt.
|
|
</summary>
|
|
<param name="OutputFile">Build product to add</param>
|
|
<param name="OutputType">Type of build product</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GetCompileArguments_WarningsAndErrors(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GetCompileArguments_Optimizations(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GetCompileArguments_Debugging(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GetCompilerArguments_Sanitizers(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GetCompileArguments_Global(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GetCompileArguments_FileType(UnrealBuildTool.CppCompileEnvironment,UnrealBuildBase.FileItem,EpicGames.Core.DirectoryReference,System.Collections.Generic.List{System.String},UnrealBuildTool.Action,UnrealBuildTool.CPPOutput)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GenerateDebugInfo(UnrealBuildBase.FileItem,System.Boolean,UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates debug info for a given executable
|
|
</summary>
|
|
<param name="Executable">FileItem describing the executable to generate debug info for</param>
|
|
<param name="bIsForLTOBuild">Was this build made with LTO enabled?</param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSToolChain.GeneratePseudoPDB(UnrealBuildBase.FileItem,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Generates pseudo pdb info for a given executable
|
|
</summary>
|
|
<param name="Executable">FileItem describing the executable to generate debug info for</param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSToolChain.ProcessOutput.ErrorMessageTokens">
|
|
<summary>
|
|
Substrings that indicate a line contains an error
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSToolChain.ProcessOutput.OutputReceivedDataEventHandlerEncounteredError">
|
|
<summary>
|
|
Helper function to sync source files to and from the local system and a remote Mac
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MobileProvisionContents">
|
|
<summary>
|
|
Allows interrogating the contents of a .mobileprovision
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvisionContents.Document">
|
|
<summary>
|
|
The contents of the provision
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MobileProvisionContents.NameToValue">
|
|
<summary>
|
|
Map of key names to XML elements holding their values
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionContents.#ctor(System.Xml.XmlDocument)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Document">XML file to create the mobile provision from. Call Read() to read from a signed file on disk.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionContents.GetUniqueId">
|
|
<summary>
|
|
Gets the unique id for this mobileprovision
|
|
</summary>
|
|
<returns>UUID for the provision</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionContents.GetBundleIdentifier">
|
|
<summary>
|
|
Gets the bundle id for this mobileprovision
|
|
</summary>
|
|
<returns>Bundle Identifier for the provision</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionContents.TryGetTeamUniqueId(System.String@)">
|
|
<summary>
|
|
Gets the team unique id for this mobileprovision
|
|
</summary>
|
|
<param name="UniqueId">Receives the team unique id</param>
|
|
<returns>True if the team unique ID was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionContents.Read(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Reads a mobileprovision from a file on disk
|
|
</summary>
|
|
<param name="Location">Path to the file</param>
|
|
<returns>New mobile provision instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MobileProvisionContents.ReadXml(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Reads the plist file inside a mobileprovision
|
|
</summary>
|
|
<param name="Location">Path to the file</param>
|
|
<returns>XML plist extracted from the mobile provision</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IOSTargetRules">
|
|
<summary>
|
|
IOS-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bStripSymbols">
|
|
<summary>
|
|
Whether to strip iOS symbols or not (implied by Shipping config).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bShipForBitcode">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bCreateStubIPA">
|
|
<summary>
|
|
If true, then a stub IPA will be generated when compiling is done (minimal files needed for a valid IPA).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bGenerateFrameworkWrapperProject">
|
|
<summary>
|
|
Whether to generate a native Xcode project as a wrapper for the framework.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bGeneratedSYM">
|
|
<summary>
|
|
Don't generate crashlytics data
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bSkipCrashlytics">
|
|
<summary>
|
|
Don't generate crashlytics data
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bSkipClangValidation">
|
|
<summary>
|
|
Disables clang build verification checks on static libraries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bForDistribution">
|
|
<summary>
|
|
Mark the build for distribution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.ImportProvision">
|
|
<summary>
|
|
Manual override for the provision to use. Should be a full path.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.ImportCertificate">
|
|
<summary>
|
|
Imports the given certificate (inc private key) into a temporary keychain before signing.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.ImportCertificatePassword">
|
|
<summary>
|
|
Password for the imported certificate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.ProjectSettings">
|
|
<summary>
|
|
Cached project settings for the target (set in ResetTarget)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Enables address sanitizer (ASan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bEnableThreadSanitizer">
|
|
<summary>
|
|
Enables thread sanitizer (TSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSTargetRules.bEnableUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enables undefined behavior sanitizer (UBSan)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyIOSTargetRules">
|
|
<summary>
|
|
Read-only wrapper for IOS-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyIOSTargetRules.Inner">
|
|
<summary>
|
|
The private mutable settings object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyIOSTargetRules.#ctor(UnrealBuildTool.IOSTargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The settings object to wrap</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyIOSTargetRules.bStripSymbols">
|
|
<summary>
|
|
Accessors for fields on the inner TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IOSProjectSettings">
|
|
<summary>
|
|
Stores project-specific IOS settings. Instances of this object are cached by IOSPlatform.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.ProjectFile">
|
|
<summary>
|
|
The cached project file location
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bBuildAsFramework">
|
|
<summary>
|
|
Whether to build the iOS project as a framework.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bGenerateFrameworkWrapperProject">
|
|
<summary>
|
|
Whether to generate a native Xcode project as a wrapper for the framework.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bGeneratedSYMFile">
|
|
<summary>
|
|
Whether to generate a dSYM file or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bGeneratedSYMBundle">
|
|
<summary>
|
|
Whether to generate a dSYM bundle (as opposed to single file dSYM)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bGenerateCrashReportSymbols">
|
|
<summary>
|
|
Whether to generate a dSYM file or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.MinimumIOSVersion">
|
|
<summary>
|
|
The minimum supported version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bSupportsIPhone">
|
|
<summary>
|
|
Whether to support iPhone
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bSupportsIPad">
|
|
<summary>
|
|
Whether to support iPad
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.AdditionalShippingLinkerFlags">
|
|
<summary>
|
|
additional linker flags for shipping
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.AdditionalLinkerFlags">
|
|
<summary>
|
|
additional linker flags for non-shipping
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.MobileProvision">
|
|
<summary>
|
|
mobile provision to use for code signing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.SigningCertificate">
|
|
<summary>
|
|
signing certificate to use for code signing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bEnableStoreKitSupport">
|
|
<summary>
|
|
true if notifications are enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bNotificationsEnabled">
|
|
<summary>
|
|
true if notifications are enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bBackgroundFetchEnabled">
|
|
<summary>
|
|
true if notifications are enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bFileSharingEnabled">
|
|
<summary>
|
|
true if iTunes file sharing support is enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.BundleIdentifier">
|
|
<summary>
|
|
The bundle identifier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bAutomaticSigning">
|
|
<summary>
|
|
true if using Xcode managed provisioning, else false
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.TeamID">
|
|
<summary>
|
|
The IOS Team ID
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bDisableForceInline">
|
|
<summary>
|
|
true to change FORCEINLINE to a regular INLINE.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bEnableAdvertisingIdentifier">
|
|
<summary>
|
|
true if IDFA are enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.bForDistribution">
|
|
<summary>
|
|
true when building for distribution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.BundleName">
|
|
<summary>
|
|
override for the app's display name if different from the project name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.IOSProjectSettings.BundleDisplayName">
|
|
<summary>
|
|
longer display name than BundleName if needed
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IOSProjectSettings.RuntimeVersion">
|
|
<summary>
|
|
Which version of the iOS to allow at run time
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IOSProjectSettings.RuntimeDevices">
|
|
<summary>
|
|
which devices the game is allowed to run on
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSProjectSettings.#ctor(EpicGames.Core.FileReference,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="ProjectFile">The project file to read settings for</param>
|
|
<param name="Bundle">Bundle identifier needed when project file is empty</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSProjectSettings.#ctor(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,System.String)">
|
|
<summary>
|
|
Protected constructor. Used by TVOSProjectSettings.
|
|
</summary>
|
|
<param name="ProjectFile">The project file to read settings for</param>
|
|
<param name="Platform">The platform to read settings for</param>
|
|
<param name="Bundle">Bundle identifier needed when project file is empty</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IOSProvisioningData">
|
|
<summary>
|
|
IOS provisioning data
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.IsBuildProduct(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if the given name is a build product for a target.
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the string matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.GetBinaryExtension(UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extension to use for the given binary type
|
|
</summary>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string The binary extenstion (ie 'exe' or 'dll')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.HasDefaultBuildConfig(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Check for the default configuration
|
|
return true if the project uses the default build config
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.RequiresBuild(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Check for the build requirement due to platform requirements
|
|
return true if the project requires a build
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.ModifyModuleRulesForOtherPlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, where the target is a different host platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.ShouldCreateDebugInfo(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Whether this platform should create debug information or not
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>bool true if debug info should be generated, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the target environment for building
|
|
</summary>
|
|
<param name="Target">Settings for the target being compiled</param>
|
|
<param name="CompileEnvironment">The compile environment for this target</param>
|
|
<param name="LinkEnvironment">The link environment for this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.AddExtraModules(UnrealBuildTool.ReadOnlyTargetRules,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Setup the binaries for this specific platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="ExtraModuleNames"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for the given platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatform.Deploy(UnrealBuildTool.TargetReceipt)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IOSPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEDeployIOS.VersionUtilities.ReadRunningVersion">
|
|
<summary>
|
|
Reads the GameName.PackageVersionCounter from disk and bumps the minor version number in it
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEDeployIOS.VersionUtilities.PullApartVersion(System.String,System.Int32@,System.Int32@,System.String@)">
|
|
<summary>
|
|
Pulls apart a version string of one of the two following formats:
|
|
"7301.15 11-01 10:28" (Major.Minor Date Time)
|
|
"7486.0" (Major.Minor)
|
|
</summary>
|
|
<param name="CFBundleVersion"></param>
|
|
<param name="VersionMajor"></param>
|
|
<param name="VersionMinor"></param>
|
|
<param name="TimeStamp"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEDeployIOS.VersionUtilities.CalculateUpdatedMinorVersionString(System.String)">
|
|
<summary>
|
|
Parses the version string (expected to be of the form major.minor or major)
|
|
Also parses the major.minor from the running version file and increments it's minor by 1.
|
|
|
|
If the running version major matches and the running version minor is newer, then the bundle version is updated.
|
|
|
|
In either case, the running version is set to the current bundle version number and written back out.
|
|
</summary>
|
|
<returns>The (possibly updated) bundle version</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEDeployIOS.VersionUtilities.UpdateBundleVersion(System.String,System.String)">
|
|
<summary>
|
|
Updates the minor version in the CFBundleVersion key of the specified PList if this is a new package.
|
|
Also updates the key EpicAppVersion with the bundle version and the current date/time (no year)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LinuxExports">
|
|
<summary>
|
|
Public Linux functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxExports.StripSymbols(EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="SourceFile"></param>
|
|
<param name="TargetFile"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxPlatformSDK.TargetPlatformName">
|
|
<summary>
|
|
Platform name (embeds architecture for now)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxPlatformSDK.bForceUseSystemCompiler">
|
|
<summary>
|
|
Force using system compiler and error out if not possible
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxPlatformSDK.bVerboseCompiler">
|
|
<summary>
|
|
Whether to compile with the verbose flag
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxPlatformSDK.bVerboseLinker">
|
|
<summary>
|
|
Whether to link with the verbose flag
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.GetInternalSDKPath">
|
|
<summary>
|
|
Whether platform supports switching SDKs during runtime
|
|
</summary>
|
|
<returns>true if supports</returns>
|
|
<summary>
|
|
Returns a path to the internal SDK
|
|
</summary>
|
|
<returns>Valid path to the internal SDK, null otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.GetInTreeSDKRoot">
|
|
<summary>
|
|
Returns the in-tree root for the Linux Toolchain for this host platform.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.ForceUseSystemCompiler">
|
|
<summary>
|
|
Whether a host can use its system sdk for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.GetSDKLocation">
|
|
<summary>
|
|
Returns the root SDK path for all architectures
|
|
WARNING: Do not cache this value - it may be changed after sourcing OutputEnvVars.txt
|
|
</summary>
|
|
<returns>Valid SDK string</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.GetBaseLinuxPathForArchitecture(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Returns the SDK path for a specific architecture
|
|
WARNING: Do not cache this value - it may be changed after sourcing OutputEnvVars.txt
|
|
</summary>
|
|
<returns>Valid SDK DirectoryReference</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.IsValidClangPath(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Whether the path contains a valid clang version
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformSDK.HasRequiredManualSDKInternal">
|
|
<summary>
|
|
Whether the required external SDKs are installed for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LinuxProjectGenerator">
|
|
<summary>
|
|
Base class for platform-specific project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Enumerate all the platforms that this generator supports
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxProjectGenerator.HasVisualStudioSupport(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxProjectGenerator.GetSystemIncludePaths(UnrealBuildTool.UEBuildTarget)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxProjectGenerator.GetLinuxToolchainVersionFromFullString(System.String)">
|
|
<summary>
|
|
Get clang toolchain version from full version string
|
|
v17_clang-10.0.1-centos7 -> 10.0.1
|
|
v17_clang-16.0.1-centos7 -> 16
|
|
</summary>
|
|
<param name="FullVersion">Full clang toolchain version string. Example: "v17_clang-10.0.1-centos7"</param>
|
|
<returns>Clang toolchain version. Example: 10.0.1 or 16</returns>
|
|
<remarks>Starting with clang 16.x the directory naming changed to include major version only</remarks>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.Architecture">
|
|
Flavor of the current build (will map to target triplet)
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.bGdbIndexSection">
|
|
Pass --gdb-index option to linker to generate .gdb_index section.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.MaxBinarySizeOverrideForObjcopy">
|
|
Allows you to override the maximum binary size allowed to be passed to objcopy.exe when cross building on Windows.
|
|
Max value is 2GB, due to bat file limitation
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.PlatformSDK">
|
|
Platform SDK to use
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.ArchitectureSpecificSwitches(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Architecture-specific compiler switches
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.GetCompileArguments_WarningsAndErrors(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.GetCompileArguments_Optimizations(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.GetCompileArguments_Debugging(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.GetCompilerArguments_Sanitizers(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.GetCompileArguments_Global(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.EscapePreprocessorDefinition(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.bUseFixdeps">
|
|
<summary>
|
|
Whether to use old, slower way to relink circularly dependent libraries.
|
|
It makes sense to use it when cross-compiling on Windows due to race conditions between actions reading and modifying the libs.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.bHasWipedFixDepsScript">
|
|
<summary>
|
|
Track which scripts need to be deleted before appending to
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.AllBinaries">
|
|
<summary>
|
|
Holds all the binaries for a particular target (except maybe the executable itself).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxToolChain.bHasPrintedBuildDetails">
|
|
<summary>
|
|
Tracks that information about used C++ library is only printed once
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxToolChain.CreateArchiveAndIndex(UnrealBuildTool.LinkEnvironment,UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates an action to archive all the .o files into single .a file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LinuxTargetRules">
|
|
<summary>
|
|
Linux-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxTargetRules.#ctor">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Enables address sanitizer (ASan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bEnableLibFuzzer">
|
|
<summary>
|
|
Enables LibFuzzer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bEnableThreadSanitizer">
|
|
<summary>
|
|
Enables thread sanitizer (TSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bEnableUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enables undefined behavior sanitizer (UBSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bEnableMemorySanitizer">
|
|
<summary>
|
|
Enables memory sanitizer (MSan)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bPreservePSYM">
|
|
<summary>
|
|
Whether or not to preserve the portable symbol file produced by dump_syms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bTuneDebugInfoForLLDB">
|
|
<summary>
|
|
Turns on tuning of debug info for LLDB
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bDisableDumpSyms">
|
|
<summary>
|
|
Whether to globally disable calling dump_syms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxTargetRules.bEnableRayTracing">
|
|
<summary>
|
|
Enables runtime ray tracing support.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyLinuxTargetRules">
|
|
<summary>
|
|
Read-only wrapper for Linux-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyLinuxTargetRules.#ctor(UnrealBuildTool.LinuxTargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The settings object to wrap</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyLinuxTargetRules.bPreservePSYM">
|
|
<summary>
|
|
Accessors for fields on the inner TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxPlatform.DefaultHostArchitecture">
|
|
<summary>
|
|
Linux host architecture (compiler target triplet)
|
|
@todo Remove this and get the actual Host architecture?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinuxPlatform.SDK">
|
|
<summary>
|
|
SDK in use by the platform
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.#ctor(UnrealBuildTool.LinuxPlatformSDK,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.IsBuildProduct(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if the given name is a build product for a target.
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the string matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.GetBinaryExtension(UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extension to use for the given binary type
|
|
</summary>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.GetDebugInfoExtensions(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extensions to use for debug info for the given binary type
|
|
</summary>
|
|
<param name="InTarget">Rules for the target being built</param>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string[] The debug info extensions (i.e. 'pdb')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.ModifyModuleRulesForOtherPlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, where the target is a different host platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.ModifyModuleRulesForActivePlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, in a target that's being built for this platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.ShouldCreateDebugInfo(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Whether this platform should create debug information or not
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>bool true if debug info should be generated, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for the given platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatform.Deploy(UnrealBuildTool.TargetReceipt)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ApplePlatformSDK.GetDeploymentTargetVersion(UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Get the default deployment target version for the given target type. This will be put into the .plist file for runtime check
|
|
Will be in the format A.B.C
|
|
</summary>
|
|
<param name="Type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ApplePlatformSDK.GetBuildTargetVersion(UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Get the default build target version for the given target type. This will be passed to clang when compiling/linking
|
|
Will be in the format AA.BB
|
|
</summary>
|
|
<param name="Type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MacExports">
|
|
<summary>
|
|
Public Mac functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MacExports.HostArchitecture">
|
|
<summary>
|
|
Describes the architecture of the host. Note - this ignores translation.
|
|
IsRunningUnderRosetta can be used to detect that we're running under translation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacExports.IsRunningOnAppleArchitectureVar">
|
|
<summary>
|
|
Cached result for AppleArch check
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacExports.IsRunningUnderRosettaVar">
|
|
<summary>
|
|
Cached result for Rosetta check
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MacExports.IsRunningUnderRosetta">
|
|
<summary>
|
|
Returns true if we're running under Rosetta
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MacExports.IsRunningOnAppleArchitecture">
|
|
<summary>
|
|
Returns true if we're running on Apple architecture (either natively which dotnet will do, or under Rosetta)
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacExports.StripSymbols(EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Strips symbols from a file
|
|
</summary>
|
|
<param name="SourceFile">The input file</param>
|
|
<param name="TargetFile">The output file</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MacProjectGenerator">
|
|
<summary>
|
|
Base class for platform-specific project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Register the platform with the UEPlatformProjectGenerator class
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChainSettings.MinMacBuildVersion(UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Which version of the Mac OS X to allow at run time
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChainSettings.MinMacDeploymentVersion(UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Minimum version of Mac OS X to actually run on, running on earlier versions will display the system minimum version error dialog and exit.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChainSettings.#ctor(System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="bVerbose">Whether to output verbose logging</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MacToolChain">
|
|
<summary>
|
|
Mac toolchain wrapper
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacToolChain.MacCompiler">
|
|
<summary>
|
|
Which compiler\linker frontend to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacToolChain.MacArchiver">
|
|
<summary>
|
|
Which archiver to use
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChain.GetCompileArguments_WarningsAndErrors(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChain.GetCompileArguments_Debugging(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChain.GetCompileArguments_AdditionalArgs(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChain.GetCompileArguments_Global(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChain.GenerateDebugInfo(UnrealBuildBase.FileItem,UnrealBuildTool.LinkEnvironment,UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates debug info for a given executable
|
|
</summary>
|
|
<param name="MachOBinary">FileItem describing the executable or dylib to generate debug info for</param>
|
|
<param name="LinkEnvironment"></param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacToolChain.FinalizeAppBundle(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.LinkEnvironment,UnrealBuildBase.FileItem,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Creates app bundle for a given executable
|
|
</summary>
|
|
<param name="Target"></param>
|
|
<param name="LinkEnvironment"></param>
|
|
<param name="Executable">FileItem describing the executable to generate app bundle for</param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MacTargetRules">
|
|
<summary>
|
|
Mac-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Enables address sanitizer (ASan).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bEnableLibFuzzer">
|
|
<summary>
|
|
Enables LibFuzzer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bEnableThreadSanitizer">
|
|
<summary>
|
|
Enables thread sanitizer (TSan).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bEnableUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enables undefined behavior sanitizer (UBSan).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bUseDSYMFiles">
|
|
<summary>
|
|
Enables the generation of .dsym files. This can be disabled to enable faster iteration times during development.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bSkipClangValidation">
|
|
<summary>
|
|
Disables clang build verification checks on static libraries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MacTargetRules.bEnableRayTracing">
|
|
<summary>
|
|
Enables runtime ray tracing support.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyMacTargetRules">
|
|
<summary>
|
|
Read-only wrapper for Mac-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyMacTargetRules.Inner">
|
|
<summary>
|
|
The private mutable settings object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyMacTargetRules.#ctor(UnrealBuildTool.MacTargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The settings object to wrap</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyMacTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Accessors for fields on the inner TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.IsBuildProduct(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if the given name is a build product for a target.
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the string matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.GetBinaryExtension(UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extension to use for the given binary type
|
|
</summary>
|
|
<param name="InBinaryType"> The binrary type being built</param>
|
|
<returns>string The binary extenstion (ie 'exe' or 'dll')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.GetDebugInfoExtensions(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extensions to use for debug info for the given binary type
|
|
</summary>
|
|
<param name="Target">Rules for the target being built</param>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string[] The debug info extensions (i.e. 'pdb')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.ModifyModuleRulesForOtherPlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, where the target is a different host platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.FinalizeBinaryPaths(EpicGames.Core.FileReference,EpicGames.Core.FileReference,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
For platforms that need to output multiple files per binary (ie Android "fat" binaries)
|
|
this will emit multiple paths. By default, it simply makes an array from the input
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.ModifyModuleRulesForActivePlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, in a target that's being built for this platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the target environment for building
|
|
</summary>
|
|
<param name="Target">Settings for the target being compiled</param>
|
|
<param name="CompileEnvironment">The compile environment for this target</param>
|
|
<param name="LinkEnvironment">The link environment for this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.ShouldCreateDebugInfo(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Whether this platform should create debug information or not
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>true if debug info should be generated, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for the given platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatform.Deploy(UnrealBuildTool.TargetReceipt)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TVOSExports">
|
|
<summary>
|
|
Public TVOS functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSExports.GetProvisioningData(EpicGames.Core.FileReference,System.Boolean,System.String@,System.String@,System.String@,System.Boolean@)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="InProject"></param>
|
|
<param name="Distribution"></param>
|
|
<param name="MobileProvision"></param>
|
|
<param name="SigningCertificate"></param>
|
|
<param name="TeamUUID"></param>
|
|
<param name="bAutomaticSigning"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSExports.PrepForUATPackageOrDeploy(UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.FileReference,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.Boolean,System.Boolean,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Config"></param>
|
|
<param name="ProjectFile"></param>
|
|
<param name="InProjectName"></param>
|
|
<param name="InProjectDirectory"></param>
|
|
<param name="Executable"></param>
|
|
<param name="InEngineDir"></param>
|
|
<param name="bForDistribution"></param>
|
|
<param name="CookFlavor"></param>
|
|
<param name="bIsDataDeploy"></param>
|
|
<param name="bCreateStubIPA"></param>
|
|
<param name="BuildReceiptFileName"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSExports.GeneratePList(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.Boolean,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="Config"></param>
|
|
<param name="ProjectDirectory"></param>
|
|
<param name="bIsUnrealGame"></param>
|
|
<param name="GameName"></param>
|
|
<param name="bIsClient"></param>
|
|
<param name="ProjectName"></param>
|
|
<param name="InEngineDir"></param>
|
|
<param name="AppDirectory"></param>
|
|
<param name="BuildReceiptFileName"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Enumerate all the platforms that this generator supports
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TVOSProjectSettings.RuntimeDevices">
|
|
<summary>
|
|
which devices the game is allowed to run on
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the target environment for building
|
|
</summary>
|
|
<param name="Target">Settings for the target being compiled</param>
|
|
<param name="CompileEnvironment">The compile environment for this target</param>
|
|
<param name="LinkEnvironment">The link environment for this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for the given platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TVOSPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AppXManifestGeneratorBase">
|
|
<summary>
|
|
Base class for VC appx manifest generation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.AppXManifestGeneratorBase.IniSection_PlatformTargetSettings">
|
|
config section for platform-specific target settings
|
|
</member>
|
|
<member name="P:UnrealBuildTool.AppXManifestGeneratorBase.IniSection_GeneralPlatformSettings">
|
|
config section for platform-specific general target settings (i.e. settings with are unrelated to manifest generation)
|
|
</member>
|
|
<member name="P:UnrealBuildTool.AppXManifestGeneratorBase.IniSection_GeneralProjectSettings">
|
|
config section for general target settings
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.BuildResourceSubPath">
|
|
default subdirectory for build resources
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.EngineResourceSubPath">
|
|
default subdirectory for engine resources
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.MaxResourceEntries">
|
|
Manifest compliance values
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.EngineIni">
|
|
cached engine ini
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.GameIni">
|
|
cached game ini
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.AppXResources">
|
|
AppX package resource generator
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.DefaultAppXCultureId">
|
|
the default culture to use
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.UEStageIdToAppXCultureId">
|
|
lookup table for UE's CultureToStage StageId to AppX CultureId
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.Platform">
|
|
the platform to generate the manifest for
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.ProjectFile">
|
|
project file to use
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.TargetName">
|
|
target name to use
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.Logger">
|
|
Logger for output
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.bHasWarnedAboutDeprecatedCultureId">
|
|
Whether we have logged the deprecation warning for PerCultureResources CultureId being replaced by StageIdOverrides
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppXManifestGeneratorBase.CustomConfig">
|
|
CustomConfig to use when reading the ini files
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.#ctor(UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create a manifest generator for the given platform variant.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.ValidatePackageVersion(System.String)">
|
|
<summary>
|
|
Returns a valid version of the given package version string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.ValidateProjectBaseName(System.String)">
|
|
<summary>
|
|
Returns a valid version of the given application id
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.ReadIniString(System.String,System.String,System.String)">
|
|
<summary>
|
|
Reads an integer from the cached ini files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetConfigString(System.String,System.String,System.String)">
|
|
<summary>
|
|
Reads a string from the cached ini files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetConfigBool(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Reads a bool from the cached ini files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetConfigColor(System.String,System.String)">
|
|
<summary>
|
|
Reads a color from the cached ini files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.BuildLocalizationData">
|
|
<summary>
|
|
Create all the localization data. Returns whether there is any per-culture data set up
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.PrepareResourceBinaryPaths">
|
|
<summary>
|
|
Register the locations where resource binary files can be found
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetResources">
|
|
<summary>
|
|
Get the resources element
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetIdentityPackageName">
|
|
<summary>
|
|
Get the package identity name string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetIdentityPublisherName">
|
|
<summary>
|
|
Get the publisher name string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetIdentityVersionNumber">
|
|
<summary>
|
|
Get the package version string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetIdentity(System.String@)">
|
|
<summary>
|
|
Get the package identity element
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.IncludeBuildVersionInPackageVersion(System.String)">
|
|
<summary>
|
|
Updates the given package version to include the engine build version, if requested
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetMakePriBinaryPath">
|
|
<summary>
|
|
Get the path to the makepri.exe tool
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetMakePriExtraCommandLine">
|
|
<summary>
|
|
Get any additional platform-specific parameters for makepri.exe
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.GetManifest(System.Collections.Generic.Dictionary{UnrealBuildTool.UnrealTargetConfiguration,System.String},System.String@)">
|
|
<summary>
|
|
Return the entire manifest element
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.ProcessManifest(System.Collections.Generic.Dictionary{UnrealBuildTool.UnrealTargetConfiguration,System.String},System.String,System.String,System.String)">
|
|
<summary>
|
|
Perform any platform-specific processing on the manifest before it is saved
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.PostConfigurationInit">
|
|
<summary>
|
|
Perform any additional initialization once all parameters and configuration are ready
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppXManifestGeneratorBase.CreateManifest(System.String,EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.FileReference,System.Collections.Generic.Dictionary{UnrealBuildTool.UnrealTargetConfiguration,System.String})">
|
|
<summary>
|
|
Create a manifest and return the list of modified files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.CachedToolChainInstallations">
|
|
<summary>
|
|
Cache of Visual C++ installation directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.CachedWindowsSdkDirs">
|
|
<summary>
|
|
Cache of Windows SDK installation directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.CachedUniversalCrtDirs">
|
|
<summary>
|
|
Cache of Universal CRT installation directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.CachedVisualStudioInstallations">
|
|
<summary>
|
|
Cache of Visual Studio installation directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.CachedDiaSdkDirs">
|
|
<summary>
|
|
Cache of DIA SDK installation directories
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindWindowsSdkDirs(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the installed Windows SDK versions
|
|
</summary>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Map of version number to Windows SDK directories</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.DumpWindowsSdkDirs(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
List all the installed Windows SDK versions
|
|
</summary>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindUniversalCrtDirs(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the installed Universal CRT versions
|
|
</summary>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Map of version number to universal CRT directories</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryGetWindowsSdkDir(System.String,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.VersionNumber@,EpicGames.Core.DirectoryReference@,EpicGames.Core.VersionNumber,EpicGames.Core.VersionNumber)">
|
|
<summary>
|
|
Determines the directory containing the Windows SDK toolchain
|
|
</summary>
|
|
<param name="DesiredVersion">The desired Windows SDK version. This may be "Latest", a specific version number, or null. If null, the function will look for DefaultWindowsSdkVersion. Failing that, it will return the latest version.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutSdkVersion">Receives the version number of the selected Windows SDK</param>
|
|
<param name="OutSdkDir">Receives the root directory for the selected SDK</param>
|
|
<param name="MinVersion">Optional minimum required version. Ignored if DesiredVesrion is specified</param>
|
|
<param name="MaxVersion">Optional maximum required version. Ignored if DesiredVesrion is specified</param>
|
|
<returns>True if the toolchain directory was found correctly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.UpdateCachedWindowsSdks(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Updates the CachedWindowsSdkDirs and CachedUniversalCrtDirs variables
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.EnumerateSdkRootDirs(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Enumerates all the Windows 10 SDK root directories
|
|
</summary>
|
|
<param name="RootDirs">Receives all the Windows 10 sdk root directories</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryGetNetFxSdkInstallDir(EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Gets the installation directory for the NETFXSDK
|
|
</summary>
|
|
<param name="OutInstallDir">Receives the installation directory on success</param>
|
|
<returns>True if the directory was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryReadInstallDirRegistryKey32(System.String,System.String,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Reads an install directory for a 32-bit program from a registry key. This checks for per-user and machine wide settings, and under the Wow64 virtual keys (HKCU\SOFTWARE, HKLM\SOFTWARE, HKCU\SOFTWARE\Wow6432Node, HKLM\SOFTWARE\Wow6432Node).
|
|
</summary>
|
|
<param name="KeySuffix">Path to the key to read, under one of the roots listed above.</param>
|
|
<param name="ValueName">Value to be read.</param>
|
|
<param name="InstallDir">On success, the directory corresponding to the value read.</param>
|
|
<returns>True if the key was read, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.ReadInstallDirSubKeys32(System.String)">
|
|
<summary>
|
|
For each root location relevant to install dirs, look for the given key and add its subkeys to the set of subkeys to return.
|
|
This checks for per-user and machine wide settings, and under the Wow64 virtual keys (HKCU\SOFTWARE, HKLM\SOFTWARE, HKCU\SOFTWARE\Wow6432Node, HKLM\SOFTWARE\Wow6432Node).
|
|
</summary>
|
|
<param name="KeyName">The subkey to look for under each root location</param>
|
|
<returns>A list of unique subkeys found under any of the existing subkeys</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryReadDirRegistryKey(System.String,System.String,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Attempts to reads a directory name stored in a registry key
|
|
</summary>
|
|
<param name="KeyName">Key to read from</param>
|
|
<param name="ValueName">Value within the key to read</param>
|
|
<param name="Value">The directory read from the registry key</param>
|
|
<returns>True if the key was read, false if it was missing or empty</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.GetMsBuildToolPath(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets the MSBuild path, and throws an exception on failure.
|
|
</summary>
|
|
<returns>Path to MSBuild</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.HasCompiler(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines if a given compiler is installed
|
|
</summary>
|
|
<param name="Compiler">Compiler to check for</param>
|
|
<param name="Architecture">Architecture the compiler must support</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the given compiler is installed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.HasValidCompiler(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines if a given compiler is installed and valid
|
|
</summary>
|
|
<param name="Compiler">Compiler to check for</param>
|
|
<param name="Architecture">Architecture the compiler must support</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the given compiler is installed and valid</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryGetToolChainDir(UnrealBuildTool.WindowsCompiler,System.String,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.VersionNumber@,EpicGames.Core.DirectoryReference@,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Determines the directory containing the MSVC toolchain
|
|
</summary>
|
|
<param name="Compiler">Major version of the compiler to use</param>
|
|
<param name="CompilerVersion">The minimum compiler version to use</param>
|
|
<param name="Architecture">Architecture that is required</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutToolChainVersion">Receives the chosen toolchain version</param>
|
|
<param name="OutToolChainDir">Receives the directory containing the toolchain</param>
|
|
<param name="OutRedistDir">Receives the optional directory containing redistributable components</param>
|
|
<returns>True if the toolchain directory was found correctly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.GetCompilerName(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Returns the human-readable name of the given compiler
|
|
</summary>
|
|
<param name="Compiler">The compiler value</param>
|
|
<returns>Name of the compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.SelectToolChain(System.Collections.Generic.IEnumerable{UnrealBuildTool.ToolChainInstallation},System.Func{System.Linq.IOrderedEnumerable{UnrealBuildTool.ToolChainInstallation},System.Linq.IOrderedEnumerable{UnrealBuildTool.ToolChainInstallation}},UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Select which toolchain to use, combining a custom preference with a default sort order
|
|
</summary>
|
|
<param name="ToolChains"></param>
|
|
<param name="Preference">Ordering function</param>
|
|
<param name="Architecture">Architecture that must be supported</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.DumpToolChains(System.Collections.Generic.IEnumerable{UnrealBuildTool.ToolChainInstallation},System.Func{System.Linq.IOrderedEnumerable{UnrealBuildTool.ToolChainInstallation},System.Linq.IOrderedEnumerable{UnrealBuildTool.ToolChainInstallation}},UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Dump all available toolchain info, combining a custom preference with a default sort order
|
|
</summary>
|
|
<param name="ToolChains"></param>
|
|
<param name="Preference">Ordering function</param>
|
|
<param name="Architecture">Architecture that must be supported</param>
|
|
<param name="Logger">The ILogger interface to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.DumpAllToolChainInstallations(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Dump all available toolchain info for a compiler
|
|
</summary>
|
|
<param name="Compiler">The compiler to filter by</param>
|
|
<param name="Architecture">Architecture that must be supported</param>
|
|
<param name="Logger">The ILogger interface to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindVisualStudioInstallations(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Read the Visual Studio install directory for the given compiler version. Note that it is possible for the compiler toolchain to be installed without
|
|
Visual Studio, and vice versa.
|
|
</summary>
|
|
<returns>List of directories containing Visual Studio installations</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindVisualStudioInstallations(UnrealBuildTool.WindowsCompiler,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Read the Visual Studio install directory for the given compiler version. Note that it is possible for the compiler toolchain to be installed without
|
|
Visual Studio, and vice versa.
|
|
</summary>
|
|
<returns>List of directories containing Visual Studio installations</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindVisualStudioToolChains(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.WindowsCompilerChannel,System.Collections.Generic.List{UnrealBuildTool.ToolChainInstallation},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the valid Visual Studio toolchains under the given base directory
|
|
</summary>
|
|
<param name="BaseDir">Base directory to search</param>
|
|
<param name="OptionalRedistDir">Optional directory for redistributable components (DLLs etc)</param>
|
|
<param name="ReleaseChannel">The release channel of this installation</param>
|
|
<param name="ToolChains">Map of tool chain version to installation info</param>
|
|
<param name="IsAutoSdk">Whether this folder contains AutoSDK entries</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindVisualStudioRedistForToolChain(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.VersionNumber)">
|
|
<summary>
|
|
Finds the most appropriate redist directory for the given toolchain version
|
|
</summary>
|
|
<param name="ToolChainDir"></param>
|
|
<param name="OptionalRedistDir"></param>
|
|
<param name="Version"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.AddVisualCppToolChain(EpicGames.Core.VersionNumber,UnrealBuildTool.WindowsCompilerChannel,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,System.Collections.Generic.List{UnrealBuildTool.ToolChainInstallation},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds a Visual C++ toolchain to a list of installations
|
|
</summary>
|
|
<param name="Version"></param>
|
|
<param name="ReleaseChannel"></param>
|
|
<param name="ToolChainDir"></param>
|
|
<param name="RedistDir"></param>
|
|
<param name="ToolChains"></param>
|
|
<param name="IsAutoSdk"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.AddClangToolChain(UnrealBuildTool.WindowsCompiler,EpicGames.Core.DirectoryReference,System.Collections.Generic.List{UnrealBuildTool.ToolChainInstallation},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Add a Clang toolchain
|
|
</summary>
|
|
<param name="Compiler"></param>
|
|
<param name="ToolChainDir"></param>
|
|
<param name="ToolChains"></param>
|
|
<param name="IsAutoSdk"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.AddIntelOneApiToolChain(EpicGames.Core.DirectoryReference,System.Collections.Generic.List{UnrealBuildTool.ToolChainInstallation},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Add an Intel OneAPI toolchain
|
|
</summary>
|
|
<param name="ToolChainDir"></param>
|
|
<param name="ToolChains"></param>
|
|
<param name="IsAutoSdk"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindIntelOneApiToolChains(EpicGames.Core.DirectoryReference,System.Collections.Generic.List{UnrealBuildTool.ToolChainInstallation},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all the valid Intel oneAPI toolchains under the given base directory
|
|
</summary>
|
|
<param name="BaseDir">Base directory to search</param>
|
|
<param name="ToolChains">Map of tool chain version to installation info</param>
|
|
<param name="IsAutoSdk"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.Is64BitExecutable(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Test whether an executable is 64-bit
|
|
</summary>
|
|
<param name="File">Executable to test</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.MSVCHostDirectoryName">
|
|
<summary>
|
|
The compiler host directory name for the running process architecture.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.IsValidToolChainDirMSVC(EpicGames.Core.DirectoryReference,EpicGames.Core.VersionNumber@)">
|
|
<summary>
|
|
Determines if the given path is a valid Visual C++ version number
|
|
</summary>
|
|
<param name="ToolChainDir">The toolchain directory</param>
|
|
<param name="Version">The version number for the toolchain</param>
|
|
<returns>True if the path is a valid version</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.Has64BitToolChain(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Checks if the given directory contains a 64-bit toolchain. Used to prefer regular Visual Studio versions over express editions.
|
|
</summary>
|
|
<param name="ToolChainDir">Directory to check</param>
|
|
<returns>True if the given directory contains a 64-bit toolchain</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.HasArm64ToolChain(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Checks if the given directory contains an arm64 toolchain. Used to require arm64, which is an optional install item, when that is our target architecture.
|
|
</summary>
|
|
<param name="ToolChainDir">Directory to check</param>
|
|
<returns>True if the given directory contains the arm64 toolchain</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.HasArm64ECToolChain(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Checks if the given directory contains a arm64ec toolchain. Used to require arm64, which is an optional install item, when that is our target architecture.
|
|
</summary>
|
|
<param name="ToolChainDir">Directory to check</param>
|
|
<returns>True if the given directory contains the arm64ec toolchain</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.HasIDE(UnrealBuildTool.WindowsCompiler,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines if an IDE for the given compiler is installed.
|
|
</summary>
|
|
<param name="Compiler">Compiler to check for</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the given compiler is installed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryGetMsBuildPath(Microsoft.Extensions.Logging.ILogger,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Gets the path to MSBuild. This mirrors the logic in GetMSBuildPath.bat.
|
|
</summary>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutLocation">On success, receives the path to the MSBuild executable.</param>
|
|
<returns>True on success.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.TryReadMsBuildInstallPath(System.String,System.String,System.String,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Function to query the registry under HKCU/HKLM Win32/Wow64 software registry keys for a certain install directory.
|
|
This mirrors the logic in GetMSBuildPath.bat.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.FindDiaSdkDirs(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Determines the directory containing the MSVC toolchain
|
|
</summary>
|
|
<param name="Compiler">Major version of the compiler to use</param>
|
|
<returns>Map of version number to directories</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.IsValidDiaSdkDir(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Determines if a directory contains a valid DIA SDK
|
|
</summary>
|
|
<param name="DiaSdkDir">The directory to check</param>
|
|
<returns>True if it contains a valid DIA SDK</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.PreferredClangVersions">
|
|
<summary>
|
|
The default compiler version to be used, if installed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.MinimumClangVersion">
|
|
<summary>
|
|
The minimum supported Clang compiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.PreferredVisualCppVersions">
|
|
<summary>
|
|
Ranges of tested compiler toolchains to be used, in order of preference. If multiple toolchains in a range are present, the latest version will be preferred.
|
|
Note that the numbers here correspond to the installation *folders* rather than precise executable versions.
|
|
</summary>
|
|
<seealso href="https://learn.microsoft.com/en-us/lifecycle/products/visual-studio-2022"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.MinimumRequiredClangVersion">
|
|
<summary>
|
|
Minimum Clang version required for MSVC toolchain versions
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.BannedVisualCppVersions">
|
|
<summary>
|
|
Tested compiler toolchains that should not be allowed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.MinimumVisualCppVersion">
|
|
<summary>
|
|
The minimum supported MSVC compiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.PreferredIntelOneApiVersions">
|
|
<summary>
|
|
The default compiler version to be used, if installed.
|
|
https://www.intel.com/content/www/us/en/developer/articles/tool/oneapi-standalone-components.html#dpcpp-cpp
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.MinimumIntelOneApiVersion">
|
|
<summary>
|
|
The minimum supported Intel compiler
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.IsPreferredVersion(UnrealBuildTool.WindowsCompiler,EpicGames.Core.VersionNumber)">
|
|
<summary>
|
|
If a toolchain version is a preferred version
|
|
</summary>
|
|
<param name="toolchain">The toolchain type</param>
|
|
<param name="version">The version number</param>
|
|
<returns>If the version is preferred</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.GetLatestPreferredVersion(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Get the latest preferred toolchain version
|
|
</summary>
|
|
<param name="toolchain">The toolchain type</param>
|
|
<returns>The version number</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.GetMinimumClangVersionForVcVersion(EpicGames.Core.VersionNumber)">
|
|
<summary>
|
|
The minimum supported Clang version for a given MSVC toolchain
|
|
</summary>
|
|
<param name="vcVersion"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.GetClangVersionForIntelCompiler(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
The base Clang version for a given Intel toolchain
|
|
</summary>
|
|
<param name="intelCompilerPath"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.IgnoreToolchainErrors">
|
|
<summary>
|
|
Whether toolchain errors should be ignored. Enable to ignore banned toolchains when generating projects,
|
|
as components such as the recommended toolchain can be installed by opening the generated solution via the .vsconfig file.
|
|
If enabled the error will be downgraded to a warning.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.s_visualStudioSuggestedComponents">
|
|
<summary>
|
|
The default set of components that should be suggested to be installed for Visual Studio
|
|
This or the 2022 specific components should be updated if the preferred visual cpp version changes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.s_visualStudioSuggestedLinuxComponents">
|
|
<summary>
|
|
Additional set of components that should be suggested to be installed for Visual Studio
|
|
to support the Linux platform.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MicrosoftPlatformSDK.s_visualStudio2022SuggestedComponents">
|
|
<summary>
|
|
Additional set of components that should be suggested to be installed for Visual Studio 2022.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MicrosoftPlatformSDK.MinimumVisualStudio2022Version">
|
|
<summary>
|
|
The minimum supported Visual Studio IDE version
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MicrosoftPlatformSDK.GetVisualStudioSuggestedComponents(UnrealBuildTool.VCProjectFileFormat)">
|
|
<summary>
|
|
Returns the list of suggested of components that should be suggested to be installed for Visual Studio.
|
|
Used to generate a .vsconfig file which will prompt Visual Studio to ask the user to install these components.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ToolChainInstallation">
|
|
<summary>
|
|
Information about a particular toolchain installation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.Family">
|
|
<summary>
|
|
The version "family" (ie. the nominal version number of the directory this toolchain is installed to)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.FamilyRank">
|
|
<summary>
|
|
Index into the preferred version range
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.Version">
|
|
<summary>
|
|
The actual version number of this toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.Is64Bit">
|
|
<summary>
|
|
Whether this is a 64-bit toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.ReleaseChannel">
|
|
<summary>
|
|
The release channel of this toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.Architecture">
|
|
<summary>
|
|
The architecture of this ToolChainInstallation (multiple ToolChainInstallation instances may be created, one per architecture).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.Error">
|
|
<summary>
|
|
Reason for this toolchain not being compatible
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.BaseDir">
|
|
<summary>
|
|
Base directory for the toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.RedistDir">
|
|
<summary>
|
|
Base directory for the redistributable components
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolChainInstallation.IsAutoSdk">
|
|
<summary>
|
|
Whether this toolchain comes from AutoSDK.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ToolChainInstallation.#ctor(EpicGames.Core.VersionNumber,System.Int32,EpicGames.Core.VersionNumber,System.Boolean,UnrealBuildTool.WindowsCompilerChannel,UnrealBuildTool.UnrealArch,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Family"></param>
|
|
<param name="FamilyRank"></param>
|
|
<param name="Version"></param>
|
|
<param name="Is64Bit"></param>
|
|
<param name="ReleaseChannel">The release channel of this toolchain</param>
|
|
<param name="Architecture"></param>
|
|
<param name="Error"></param>
|
|
<param name="BaseDir">Base directory for the toolchain</param>
|
|
<param name="RedistDir">Optional directory for redistributable components (DLLs etc)</param>
|
|
<param name="IsAutoSdk">Whether this toolchain comes from AutoSDK</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PVSAnalysisModeFlags">
|
|
<summary>
|
|
Flags for the PVS analyzer mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSAnalysisModeFlags.Check64BitPortability">
|
|
<summary>
|
|
Check for 64-bit portability issues
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSAnalysisModeFlags.GeneralAnalysis">
|
|
<summary>
|
|
Enable general analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSAnalysisModeFlags.Optimizations">
|
|
<summary>
|
|
Check for optimizations
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSAnalysisModeFlags.CustomerSpecific">
|
|
<summary>
|
|
Enable customer-specific rules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSAnalysisModeFlags.MISRA">
|
|
<summary>
|
|
Enable MISRA analysis
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AnalysisTimeoutFlags">
|
|
<summary>
|
|
Flags for the PVS analyzer timeout
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AnalysisTimeoutFlags.After_10_minutes">
|
|
<summary>
|
|
Analisys timeout for file 10 minutes (600 seconds)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AnalysisTimeoutFlags.After_30_minutes">
|
|
<summary>
|
|
Analisys timeout for file 30 minutes (1800 seconds)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AnalysisTimeoutFlags.After_60_minutes">
|
|
<summary>
|
|
Analisys timeout for file 60 minutes (3600 seconds)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AnalysisTimeoutFlags.No_timeout">
|
|
<summary>
|
|
Analisys timeout when not set (a lot of seconds)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PVSApplicationSettings">
|
|
<summary>
|
|
Partial representation of PVS-Studio main settings file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.PathMasks">
|
|
<summary>
|
|
Masks for paths excluded for analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.UserName">
|
|
<summary>
|
|
Registered username
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.SerialNumber">
|
|
<summary>
|
|
Registered serial number
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.Disable64BitAnalysis">
|
|
<summary>
|
|
Disable the 64-bit Analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.DisableGAAnalysis">
|
|
<summary>
|
|
Disable the General Analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.DisableOPAnalysis">
|
|
<summary>
|
|
Disable the Optimization Analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.DisableCSAnalysis">
|
|
<summary>
|
|
Disable the Customer's Specific diagnostic rules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.DisableMISRAAnalysis">
|
|
<summary>
|
|
Disable the MISRA Analysis
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.AnalysisTimeout">
|
|
<summary>
|
|
File analysis timeout
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.NoNoise">
|
|
<summary>
|
|
Disable analyzer Level 3 (Low) messages
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSApplicationSettings.ReportDisabledRules">
|
|
<summary>
|
|
Enable the display of analyzer rules exceptions which can be specified by comments and .pvsconfig files.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PVSApplicationSettings.GetModeFlags">
|
|
<summary>
|
|
Gets the analysis mode flags from the settings
|
|
</summary>
|
|
<returns>Mode flags</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PVSApplicationSettings.Read">
|
|
<summary>
|
|
Attempts to read the application settings from the default location
|
|
</summary>
|
|
<returns>Application settings instance, or null if no file was present</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PVSTargetSettings">
|
|
<summary>
|
|
Settings for the PVS Studio analyzer
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSTargetSettings.ApplicationSettings">
|
|
<summary>
|
|
Returns the application settings
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSTargetSettings.UseApplicationSettings">
|
|
<summary>
|
|
Whether to use application settings to determine the analysis mode
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSTargetSettings.ModeFlags">
|
|
<summary>
|
|
Override for the analysis mode to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSTargetSettings.ModePrivate">
|
|
<summary>
|
|
Private storage for the mode flags
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSTargetSettings.AnalysisTimeoutFlag">
|
|
<summary>
|
|
Override for the analysis timeoutFlag to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSTargetSettings.TimeoutPrivate">
|
|
<summary>
|
|
Private storage for the analysis timeout
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSTargetSettings.EnableNoNoise">
|
|
<summary>
|
|
Override for the disable Level 3 (Low) analyzer messages
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSTargetSettings.EnableNoNoisePrivate">
|
|
<summary>
|
|
Private storage for the NoNoise analyzer setting
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSTargetSettings.EnableReportDisabledRules">
|
|
<summary>
|
|
Override for the enable the display of analyzer rules exceptions which can be specified by comments and .pvsconfig files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSTargetSettings.EnableReportDisabledRulesPrivate">
|
|
<summary>
|
|
Private storage for the ReportDisabledRules analyzer setting
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyPVSTargetSettings">
|
|
<summary>
|
|
Read-only version of the PVS toolchain settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyPVSTargetSettings.Inner">
|
|
<summary>
|
|
Inner settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyPVSTargetSettings.#ctor(UnrealBuildTool.PVSTargetSettings)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The inner object</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyPVSTargetSettings.ApplicationSettings">
|
|
<summary>
|
|
Accessor for the Application settings
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyPVSTargetSettings.UseApplicationSettings">
|
|
<summary>
|
|
Whether to use the application settings for the mode
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyPVSTargetSettings.ModeFlags">
|
|
<summary>
|
|
Override for the analysis mode to use
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyPVSTargetSettings.AnalysisTimeoutFlag">
|
|
<summary>
|
|
Override for the analysis timeout to use
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyPVSTargetSettings.EnableNoNoise">
|
|
<summary>
|
|
Override NoNoise analysis setting to use
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyPVSTargetSettings.EnableReportDisabledRules">
|
|
<summary>
|
|
Override EnableReportDisabledRules analysis setting to use
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PVSGatherMode">
|
|
<summary>
|
|
Special mode for gathering all the messages into a single output file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSGatherMode.InputFileList">
|
|
<summary>
|
|
Path to the input file list
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSGatherMode.OutputFile">
|
|
<summary>
|
|
Output file to generate
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSGatherMode.IgnoredFile">
|
|
<summary>
|
|
Path to file list of paths to ignore
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSGatherMode.PrintLevel">
|
|
<summary>
|
|
The maximum level of warnings to print
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PVSGatherMode.AnalyzerVersion">
|
|
<summary>
|
|
Version of the analyzers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PVSGatherMode.IgnoreThirdParty">
|
|
<summary>
|
|
If all ThirdParty code should be ignored
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PVSGatherMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute the command
|
|
</summary>
|
|
<param name="Arguments">List of command line arguments</param>
|
|
<returns>Always zero, or throws an exception</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEAppXResources">
|
|
<summary>
|
|
AppX Package Resource Index generator
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEAppXResources.ProjectBinaryResourceDirectories">
|
|
<summary>
|
|
Folders where binary resource files are located, in decreasing priority order
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEAppXResources.EngineFallbackBinaryResourceDirectories">
|
|
<summary>
|
|
Folders where fallback binary resource files are located, in decreasing priority order
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UEAppXResources.TargetOSVersion">
|
|
<summary>
|
|
Target OS version
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.#ctor(Microsoft.Extensions.Logging.ILogger,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Create a new instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddCulture(System.String)">
|
|
<summary>
|
|
Adds a reference to the given culture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddCultures(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Adds a reference to all of the given cultures
|
|
</summary>
|
|
<param name="AppXCultureIds"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.GetAllCultureIds">
|
|
<summary>
|
|
Returns a collection of all registered cultures
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddDefaultString(System.String,System.String)">
|
|
<summary>
|
|
Add the given string to the default culture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddDefaultStrings(System.Collections.Generic.Dictionary{System.String,System.String})">
|
|
<summary>
|
|
Adds all of the given strings to the default culture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddCultureString(System.String,System.String,System.String)">
|
|
<summary>
|
|
Add the given string to the given culture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddCultureStrings(System.String,System.Collections.Generic.Dictionary{System.String,System.String})">
|
|
<summary>
|
|
Adds all of the given strings to the given culture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.HasString(System.String)">
|
|
<summary>
|
|
Returns whether the given string is known
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.ClearStrings">
|
|
<summary>
|
|
Clear all stored strings for all cultures
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.FindResourceBinaryFile(EpicGames.Core.FileReference@,System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Attempts to locate the given resource binary file in the previously-specified resource folders
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.DoesCultureResourceBinaryFileExist(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Determines whether the given resource binary file can be found in one of the known folder locations for the given culture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.DoesDefaultResourceBinaryFileExist(System.String,System.Boolean)">
|
|
<summary>
|
|
Determines whether the given default resource binary file can be found in one of the known folder locations
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddResourceBinaryFileReference(System.String,System.Boolean)">
|
|
<summary>
|
|
Adds the given resource binary file(s) to the manifest files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddFileReference(EpicGames.Core.FileReference,System.String)">
|
|
<summary>
|
|
Adds the given file to the manifest files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.CopyFilesToOutput(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Copies all of the generated files to the output folder
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.AddResourceString(System.String,System.String,System.String,System.String)">
|
|
<summary>
|
|
Adds the given string to the culture string writers
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEAppXResources.GenerateAppXResources(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,System.String,System.String)">
|
|
<summary>
|
|
Generate the package resource index and copies all resources files to the output
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEResXReader">
|
|
<summary>
|
|
Intentionally unimplemented, but declared so that it's type can be included in generated resx files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UEResXWriter">
|
|
<summary>
|
|
Resource writer for VC app manifest generator
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEResXWriter.#ctor(System.String)">
|
|
<summary>
|
|
Create a new resource writer at the given path
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEResXWriter.Close">
|
|
<summary>
|
|
Closes the writer
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEResXWriter.AddResource(System.String,System.String)">
|
|
<summary>
|
|
Add the given resource reference
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WindowsCompiler">
|
|
<summary>
|
|
Available compiler toolchains on Windows platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsCompiler.Default">
|
|
<summary>
|
|
Use the default compiler. A specific value will always be used outside of configuration classes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsCompiler.Clang">
|
|
<summary>
|
|
Use Clang for Windows, using the clang-cl driver.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsCompiler.ClangRTFM">
|
|
<summary>
|
|
Use the RTFM (Rollback Transactions on Failure Memory) Clang variant for Verse on Windows, using the verse-clang-cl driver.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsCompiler.Intel">
|
|
<summary>
|
|
Use the Intel oneAPI C++ compiler
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsCompiler.VisualStudio2022">
|
|
<summary>
|
|
Visual Studio 2022 (Visual C++ 17.0)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsCompiler.VisualStudioUnsupported">
|
|
<summary>
|
|
Unsupported Visual Studio
|
|
Must be the last entry in WindowsCompiler enum and should only be used in limited circumstances
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WindowsCompilerChannel">
|
|
<summary>
|
|
Enum describing the release channel of a compiler
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WindowsCompilerExtensions">
|
|
<summary>
|
|
Extension methods for WindowsCompiler enum
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsCompilerExtensions.IsClang(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Returns if this compiler toolchain based on Clang
|
|
</summary>
|
|
<param name="Compiler">The compiler to check</param>
|
|
<returns>true if Clang based</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsCompilerExtensions.IsIntel(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Returns if this compiler toolchain based on Intel
|
|
</summary>
|
|
<param name="Compiler">The compiler to check</param>
|
|
<returns>true if Intel based</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsCompilerExtensions.IsMSVC(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Returns if this compiler toolchain based on MSVC
|
|
</summary>
|
|
<param name="Compiler">The compiler to check</param>
|
|
<returns>true if MSVC based</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WindowsTargetRules">
|
|
<summary>
|
|
Windows-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.Target">
|
|
<summary>
|
|
The target rules which owns this object. Used to resolve some properties.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bSetResourceVersions">
|
|
<summary>
|
|
If enabled will set the ProductVersion embeded in windows executables and dlls to contain BUILT_FROM_CHANGELIST and BuildVersion
|
|
Enabled by default for all precompiled and Shipping configurations. Regardless of this setting, the versions from Build.version will be available via the BuildSettings module
|
|
Note: Embedding these versions will cause resource files to be recompiled whenever changelist is updated which will cause binaries to relink
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bIgnoreStalePGOData">
|
|
<summary>
|
|
If -PGOOptimize is specified but the linker flags have changed since the last -PGOProfile, this will emit a warning and build without PGO instead of failing during link with LNK1268.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bUseFastGenProfile">
|
|
<summary>
|
|
If specified along with -PGOProfile, then /FASTGENPROFILE will be used instead of /GENPROFILE. This usually means that the PGO data is generated faster, but the resulting data may not yield as efficient optimizations during -PGOOptimize
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.PreMergedPgdFilename">
|
|
<summary>
|
|
If specified along with -PGOOptimize, will use the specified per-merged pgd file instead of the usual pgd file with loose pgc files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bPGONoExtraCounters">
|
|
<summary>
|
|
If specified along with -PGOProfile, prevent the usage of extra counters. Please note that by default /FASTGENPROFILE doesnt use extra counters
|
|
</summary>
|
|
<seealso href="https://learn.microsoft.com/en-us/cpp/build/reference/genprofile-fastgenprofile-generate-profiling-instrumented-build">genprofile-fastgenprofile-generate-profiling-instrumented-build</seealso>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bSampleBasedPGO">
|
|
<summary>
|
|
If specified along with -PGOProfile, use sample-based PGO instead of instrumented. Currently Intel oneAPI 2024.0+ only.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.InlineFunctionExpansionLevel">
|
|
<summary>
|
|
Which level to use for Inline Function Expansion when TargetRules.bUseInlining is enabled
|
|
</summary>
|
|
<seealso href="https://learn.microsoft.com/en-us/cpp/build/reference/ob-inline-function-expansion">ob-inline-function-expansion</seealso>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.Compiler">
|
|
<summary>
|
|
Version of the compiler toolchain to use on Windows platform. A value of "default" will be changed to a specific version at UBT start up.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.ToolChain">
|
|
<summary>
|
|
Version of the toolchain to use on Windows platform when a non-msvc Compiler is in use, to locate include paths etc.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.Architecture">
|
|
<summary>
|
|
Architecture of Target.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.ToolchainVersionWarningLevel">
|
|
<summary>
|
|
Warning level when reporting toolchains that are not in the preferred version list
|
|
</summary>
|
|
<seealso cref="P:UnrealBuildTool.MicrosoftPlatformSDK.PreferredVisualCppVersions"/>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.CompilerVersion">
|
|
<summary>
|
|
The specific compiler version to use. This may be a specific version number (for example, "14.13.26128"), the string "Latest" to select the newest available version, or
|
|
the string "Preview" to select the newest available preview version. By default, and if it is available, we use the toolchain version indicated by
|
|
WindowsPlatform.DefaultToolChainVersion (otherwise, we use the latest version).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ToolchainVersion">
|
|
<summary>
|
|
The specific msvc toolchain version to use if the compiler is not msvc. This may be a specific version number (for example, "14.13.26128"), the string "Latest" to select the newest available version, or
|
|
the string "Preview" to select the newest available preview version. By default, and if it is available, we use the toolchain version indicated by
|
|
WindowsPlatform.DefaultToolChainVersion (otherwise, we use the latest version).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bVCFastFail">
|
|
<summary>
|
|
True if /fastfail should be passed to the msvc compiler and linker
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bVCExtendedWarningInfo">
|
|
<summary>
|
|
True if /d2ExtendedWarningInfo should be passed to the compiler and /d2:-ExtendedWarningInfo to the linker
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bClangStandaloneDebug">
|
|
<summary>
|
|
True if optimizations to reduce the size of debug information should be disabled
|
|
See https://clang.llvm.org/docs/UsersManual.html#cmdoption-fstandalone-debug for more information
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bAllowClangLinker">
|
|
<summary>
|
|
True if we should use the Clang linker (LLD) when we are compiling with Clang or Intel oneAPI, otherwise we use the MSVC linker.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.WindowsSdkVersion">
|
|
<summary>
|
|
The specific Windows SDK version to use. This may be a specific version number (for example, "8.1", "10.0" or "10.0.10150.0"), or the string "Latest", to select the newest available version.
|
|
By default, and if it is available, we use the Windows SDK version indicated by WindowsPlatform.DefaultWindowsSdkVersion (otherwise, we use the latest version).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.TargetWindowsVersion">
|
|
<summary>
|
|
Value for the WINVER macro, defining the minimum supported Windows version.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.TargetWindowsMinorVersion">
|
|
<summary>
|
|
Value for the NTDDI_VERSION macro, defining the minimum supported Windows version.
|
|
https://learn.microsoft.com/en-us/windows/win32/winprog/using-the-windows-headers?redirectedfrom=MSDN#macros-for-conditional-declarations
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bPixProfilingEnabled">
|
|
<summary>
|
|
Enable PIX debugging (automatically disabled in Shipping and Test configs)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bUseWindowsSDK10">
|
|
<summary>
|
|
Enable building with the Win10 SDK instead of the older Win8.1 SDK
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bUseCPPWinRT">
|
|
<summary>
|
|
Enable building with the C++/WinRT language projection
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bEnableRayTracing">
|
|
<summary>
|
|
Enables runtime ray tracing support.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.CompanyName">
|
|
<summary>
|
|
The name of the company (author, provider) that created the project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.CopyrightNotice">
|
|
<summary>
|
|
The project's copyright and/or trademark notices.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ProductName">
|
|
<summary>
|
|
The product name.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bEnableAddressSanitizer">
|
|
<summary>
|
|
Enables address sanitizer (ASan). Only supported for Visual Studio 2019 16.7.0 and up.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bEnableLibFuzzer">
|
|
<summary>
|
|
Enables LibFuzzer. Only supported for Visual Studio 2022 17.0.0 and up.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bWriteSarif">
|
|
<summary>
|
|
Whether .sarif files containing errors and warnings are written alongside each .obj, if supported
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ObjSrcMapFile">
|
|
<summary>
|
|
Whether we should export a file containing .obj to source file mappings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.LinkReproDir">
|
|
<summary>
|
|
Whether to have the linker or library tool to generate a link repro in the specified directory
|
|
See https://learn.microsoft.com/en-us/cpp/build/reference/linkrepro for more information
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ModuleDefinitionFile">
|
|
<summary>
|
|
Provides a Module Definition File (.def) to the linker to describe various attributes of a DLL.
|
|
Necessary when exporting functions by ordinal values instead of by name.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ManifestFile">
|
|
<summary>
|
|
Specifies the path to a manifest file for the linker to embed. Defaults to the manifest in Engine/Build/Windows/Resources. Can be assigned to null
|
|
if the target wants to specify its own manifest.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ApplicationIcon">
|
|
<summary>
|
|
Specifies the path to an .ico file to use as the appliction icon. Can be assigned to null and will default to Engine/Build/Windows/Resources/Default.ico for engine targets or Build/Windows/Application.ico for projects.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bStrictConformanceMode">
|
|
<summary>
|
|
Enables strict standard conformance mode (/permissive-).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bUpdatedCPPMacro">
|
|
<summary>
|
|
Enables updated __cplusplus macro (/Zc:__cplusplus).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bStrictInlineConformance">
|
|
<summary>
|
|
Enables inline conformance (Remove unreferenced COMDAT) (/Zc:inline).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bStrictPreprocessorConformance">
|
|
<summary>
|
|
Enables new preprocessor conformance (/Zc:preprocessor). This is always enabled for C++20 modules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bStrictEnumTypesConformance">
|
|
<summary>
|
|
Enables enum types conformance (/Zc:enumTypes) in VS2022 17.4 Preview 4.0+.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bStrictODRViolationConformance">
|
|
<summary>
|
|
Enables enforcing standard C++ ODR violations (/Zc:checkGwOdr) in VS2022 17.5 Preview 2.0+
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bDisableVolatileMetadata">
|
|
<summary>
|
|
Volatile Metadata is enabled by default and improves x64 emulation on arm64, but may come at a small perfomance cost (/volatileMetadata-).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bStripPrivateSymbols">
|
|
<summary>
|
|
Whether to request the linker create a stripped pdb file as part of the build.
|
|
If enabled the full debug pdb will have the extension .full.pdb
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bNoLinkerDebugInfo">
|
|
<summary>
|
|
If you supply -NoDebugInfo, windows platforms still create debug info while linking. Set this to true to not create debug info while linking in this circumstance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.PdbPageSize">
|
|
<summary>
|
|
Set page size to allow for larger than 4GB PDBs to be generated by the msvc linker.
|
|
Will default to 16384 for monolithic editor builds.
|
|
Values should be a power of two such as 4096, 8192, 16384, or 32768
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.PdbAlternatePath">
|
|
<summary>
|
|
Specify an alternate location for the PDB file. This option does not change the location of the generated PDB file,
|
|
it changes the name that is embedded into the executable. Path can contain %_PDB% which will be expanded to the original
|
|
PDB file name of the target, without the directory.
|
|
See https://learn.microsoft.com/en-us/cpp/build/reference/pdbaltpath-use-alternate-pdb-path
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bNeedsLegacyStdioDefinitionsLib">
|
|
VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match.
|
|
Microsoft provides legacy_stdio_definitions library to enable building with VS2015 until they fix everything up.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.DefaultStackSize">
|
|
<summary>
|
|
The stack size when linking
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.DefaultStackSizeCommit">
|
|
<summary>
|
|
The stack size to commit when linking
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.MaxNumTlsSlots">
|
|
<summary>
|
|
Max number of slots FWindowsPlatformTLS::AllocTlsSlot can allocate.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.MaxNumThreadsWithTlsSlots">
|
|
<summary>
|
|
Max number threads that can use FWindowsPlatformTLS at one time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.PCHMemoryAllocationFactor">
|
|
<summary>
|
|
Determines the amount of memory that the compiler allocates to construct precompiled headers (/Zm).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.AdditionalLinkerOptions">
|
|
<summary>
|
|
Allow the target to specify extra options for linking that aren't otherwise noted here
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bCreateHotPatchableImage">
|
|
<summary>
|
|
Create an image that can be hot patched (/FUNCTIONPADMIN)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bStripUnreferencedSymbols">
|
|
<summary>
|
|
Strip unreferenced symbols (/OPT:REF)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.bMergeIdenticalCOMDATs">
|
|
<summary>
|
|
Merge identical COMDAT sections together (/OPT:ICF)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bOptimizeGlobalData">
|
|
<summary>
|
|
Whether to put global symbols in their own sections (/Gw), allowing the linker to discard any that are unused.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bReducedOptimizeHugeFunctions">
|
|
<summary>
|
|
Whether to reduce optimizations for huge functions over an instruction threshold to improve compile time
|
|
https://devblogs.microsoft.com/cppblog/msvc-backend-updates-in-visual-studio-2019-versions-16-3-and-16-4/
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.ReducedOptimizeHugeFunctionsThreshold">
|
|
<summary>
|
|
The instruction threshold to use when reducing optimizations for huge functions, default 20000.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bClangTimeTrace">
|
|
<summary>
|
|
(Experimental) Appends the -ftime-trace argument to the command line for Clang to output a JSON file containing a timeline for the compile.
|
|
See http://aras-p.info/blog/2019/01/16/time-trace-timeline-flame-chart-profiler-for-Clang/ for more info.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bCompilerTrace">
|
|
<summary>
|
|
Outputs compile timing information so that it can be analyzed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bShowIncludes">
|
|
<summary>
|
|
Print out files that are included by each source file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bUseBundledDbgHelp">
|
|
<summary>
|
|
Bundle a working version of dbghelp.dll with the application, and use this to generate minidumps. This works around a bug with the Windows 10 Fall Creators Update (1709)
|
|
where rich PE headers larger than a certain size would result in corrupt minidumps.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.bUseXCurl">
|
|
<summary>
|
|
Whether this build will use Microsoft's custom XCurl instead of libcurl
|
|
Note that XCurl is not part of the normal Windows SDK and will require additional downloads
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.PVS">
|
|
<summary>
|
|
Settings for PVS studio
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.WindowsTargetRules.Environment">
|
|
<summary>
|
|
The Visual C++ environment to use for this target. Only initialized after all the target settings are finalized, in ValidateTarget().
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.NetFxSdkDir">
|
|
<summary>
|
|
Directory containing the NETFXSDK
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.DiaSdkDir">
|
|
<summary>
|
|
Directory containing the DIA SDK
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.IDEDir">
|
|
<summary>
|
|
Directory containing the IDE package (Professional, Community, etc...)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.DirectXDir">
|
|
<summary>
|
|
Directory containing ThirdParty DirectX
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.DirectXLibDir">
|
|
<summary>
|
|
Directory containing ThirdParty DirectX libs
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.WindowsTargetRules.DirectXDllDir">
|
|
<summary>
|
|
Directory containing ThirdParty DirectX dlls
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsTargetRules.GetVisualStudioCompilerVersionName">
|
|
<summary>
|
|
When using a Visual Studio compiler, returns the version name as a string
|
|
</summary>
|
|
<returns>The Visual Studio compiler version name (e.g. "2022")</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsTargetRules.HasValidCompiler(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines if a given compiler is installed and valid
|
|
</summary>
|
|
<param name="Compiler">Compiler to check for</param>
|
|
<param name="Architecture">Architecture the compiler must support</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the given compiler is installed and valid</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsTargetRules.#ctor(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Target">The target rules which owns this object</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyWindowsTargetRules">
|
|
<summary>
|
|
Read-only wrapper for Windows-specific target settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyWindowsTargetRules.Inner">
|
|
<summary>
|
|
The private mutable settings object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyWindowsTargetRules.#ctor(UnrealBuildTool.WindowsTargetRules)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The settings object to wrap</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyWindowsTargetRules.bSetResourceVersions">
|
|
<summary>
|
|
Accessors for fields on the inner TargetRules instance
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VisualStudioInstallation">
|
|
<summary>
|
|
Information about a particular Visual Studio installation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VisualStudioInstallation.Compiler">
|
|
<summary>
|
|
Compiler type
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VisualStudioInstallation.Version">
|
|
<summary>
|
|
Version number for this installation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VisualStudioInstallation.BaseDir">
|
|
<summary>
|
|
Base directory for the installation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VisualStudioInstallation.bCommunity">
|
|
<summary>
|
|
Whether it's a community edition of Visual Studio.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VisualStudioInstallation.ReleaseChannel">
|
|
<summary>
|
|
The release channel of this installation
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisualStudioInstallation.#ctor(UnrealBuildTool.WindowsCompiler,EpicGames.Core.VersionNumber,EpicGames.Core.DirectoryReference,System.Boolean,UnrealBuildTool.WindowsCompilerChannel)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.#ctor(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.MicrosoftPlatformSDK,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InPlatform">Creates a windows platform with the given enum value</param>
|
|
<param name="InSDK">The installed Windows SDK</param>
|
|
<param name="InLogger">Logger instance</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.#ctor(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.MicrosoftPlatformSDK,UnrealBuildTool.UnrealArchitectureConfig,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor that takes an archConfig (for use by subclasses)
|
|
</summary>
|
|
<param name="InPlatform">Creates a windows platform with the given enum value</param>
|
|
<param name="InSDK">The installed Windows SDK</param>
|
|
<param name="ArchConfig">Achitecture configuration</param>
|
|
<param name="InLogger">Logger instance</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.ResetTarget(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Reset a target's settings to the default
|
|
</summary>
|
|
<param name="Target"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.CreateVCEnvironment(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Creates the VCEnvironment object used to control compiling and other tools. Virtual to allow other platforms to override behavior
|
|
</summary>
|
|
<param name="Target">Stanard target object</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.ValidateTarget(UnrealBuildTool.TargetRules)">
|
|
<summary>
|
|
Validate a target's settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetDefaultCompiler(EpicGames.Core.FileReference,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Gets the default compiler which should be used, if it's not set explicitly by the target, command line, or config file.
|
|
</summary>
|
|
<returns>The default compiler version</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetCompilerName(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Returns the human-readable name of the given compiler
|
|
</summary>
|
|
<param name="Compiler">The compiler value</param>
|
|
<returns>Name of the compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.TryGetVSInstallDirs(UnrealBuildTool.WindowsCompiler,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Get the first Visual Studio install directory for the given compiler version. Note that it is possible for the compiler toolchain to be installed without
|
|
Visual Studio.
|
|
</summary>
|
|
<param name="Compiler">Version of the toolchain to look for.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the directory was found, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.HasCompiler(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines if a given compiler is installed and valid
|
|
</summary>
|
|
<param name="Compiler">Compiler to check for</param>
|
|
<param name="Architecture">Architecture the compiler must support</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the given compiler is installed and valid</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.TryGetToolChainDir(UnrealBuildTool.WindowsCompiler,System.String,UnrealBuildTool.UnrealArch,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.VersionNumber@,EpicGames.Core.DirectoryReference@,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Determines the directory containing the MSVC toolchain
|
|
</summary>
|
|
<param name="Compiler">Major version of the compiler to use</param>
|
|
<param name="CompilerVersion">The minimum compiler version to use</param>
|
|
<param name="Architecture">Architecture that is required</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutToolChainVersion">Receives the chosen toolchain version</param>
|
|
<param name="OutToolChainDir">Receives the directory containing the toolchain</param>
|
|
<param name="OutRedistDir">Receives the optional directory containing redistributable components</param>
|
|
<returns>True if the toolchain directory was found correctly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.IsValidDiaSdkDir(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Determines if a directory contains a valid DIA SDK
|
|
</summary>
|
|
<param name="DiaSdkDir">The directory to check</param>
|
|
<returns>True if it contains a valid DIA SDK</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetPlatformName">
|
|
<summary>
|
|
Gets the platform name that should be used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.CanUseSNDBS">
|
|
<summary>
|
|
If this platform can be compiled with SN-DBS
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.CanUseFASTBuild">
|
|
<summary>
|
|
If this platform can be compiled with FASTBuild
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.IsBuildProduct(System.String,System.String[],System.String[])">
|
|
<summary>
|
|
Determines if the given name is a build product for a target.
|
|
</summary>
|
|
<param name="FileName">The name to check</param>
|
|
<param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
|
|
<param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
|
|
<returns>True if the string matches the name of a build product, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetBinaryExtension(UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extension to use for the given binary type
|
|
</summary>
|
|
<param name="InBinaryType"> The binrary type being built</param>
|
|
<returns>string The binary extenstion (ie 'exe' or 'dll')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetDebugInfoExtensions(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.UEBuildBinaryType)">
|
|
<summary>
|
|
Get the extensions to use for debug info for the given binary type
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<param name="InBinaryType"> The binary type being built</param>
|
|
<returns>string[] The debug info extensions (i.e. 'pdb')</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.ModifyModuleRulesForOtherPlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, where the target is a different host platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetWindowsApplicationIcon(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets the application icon for a given project
|
|
</summary>
|
|
<param name="ProjectFile">The project file</param>
|
|
<returns>The icon to use for this project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetApplicationIcon(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets the application icon for a given project
|
|
</summary>
|
|
<param name="ProjectFile">The project file</param>
|
|
<returns>The icon to use for this project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.ModifyModuleRulesForActivePlatform(System.String,UnrealBuildTool.ModuleRules,UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Modify the rules for a newly created module, in a target that's being built for this platform.
|
|
This is not required - but allows for hiding details of a particular platform.
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<param name="Rules">The module rules</param>
|
|
<param name="Target">The target being build</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the target environment for building
|
|
</summary>
|
|
<param name="Target">Settings for the target being compiled</param>
|
|
<param name="CompileEnvironment">The compile environment for this target</param>
|
|
<param name="LinkEnvironment">The link environment for this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.SetUpConfigurationEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the configuration environment for building
|
|
</summary>
|
|
<param name="Target"> The target being built</param>
|
|
<param name="GlobalCompileEnvironment">The global compile environment</param>
|
|
<param name="GlobalLinkEnvironment">The global link environment</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.ShouldCreateDebugInfo(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Whether this platform should create debug information or not
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>bool true if debug info should be generated, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for the given platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetExternalBuildMetadata(EpicGames.Core.FileReference,System.Text.StringBuilder)">
|
|
<summary>
|
|
Allows the platform to return various build metadata that is not tracked by other means. If the returned string changes, the makefile will be invalidated.
|
|
</summary>
|
|
<param name="ProjectFile">The project file being built</param>
|
|
<param name="Metadata">String builder to contain build metadata</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.Deploy(UnrealBuildTool.TargetReceipt)">
|
|
<summary>
|
|
Deploys the given target
|
|
</summary>
|
|
<param name="Receipt">Receipt for the target being deployed</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatform.GetOverridePlatformHeaderName">
|
|
<summary>
|
|
Allows the platform header name to be overridden to differ from the platform name.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ICppCompileAction">
|
|
<summary>
|
|
Interface for an action that compiles C++ source code
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ICppCompileAction.CompiledModuleInterfaceFile">
|
|
<summary>
|
|
Path to the compiled module interface file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCCompileAction">
|
|
<summary>
|
|
Serializer which creates a portable object file and allows caching it
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.ActionType">
|
|
<summary>
|
|
The action type
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.ArtifactMode">
|
|
<summary>
|
|
Artifact support for this step
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.CompilerExe">
|
|
<summary>
|
|
Path to the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.CompilerType">
|
|
<summary>
|
|
The type of compiler being used
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.ToolChainVersion">
|
|
<summary>
|
|
The version of the compiler being used
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.SourceFile">
|
|
<summary>
|
|
Source file to compile
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.ObjectFile">
|
|
<summary>
|
|
The object file to output
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.AssemblyFile">
|
|
<summary>
|
|
The assembly file to output
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.PreprocessedFile">
|
|
<summary>
|
|
The output preprocessed file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.AnalyzeLogFile">
|
|
<summary>
|
|
The output analyze warning and error log file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.ExperimentalLogFile">
|
|
<summary>
|
|
The output experimental warning and error log file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.DependencyListFile">
|
|
<summary>
|
|
The dependency list file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.CompiledModuleInterfaceFile">
|
|
<summary>
|
|
Compiled module interface
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.TimingFile">
|
|
<summary>
|
|
For C++ source files, specifies a timing file used to track timing information.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.ResponseFile">
|
|
<summary>
|
|
Response file for the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.CreatePchFile">
|
|
<summary>
|
|
The precompiled header file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UsingPchFile">
|
|
<summary>
|
|
The precompiled header file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.PchThroughHeaderFile">
|
|
<summary>
|
|
The header which matches the PCH
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.IncludePaths">
|
|
<summary>
|
|
List of include paths
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.SystemIncludePaths">
|
|
<summary>
|
|
List of system include paths
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.Definitions">
|
|
<summary>
|
|
List of macro definitions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCCompileAction.ForceIncludeFiles">
|
|
<summary>
|
|
List of force included files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.AdditionalPrerequisiteItems">
|
|
<summary>
|
|
Every file this action depends on. These files need to exist and be up to date in order for this action to even be considered
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.AdditionalProducedItems">
|
|
<summary>
|
|
The files that this action produces after completing
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.Arguments">
|
|
<summary>
|
|
Arguments to pass to the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bShowIncludes">
|
|
<summary>
|
|
Whether to show included files to the console
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCCompileAction.ForceClFilter">
|
|
<summary>
|
|
Whether to override the normal logic for UsingClFilter and force it on.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.Architecture">
|
|
<summary>
|
|
Architecture this is compiling for (used for display)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bIsAnalyzing">
|
|
<summary>
|
|
Whether this compile is static code analysis (used for display)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.DeleteItems">
|
|
<summary>
|
|
Items that should be deleted before running this action
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.RootPaths">
|
|
<summary>
|
|
Root paths for this action (generally engine root project root, toolchain root, sdk root)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bCanExecuteRemotely">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bCanExecuteRemotelyWithSNDBS">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bCanExecuteRemotelyWithXGE">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bCanExecuteInUBA">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bUseActionHistory">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bIsHighPriority">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.Weight">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.bShouldOutputLog">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UnrealBuildTool#IExternalAction#PrerequisiteItems">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UnrealBuildTool#IExternalAction#ProducedItems">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UsingClFilter">
|
|
<summary>
|
|
Whether to use cl-filter
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UnrealBuildTool#IExternalAction#CommandPath">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UnrealBuildTool#IExternalAction#CommandArguments">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCCompileAction.UnrealBuildTool#IExternalAction#CommandVersion">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileAction.#ctor(UnrealBuildTool.VCEnvironment)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Environment">Compiler executable</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileAction.#ctor(UnrealBuildTool.VCCompileAction)">
|
|
<summary>
|
|
Copy constructor
|
|
</summary>
|
|
<param name="InAction">Action to copy from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileAction.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Serialize a cache handler from an archive
|
|
</summary>
|
|
<param name="Reader">Reader to serialize from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileAction.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileAction.WriteResponseFile(UnrealBuildTool.IActionGraphBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes the response file with the action's arguments
|
|
</summary>
|
|
<param name="Graph">The graph builder</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCCompileActionSerializer">
|
|
<summary>
|
|
Serializer for <see cref="T:UnrealBuildTool.VCCompileAction"/> instances
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileActionSerializer.Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCCompileActionSerializer.Write(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.VCCompileAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCEnvironment">
|
|
<summary>
|
|
Stores information about a Visual C++ installation and compile environment
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.Compiler">
|
|
<summary>
|
|
The compiler version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.CompilerDir">
|
|
<summary>
|
|
The compiler directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.CompilerVersion">
|
|
<summary>
|
|
The compiler version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.Architecture">
|
|
<summary>
|
|
The compiler Architecture
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.ToolChain">
|
|
<summary>
|
|
The underlying toolchain to use. Using Clang/ICL will piggy-back on a Visual Studio toolchain for the CRT, linker, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.ToolChainDir">
|
|
<summary>
|
|
Root directory containing the toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.ToolChainVersion">
|
|
<summary>
|
|
The toolchain version number
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.WindowsSdkDir">
|
|
<summary>
|
|
Root directory containing the Windows Sdk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.WindowsSdkVersion">
|
|
<summary>
|
|
Version number of the Windows Sdk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.bUseCPPWinRT">
|
|
<summary>
|
|
Use the CPP/WinRT language projection
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.bAllowClangLinker">
|
|
<summary>
|
|
Allow use of Clang linker
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.CompilerPath">
|
|
<summary>
|
|
The path to the compiler for compiling code
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.LinkerPath">
|
|
<summary>
|
|
The path to the linker for linking executables
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.LibraryManagerPath">
|
|
<summary>
|
|
The path to the linker for linking libraries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.ResourceCompilerPath">
|
|
<summary>
|
|
Path to the resource compiler from the Windows SDK
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.ToolchainCompilerPath">
|
|
<summary>
|
|
The path to the toolchain compiler for compiling code
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.RedistDir">
|
|
<summary>
|
|
Optional directory containing redistributable items (DLLs etc)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.IncludePaths">
|
|
<summary>
|
|
The default system include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironment.LibraryPaths">
|
|
<summary>
|
|
The default system library paths
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.#ctor(UnrealBuildTool.VCEnvironmentParameters,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Params">Main constructor parameters</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.SetEnvironmentVariables">
|
|
<summary>
|
|
Updates environment variables needed for running with this toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.GetVCToolPath(EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Gets the path to the tool binaries.
|
|
</summary>
|
|
<param name="VCToolChainDir">Base directory for the VC toolchain</param>
|
|
<param name="Architecture">Target Architecture</param>
|
|
<returns>Directory containing the 64-bit toolchain binaries</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.GetCompilerToolPath(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Gets the path to the compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.GetLinkerToolPath(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Gets the path to the linker.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.GetLibraryLinkerToolPath(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealArch,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Gets the path to the library linker.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.GetResourceCompilerToolPath(EpicGames.Core.DirectoryReference,EpicGames.Core.VersionNumber,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets the path to the resource compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.GetToolChainLibsDir">
|
|
<summary>
|
|
Return the standard Visual C++ library path.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.SetupEnvironment(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Sets up the standard compile environment for the toolchain
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.Create(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArch,System.String,System.String,System.String,System.String,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates an environment with the given settings
|
|
</summary>
|
|
<param name="Compiler">The compiler version to use</param>
|
|
<param name="ToolChain">The toolchain version to use, when a non-msvc compiler is used</param>
|
|
<param name="Platform">The platform to target</param>
|
|
<param name="Architecture">The Architecture to target</param>
|
|
<param name="CompilerVersion">The specific compiler version to use</param>
|
|
<param name="ToolchainVersion">The specific toolchain version to use (if the compiler isn't msvc)</param>
|
|
<param name="WindowsSdkVersion">Version of the Windows SDK to use</param>
|
|
<param name="SuppliedSdkDirectoryForVersion">If specified, this is the SDK directory to use, otherwise, attempt to look up via registry. If specified, the WindowsSdkVersion is used directly</param>
|
|
<param name="bUseCPPWinRT">Include the CPP/WinRT language projection</param>
|
|
<param name="bAllowClangLinker">Allow use of Clang linker</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>New environment object with paths for the given settings</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironment.Create(UnrealBuildTool.VCEnvironmentParameters,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates an environment with the given parameters
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCEnvironmentParameters">
|
|
<summary>
|
|
Parameter structure for constructing VCEnvironment
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.Platform">
|
|
<summary>The platform to find the compiler for</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.Compiler">
|
|
<summary>The compiler to use</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.CompilerDir">
|
|
<summary>The compiler directory</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.CompilerVersion">
|
|
<summary>The compiler version number</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.Architecture">
|
|
<summary>The compiler Architecture</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.ToolChain">
|
|
<summary>The base toolchain version</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.ToolChainDir">
|
|
<summary>Directory containing the toolchain</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.ToolChainVersion">
|
|
<summary>Version of the toolchain</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.WindowsSdkDir">
|
|
<summary>Root directory containing the Windows Sdk</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.WindowsSdkVersion">
|
|
<summary>Version of the Windows Sdk</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.RedistDir">
|
|
<summary>Optional directory for redistributable items (DLLs etc)</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.bUseCPPWinRT">
|
|
<summary>Include the CPP/WinRT language projection</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCEnvironmentParameters.bAllowClangLinker">
|
|
<summary>Allow use of Clang linker</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCEnvironmentParameters.#ctor(UnrealBuildTool.WindowsCompiler,UnrealBuildTool.WindowsCompiler,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArch,System.String,System.String,System.String,System.String,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates VC environment construction parameters with the given settings
|
|
</summary>
|
|
<param name="Compiler">The compiler version to use</param>
|
|
<param name="ToolChain">The toolchain version to use, when a non-msvc compiler is used</param>
|
|
<param name="Platform">The platform to target</param>
|
|
<param name="Architecture">The Architecture to target</param>
|
|
<param name="CompilerVersion">The specific compiler version to use</param>
|
|
<param name="ToolchainVersion">The specific toolchain version to use (if the compiler isn't msvc)</param>
|
|
<param name="WindowsSdkVersion">Version of the Windows SDK to use</param>
|
|
<param name="SuppliedSdkDirectoryForVersion">If specified, this is the SDK directory to use, otherwise, attempt to look up via registry. If specified, the WindowsSdkVersion is used directly</param>
|
|
<param name="bUseCPPWinRT">Include the CPP/WinRT language projection</param>
|
|
<param name="bAllowClangLinker">Allow use of Clang linker</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Creation parameters for VC environment</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCPreludeCache">
|
|
<summary>
|
|
Caches predefined state ("prelude") for compiler versions and options
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.FilterArguments">
|
|
<summary>
|
|
Set of options which can influence the prelude state. Any options matching entries in this set will be used to generate a separate prelude file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.LockObject">
|
|
<summary>
|
|
Object used for ensuring only one thread can create items in the cache at once
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.MacroNamesFile">
|
|
<summary>
|
|
File containing a list of macros to be used to generate a prelude file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.PreludeCacheDir">
|
|
<summary>
|
|
Base directory for the cache
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.MacroNames">
|
|
<summary>
|
|
The parsed list of macros
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.PreludeGeneratorFile">
|
|
<summary>
|
|
Path to the file used to generate prelude headers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCPreludeCache.CompilerExeToVersion">
|
|
<summary>
|
|
Cached mapping from compiler filename to its version string
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCPreludeCache.GetPreludeHeader(EpicGames.Core.FileReference,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Get the prelude file (or create it) for the given compiler executable and set of options
|
|
</summary>
|
|
<param name="Compiler">Path to the compiler executable</param>
|
|
<param name="Arguments">Command line arguments for generating the prelude file</param>
|
|
<returns>Path to the prelude file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCPreludeCache.CreatePreludeHeader(EpicGames.Core.FileReference,EpicGames.Core.FileReference,System.String,System.String)">
|
|
<summary>
|
|
Creates a prelude header
|
|
</summary>
|
|
<param name="PreludeHeader">Path to the file to create</param>
|
|
<param name="Compiler">Path to the compiler</param>
|
|
<param name="CompilerVersion">Version number of the compiler</param>
|
|
<param name="CommandLine">Command line arguments used to generate the header</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VcSpecificFileActionSerializer.Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VcSpecificFileActionSerializer.Write(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.VcSpecificFileAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCToolChain.Target">
|
|
<summary>
|
|
The target being built
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCToolChain.EnvVars">
|
|
<summary>
|
|
The Visual C++ environment
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCToolChain.SetEnvironmentVariables">
|
|
<summary>
|
|
Prepares the environment for building
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCToolChain.GetVersionInfo(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Returns the version info for the toolchain. This will be output before building.
|
|
</summary>
|
|
<returns>String describing the current toolchain</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCToolChain.SanitizeMacroValue(System.String)">
|
|
<summary>
|
|
Macros passed via the command line have their quotes stripped, and are tokenized before being re-stringized by the compiler. This conversion
|
|
back and forth is normally ok, but certain characters such as single quotes must always be paired. Remove any such characters here.
|
|
</summary>
|
|
<param name="Value">The macro value</param>
|
|
<returns>The sanitized value</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCToolChain.GetVCIncludePaths(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.WindowsCompiler,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets the default include paths for the given platform.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WindowsExports">
|
|
<summary>
|
|
Public Linux functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsExports.TryGetVSInstallDirs(UnrealBuildTool.WindowsCompiler)">
|
|
<summary>
|
|
Tries to get the directory for an installed Visual Studio version
|
|
</summary>
|
|
<param name="Compiler">The compiler version</param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsExports.GetMSBuildToolPath">
|
|
<summary>
|
|
Gets the path to MSBuild.exe
|
|
</summary>
|
|
<returns>Path to MSBuild.exe</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsExports.GetArchitectureName(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Returns the architecture name of the current architecture.
|
|
</summary>
|
|
<param name="arch">The architecture enum</param>
|
|
<returns>String with the name</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsExports.TryGetWindowsSdkDir(System.String,System.Version@,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Tries to get the directory for an installed Windows SDK
|
|
</summary>
|
|
<param name="DesiredVersion">Receives the desired version on success</param>
|
|
<param name="OutSdkVersion">Version of SDK</param>
|
|
<param name="OutSdkDir">Path to SDK root folder</param>
|
|
<returns>String with the name</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsExports.GetWindowsSdkDirs">
|
|
<summary>
|
|
Gets a list of Windows Sdk installation directories, ordered by preference
|
|
</summary>
|
|
<returns>String with the name</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsExports.EnumerateSdkRootDirs(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Enumerates all the Windows 10 SDK root directories
|
|
</summary>
|
|
<param name="RootDirs">Receives all the Windows 10 sdk root directories</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.WindowsProjectGenerator">
|
|
<summary>
|
|
Base class for platform-specific project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsProjectGenerator.GetPlatforms">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsProjectGenerator.GetVisualStudioPlatformName(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsProjectGenerator.GetVisualStudioUserFileStrings(UnrealBuildTool.PlatformProjectGenerator.VisualStudioUserFileSettings,UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.String,UnrealBuildTool.TargetRules,EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.FileReference,System.String,System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsProjectGenerator.RequiresVSUserFileGeneration">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.WindowsProjectGenerator.GetSystemIncludePaths(UnrealBuildTool.UEBuildTarget)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Identifier">
|
|
<summary>
|
|
Contains the name of an identifier. Individual objects are unique.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Identifier._name">
|
|
<summary>
|
|
The name of this identifier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Identifier.s_nameToIdentifier">
|
|
<summary>
|
|
Global map of name to identifier instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Identifier.#ctor(System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="name">Name of this identifier</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Identifier.FindOrAdd(System.String)">
|
|
<summary>
|
|
Finds or adds an identifier with the given name
|
|
</summary>
|
|
<param name="name">Name of the identifier</param>
|
|
<returns>New Identifier instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Identifier.CompareTo(UnrealBuildTool.Identifier)">
|
|
<summary>
|
|
Compares this identifier to another identifier
|
|
</summary>
|
|
<param name="other">Identifier to compare to</param>
|
|
<returns>Value indicating which identifier should sort first</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Identifier.ToString">
|
|
<summary>
|
|
Formats this identifier as a string for debugging
|
|
</summary>
|
|
<returns>Name of this identifier</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Identifiers">
|
|
<summary>
|
|
Well known predefined identifiers
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IdentifierExtensionMethods">
|
|
<summary>
|
|
Helper functions for serialization
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IdentifierExtensionMethods.ReadIdentifier(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read an identifier from a binary archive
|
|
</summary>
|
|
<param name="reader">Reader to serialize data from</param>
|
|
<returns>Instance of the serialized identifier</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IdentifierExtensionMethods.WriteIdentifier(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.Identifier)">
|
|
<summary>
|
|
Write an identifier to a binary archive
|
|
</summary>
|
|
<param name="writer">Writer to serialize data to</param>
|
|
<param name="identifier">Identifier to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorException">
|
|
<summary>
|
|
Exception class for the preprocessor, which contains the file and position of the code causing an error
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorException.Context">
|
|
<summary>
|
|
The context when the error was encountered
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorException.#ctor(UnrealBuildTool.PreprocessorContext,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="context">The current preprocesor context</param>
|
|
<param name="format">Format string, to be passed to String.Format</param>
|
|
<param name="args">Optional argument list for the format string</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Preprocessor">
|
|
<summary>
|
|
Implementation of a C++ preprocessor.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Preprocessor.IncludePathType">
|
|
<summary>
|
|
Type of an include path
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor.IncludePathType.Normal">
|
|
<summary>
|
|
Regular include path, enclosed by quotes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor.IncludePathType.System">
|
|
<summary>
|
|
System include path, enclosed by angle brackets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor._includeDirectories">
|
|
<summary>
|
|
Include paths to look in
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor._frameworkDirectories">
|
|
<summary>
|
|
Framework paths to look in
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor._pragmaOnceFiles">
|
|
<summary>
|
|
Set of all included files with the #pragma once directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor._processedFiles">
|
|
<summary>
|
|
Set of any files that has been processed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor._state">
|
|
<summary>
|
|
The current state of the preprocessor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor.s_zeroLiteral">
|
|
<summary>
|
|
Predefined token containing the constant "0"
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor.s_oneLiteral">
|
|
<summary>
|
|
Predefined token containing the constant "1"
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Preprocessor._counter">
|
|
<summary>
|
|
Value of the __COUNTER__ variable
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.GetProcessedFiles">
|
|
<summary>
|
|
List of files included by the preprocessor
|
|
</summary>
|
|
<returns>Enumerable of processed files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.#ctor">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.IsCurrentBranchActive">
|
|
<summary>
|
|
Determines whether the current preprocessor branch is active
|
|
</summary>
|
|
<returns>True if the current branch is active</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddDefinition(System.String)">
|
|
<summary>
|
|
Defines a macro. May have an optional '=Value' suffix.
|
|
</summary>
|
|
<param name="definition">Macro to define</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddDefinition(System.String,System.String)">
|
|
<summary>
|
|
Defines a macro
|
|
</summary>
|
|
<param name="name">Name of the macro</param>
|
|
<param name="value">String to be parsed for the macro's value</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddDefinition(UnrealBuildTool.PreprocessorMacro)">
|
|
<summary>
|
|
Defines a macro
|
|
</summary>
|
|
<param name="macro">The macro definition</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddIncludePath(UnrealBuildBase.DirectoryItem)">
|
|
<summary>
|
|
Adds an include path to the preprocessor
|
|
</summary>
|
|
<param name="directory">The include path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddIncludePath(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Adds an include path to the preprocessor
|
|
</summary>
|
|
<param name="location">The include path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddIncludePath(System.String)">
|
|
<summary>
|
|
Adds an include path to the preprocessor
|
|
</summary>
|
|
<param name="directoryName">The include path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddFrameworkPath(UnrealBuildBase.DirectoryItem)">
|
|
<summary>
|
|
Adds a framework path to the preprocessor
|
|
</summary>
|
|
<param name="directory">The framework path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddFrameworkPath(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Adds a framework path to the preprocessor
|
|
</summary>
|
|
<param name="location">The framework path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddFrameworkPath(System.String)">
|
|
<summary>
|
|
Adds a framework path to the preprocessor
|
|
</summary>
|
|
<param name="directoryName">The framework path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.TryResolveIncludePath(UnrealBuildTool.PreprocessorContext,System.String,UnrealBuildTool.Preprocessor.IncludePathType,UnrealBuildBase.FileItem@)">
|
|
<summary>
|
|
Try to resolve an quoted include against the list of include directories. Uses search order described by https://msdn.microsoft.com/en-us/library/36k2cdd4.aspx.
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="includePath">The path appearing in an #include directive</param>
|
|
<param name="type">Specifies rules for how to resolve the include path (normal/system)</param>
|
|
<param name="file">If found, receives the resolved file</param>
|
|
<returns>True if the The resolved file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.TryResolveRelativeIncludePath(UnrealBuildBase.DirectoryItem,System.String[],UnrealBuildBase.FileItem@)">
|
|
<summary>
|
|
Try to resolve an quoted include against the list of include directories. Uses search order described by https://msdn.microsoft.com/en-us/library/36k2cdd4.aspx.
|
|
</summary>
|
|
<param name="baseDirectory">The base directory to search from</param>
|
|
<param name="fragments">Fragments of the relative path to follow</param>
|
|
<param name="file">The file that was found, if successful</param>
|
|
<returns>True if the The resolved file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseFile(UnrealBuildBase.FileItem,System.Collections.Generic.List{UnrealBuildTool.SourceFileFragment},UnrealBuildTool.PreprocessorContext,UnrealBuildTool.SourceFileMetadataCache,Microsoft.Extensions.Logging.ILogger,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Parses a file recursively
|
|
</summary>
|
|
<param name="file">File to parse</param>
|
|
<param name="fragments">Lists of fragments that are parsed</param>
|
|
<param name="outerContext">Outer context information, for error messages</param>
|
|
<param name="sourceFileCache">Cache for source files</param>
|
|
<param name="logger">Logger for output</param>
|
|
<param name="showIncludes">Show all the included files, in order</param>
|
|
<param name="ignoreMissingIncludes">Suppress exceptions if an include path can not be resolved</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseIncludeDirective(UnrealBuildTool.SourceFileMarkup,UnrealBuildTool.PreprocessorFileContext,System.Boolean)">
|
|
<summary>
|
|
Parse an include directive and resolve the file it references
|
|
</summary>
|
|
<param name="markup">Markup for the include directive</param>
|
|
<param name="context">Current preprocessor context</param>
|
|
<param name="ignoreMissingIncludes">Suppress exceptions if an include path can not be resolved</param>
|
|
<returns>Included file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseFragment(UnrealBuildTool.SourceFile,UnrealBuildTool.SourceFileFragment,UnrealBuildTool.PreprocessorFileContext)">
|
|
<summary>
|
|
Parse a source file fragment, using cached transforms if possible
|
|
</summary>
|
|
<param name="sourceFile">The source file being parsed</param>
|
|
<param name="fragment">Fragment to parse</param>
|
|
<param name="context">Current preprocessor context</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddMacro(UnrealBuildTool.PreprocessorContext,UnrealBuildTool.Identifier,System.Collections.Generic.List{UnrealBuildTool.Identifier},System.Collections.Generic.List{UnrealBuildTool.Token})">
|
|
<summary>
|
|
Validate and add a macro using the given parameter and token list
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="name">Name of the macro</param>
|
|
<param name="parameters">Parameter list for the macro</param>
|
|
<param name="tokens">List of tokens</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AddLiteralMacro(System.String,UnrealBuildTool.TokenType,System.String)">
|
|
<summary>
|
|
Set a predefined macro to a given value
|
|
</summary>
|
|
<param name="name">Name of the macro</param>
|
|
<param name="type">Type of the macro token</param>
|
|
<param name="value">Value of the macro</param>
|
|
<returns>The created macro</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseMarkup(UnrealBuildTool.SourceFileMarkupType,System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse a marked up directive from a file
|
|
</summary>
|
|
<param name="type">The markup type</param>
|
|
<param name="tokens">Tokens for the directive</param>
|
|
<param name="context">The context that this markup is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseDefineDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Read a macro definition
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseUndefDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #undef directive
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseIfDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #if directive
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseIfdefDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #ifdef directive
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseIfndefDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #ifndef directive
|
|
</summary>
|
|
<param name="tokens">List of tokens for this directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseElifDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #elif directive
|
|
</summary>
|
|
<param name="tokens">List of tokens for this directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseElseDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #else directive
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParseEndifDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse an #endif directive
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ParsePragmaDirective(System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Parse a #pragma directive
|
|
</summary>
|
|
<param name="tokens">List of tokens in the directive</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ExpandMacros(System.Collections.Generic.IEnumerable{UnrealBuildTool.Token},System.Collections.Generic.List{UnrealBuildTool.Token},System.Boolean,UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Expand macros in the given sequence.
|
|
</summary>
|
|
<param name="inputTokens">Sequence of input tokens</param>
|
|
<param name="outputTokens">List to receive the expanded tokens</param>
|
|
<param name="isConditional">Whether a conditional expression is being evaluated (and 'defined' expressions are valid)</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ExpandMacrosRecursively(System.Collections.Generic.IEnumerable{UnrealBuildTool.Token},System.Collections.Generic.List{UnrealBuildTool.Token},System.Boolean,System.Collections.Generic.List{UnrealBuildTool.PreprocessorMacro},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Expand macros in the given sequence, ignoring previously expanded macro names from a list.
|
|
</summary>
|
|
<param name="inputTokens">Sequence of input tokens</param>
|
|
<param name="outputTokens">List to receive the expanded tokens</param>
|
|
<param name="isConditional">Whether a conditional expression is being evaluated (and 'defined' expressions are valid)</param>
|
|
<param name="ignoreMacros">List of macros to ignore</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.MergeLeadingSpace(UnrealBuildTool.Token,System.Boolean)">
|
|
<summary>
|
|
Merges an optional leading space flag into the given token (recycling the original token if possible).
|
|
</summary>
|
|
<param name="token">The token to merge a leading space into</param>
|
|
<param name="hasLeadingSpace">The leading space flag</param>
|
|
<returns>New token with the leading space flag set, or the existing token</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ReadExpandedToken(System.Collections.Generic.IEnumerator{UnrealBuildTool.Token},System.Collections.Generic.List{UnrealBuildTool.Token},System.Boolean,System.Collections.Generic.List{UnrealBuildTool.PreprocessorMacro},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Read a token from an enumerator and substitute it if it's a macro or 'defined' expression (reading more tokens as necessary to complete the expression).
|
|
</summary>
|
|
<param name="inputEnumerator">The enumerator of input tokens</param>
|
|
<param name="outputTokens">List to receive the expanded tokens</param>
|
|
<param name="isConditional">Whether a conditional expression is being evaluated (and 'defined' expressions are valid)</param>
|
|
<param name="ignoreMacros">List of macros to ignore</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
<returns>Result from calling the enumerator's MoveNext() method</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.GetCurrentFileMacroValue(UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Gets a string for the __FILE__ macro
|
|
</summary>
|
|
<param name="context">Context to scan to find the current file</param>
|
|
<returns>String representing the current context</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.GetCurrentSourceFile(UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Gets a string for the current file
|
|
</summary>
|
|
<param name="context">Context to scan to find the current file</param>
|
|
<returns>Current source file being parsed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.GetCurrentLine(UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Gets the current line number
|
|
</summary>
|
|
<param name="context">Context to scan to find the current file</param>
|
|
<returns>Line number in the first file encountered</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ExpandObjectMacro(UnrealBuildTool.PreprocessorMacro,System.Collections.Generic.List{UnrealBuildTool.Token},System.Boolean,System.Collections.Generic.List{UnrealBuildTool.PreprocessorMacro},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Expand an object macro
|
|
</summary>
|
|
<param name="macro">The functional macro</param>
|
|
<param name="outputTokens">The list to receive the output tokens</param>
|
|
<param name="isConditional">Whether the macro is being expanded in a conditional context, allowing use of the 'defined' keyword</param>
|
|
<param name="ignoreMacros">List of macros currently being expanded, which should be ignored for recursion</param>
|
|
<param name="context">The context that this directive is being parsed in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ExpandFunctionMacro(UnrealBuildTool.PreprocessorMacro,System.Collections.Generic.List{UnrealBuildTool.Token},System.Collections.Generic.List{UnrealBuildTool.Token},System.Boolean,System.Collections.Generic.List{UnrealBuildTool.PreprocessorMacro},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Expand a function macro
|
|
</summary>
|
|
<param name="macro">The functional macro</param>
|
|
<param name="argumentListTokens">Identifiers for each argument token</param>
|
|
<param name="outputTokens">The list to receive the output tokens</param>
|
|
<param name="isConditional">Whether the macro is being expanded in a conditional context, allowing use of the 'defined' keyword</param>
|
|
<param name="ignoreMacros">List of macros currently being expanded, which should be ignored for recursion</param>
|
|
<param name="context">The context that this macro is being expanded</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.AppendTokensWithWhitespace(System.Collections.Generic.List{UnrealBuildTool.Token},System.Collections.Generic.List{UnrealBuildTool.Token},System.Boolean)">
|
|
<summary>
|
|
Appends a list of tokens to another list, setting the leading whitespace flag to the given value
|
|
</summary>
|
|
<param name="outputTokens">List to receive the appended tokens</param>
|
|
<param name="inputTokens">List of tokens to append</param>
|
|
<param name="hasLeadingSpace">Whether there is space before the first token</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ReadBalancedToken(System.Collections.Generic.List{UnrealBuildTool.Token},System.Int32@,System.Collections.Generic.List{UnrealBuildTool.Token})">
|
|
<summary>
|
|
Copies a single token from one list of tokens to another, or if it's an opening parenthesis, the entire subexpression until the closing parenthesis.
|
|
</summary>
|
|
<param name="inputTokens">The input token list</param>
|
|
<param name="inputIdx">First token index in the input token list. Set to the last uncopied token index on return.</param>
|
|
<param name="outputTokens">List to recieve the output tokens</param>
|
|
<returns>True if a balanced expression was read, or false if the end of the list was encountered before finding a matching token</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Preprocessor.ReadBalancedToken(System.Collections.Generic.IEnumerator{UnrealBuildTool.Token},System.Collections.Generic.List{UnrealBuildTool.Token},UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Copies a single token from one list of tokens to another, or if it's an opening parenthesis, the entire subexpression until the closing parenthesis.
|
|
</summary>
|
|
<param name="inputEnumerator">The input token list</param>
|
|
<param name="outputTokens">List to recieve the output tokens</param>
|
|
<param name="context">The context that the parser is in</param>
|
|
<returns>True if a balanced expression was read, or false if the end of the list was encountered before finding a matching token</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorContext">
|
|
<summary>
|
|
Represents a context that the preprocessor is working in. Used to form error messages, and determine things like the __FILE__ and __LINE__ directives.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorContext.Outer">
|
|
<summary>
|
|
The outer context
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorContext.#ctor(UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="outer">The outer context</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorCommandLineContext">
|
|
<summary>
|
|
Context for a command line argument
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorCommandLineContext.#ctor">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorCommandLineContext.ToString">
|
|
<summary>
|
|
Formats this context for error messages
|
|
</summary>
|
|
<returns>String describing this context</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorFileContext">
|
|
<summary>
|
|
Represents a context that the preprocessor is reading from
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorFileContext.SourceFile">
|
|
<summary>
|
|
The source file being read
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorFileContext.Directory">
|
|
<summary>
|
|
The directory containing this file. When searching for included files, MSVC will check this directory.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorFileContext.MarkupIdx">
|
|
<summary>
|
|
Index of the current markup object being processed
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorFileContext.FragmentIdx">
|
|
<summary>
|
|
Index of the next fragment to be read
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorFileContext.#ctor(UnrealBuildTool.SourceFile,UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="sourceFile">The source file being parsed</param>
|
|
<param name="outer">The outer context</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorFileContext.ToString">
|
|
<summary>
|
|
Format this file for the debugger, and error messages
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorExpression">
|
|
<summary>
|
|
Class to allow evaluating a preprocessor expression
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorExpression.s_precedence">
|
|
<summary>
|
|
Precedence table for binary operators (indexed by TokenType). Lower values indicate higher precedence.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.#cctor">
|
|
<summary>
|
|
Static constructor. Initializes the Precedence table.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.Evaluate(UnrealBuildTool.PreprocessorContext,System.Collections.Generic.List{UnrealBuildTool.Token})">
|
|
<summary>
|
|
Evaluate a preprocessor expression
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="tokens">List of tokens in the expression</param>
|
|
<returns>Value of the expression</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.EvaluateTernary(UnrealBuildTool.PreprocessorContext,System.Collections.Generic.List{UnrealBuildTool.Token},System.Int32@)">
|
|
<summary>
|
|
Evaluates a ternary expression (a? b :c)
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="tokens">List of tokens in the expression</param>
|
|
<param name="idx">Index into the token list of the next token to read</param>
|
|
<returns>Value of the expression</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.EvaluateBinary(UnrealBuildTool.PreprocessorContext,System.Collections.Generic.List{UnrealBuildTool.Token},System.Int32@,System.Int64,System.Byte)">
|
|
<summary>
|
|
Recursive path for evaluating a sequence of binary operators, given a known LHS. Implementation of the shunting yard algorithm.
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="tokens">List of tokens in the expression</param>
|
|
<param name="idx">Index into the token list of the next token to read</param>
|
|
<param name="lhs">The LHS value for the binary expression</param>
|
|
<param name="minPrecedence">Minimum precedence value to consume</param>
|
|
<returns>Value of the expression</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.EvaluateUnary(UnrealBuildTool.PreprocessorContext,System.Collections.Generic.List{UnrealBuildTool.Token},System.Int32@)">
|
|
<summary>
|
|
Evaluates a unary expression (+, -, !, ~)
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="tokens">List of tokens in the expression</param>
|
|
<param name="idx">Index into the token list of the next token to read</param>
|
|
<returns>Value of the expression</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.EvaluatePrimary(UnrealBuildTool.PreprocessorContext,System.Collections.Generic.List{UnrealBuildTool.Token},System.Int32@)">
|
|
<summary>
|
|
Evaluates a primary expression
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="tokens">List of tokens in the expression</param>
|
|
<param name="idx">Index into the token list of the next token to read</param>
|
|
<returns>Value of the expression</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.ParseNumericLiteral(UnrealBuildTool.PreprocessorContext,System.Byte[])">
|
|
<summary>
|
|
Parse a numeric literal from the given token
|
|
</summary>
|
|
<param name="context">The current preprocessor context</param>
|
|
<param name="literal">The utf-8 literal characters</param>
|
|
<returns>The literal value of the token</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorExpression.IsValidIntegerSuffix(System.Byte[],System.Int32)">
|
|
<summary>
|
|
Checks whether the given literal has a valid integer suffix, starting at the given position
|
|
</summary>
|
|
<param name="literal">The literal token</param>
|
|
<param name="index">Index within the literal to start reading</param>
|
|
<returns>The literal value of the token</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorMacro">
|
|
<summary>
|
|
Stores information about a defined preprocessor macro
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorMacro.Name">
|
|
<summary>
|
|
Name of the macro
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorMacro.Parameters">
|
|
<summary>
|
|
Parameter names for the macro. The '...' placeholder is represented by the __VA_ARGS__ string.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorMacro.Tokens">
|
|
<summary>
|
|
Raw list of tokens for this macro
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorMacro.#ctor(UnrealBuildTool.Identifier,System.Collections.Generic.List{UnrealBuildTool.Identifier},System.Collections.Generic.List{UnrealBuildTool.Token})">
|
|
<summary>
|
|
Construct a preprocessor macro
|
|
</summary>
|
|
<param name="name">Name of the macro</param>
|
|
<param name="parameters">Parameter list for the macro. Should be null for object macros. Ownership of this list is transferred.</param>
|
|
<param name="tokens">Tokens for the macro. Ownership of this list is transferred.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorMacro.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read a macro from a binary archive
|
|
</summary>
|
|
<param name="reader">Reader to serialize from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorMacro.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Write a macro to a binary archive
|
|
</summary>
|
|
<param name="writer">Writer to serialize to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorMacro.FindParameterIndex(UnrealBuildTool.Identifier)">
|
|
<summary>
|
|
Finds the index of a parameter in the parameter list
|
|
</summary>
|
|
<param name="parameter">Parameter name to look for</param>
|
|
<returns>Index of the parameter, or -1 if it's not found.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorMacro.IsEquivalentTo(UnrealBuildTool.PreprocessorMacro)">
|
|
<summary>
|
|
Checks whether this macro definition is equivalent to another macro definition
|
|
</summary>
|
|
<param name="other">The macro definition to compare against</param>
|
|
<returns>True if the macro definitions are equivalent</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorMacro.IsObjectMacro">
|
|
<summary>
|
|
True if the macro is an object macro
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorMacro.IsFunctionMacro">
|
|
<summary>
|
|
True if the macro is a function macro
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorMacro.MinRequiredParameters">
|
|
<summary>
|
|
The number of required parameters. For variadic macros, the last parameter is optional.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorMacro.HasVariableArgumentList">
|
|
<summary>
|
|
True if the macro has a variable argument list
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorMacro.ToString">
|
|
<summary>
|
|
Converts this macro to a string for debugging
|
|
</summary>
|
|
<returns>The tokens in this macro</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorBranch">
|
|
<summary>
|
|
Flags indicating the state of each nested conditional block in a stack.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.Active">
|
|
<summary>
|
|
The current conditional branch is active.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.Taken">
|
|
<summary>
|
|
A branch within the current conditional block has been taken. Any #else/#elif blocks will not be taken.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.Complete">
|
|
<summary>
|
|
The #else directive for this conditional block has been encountered. An #endif directive is expected next.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.HasIfDirective">
|
|
<summary>
|
|
The first condition in this branch was an #if directive (as opposed to an #ifdef or #ifndef directive)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.HasIfdefDirective">
|
|
<summary>
|
|
The first condition in this branch was an #if directive (as opposed to an #ifdef or #ifndef directive)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.HasIfndefDirective">
|
|
<summary>
|
|
The first condition in this branch was an #ifndef directive (as opposed to an #ifdef or #if directive)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorBranch.HasElifDirective">
|
|
<summary>
|
|
The branch has an #elif directive
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorState">
|
|
<summary>
|
|
Marshals access to the preprocessor state, ensuring that any changes are tracked within the active transform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorState._branches">
|
|
<summary>
|
|
Stack of conditional branch states
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorState._nameToMacro">
|
|
<summary>
|
|
Mapping of name to macro definition
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorState._transform">
|
|
<summary>
|
|
The current transform. Any queries or state modifications will be recorded in this.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorState.CurrentBranches">
|
|
<summary>
|
|
Enumerates the current branches. Do not use this for decision logic; any dependencies will not be tracked.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorState.CurrentMacros">
|
|
<summary>
|
|
Enumerates the current macros. Do not use this for decision logic; any dependencies will not be tracked.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.#ctor">
|
|
<summary>
|
|
Initialize an empty preprocessor state
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.#ctor(UnrealBuildTool.PreprocessorState)">
|
|
<summary>
|
|
Duplicates another preprocessor state. Throws an exception if a transform is currently being built in the other state.
|
|
</summary>
|
|
<param name="other">The preprocessor state to copy</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.BeginCapture">
|
|
<summary>
|
|
Create a new transform object, and assign it to be current
|
|
</summary>
|
|
<returns>The new transform object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.EndCapture">
|
|
<summary>
|
|
Detach the current transform
|
|
</summary>
|
|
<returns>The transform object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.MarkPragmaOnce">
|
|
<summary>
|
|
Sets a flag indicating that a #pragma once directive was encountered
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.DefineMacro(UnrealBuildTool.PreprocessorMacro)">
|
|
<summary>
|
|
Set a macro to a specific definition
|
|
</summary>
|
|
<param name="macro">Macro definition</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.IsMacroDefined(UnrealBuildTool.Identifier)">
|
|
<summary>
|
|
Checks if a macro with the given name is defined
|
|
</summary>
|
|
<param name="name">The macro name</param>
|
|
<returns>True if the macro is defined</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.UndefMacro(UnrealBuildTool.Identifier)">
|
|
<summary>
|
|
Removes a macro definition
|
|
</summary>
|
|
<param name="name">Name of the macro</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.TryGetMacro(UnrealBuildTool.Identifier,UnrealBuildTool.PreprocessorMacro@)">
|
|
<summary>
|
|
Attemps to get the definition for a macro
|
|
</summary>
|
|
<param name="name">Name of the macro</param>
|
|
<param name="macro">Receives the macro definition, or null if it's not defined</param>
|
|
<returns>True if the macro is defined, otherwise false</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.PushBranch(UnrealBuildTool.PreprocessorBranch)">
|
|
<summary>
|
|
Pushes the preprocessor branch onto the stack
|
|
</summary>
|
|
<param name="branch">The branch state</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.PopBranch">
|
|
<summary>
|
|
Pops a preprocessor branch from the stack
|
|
</summary>
|
|
<returns>The popped branch state</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.TryPopBranch(UnrealBuildTool.PreprocessorBranch@)">
|
|
<summary>
|
|
Attempts to pops a preprocessor branch from the stack
|
|
</summary>
|
|
<param name="branch">On success, receives the preprocessor branch state</param>
|
|
<returns>True if a branch was active, else false</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.IsCurrentBranchActive">
|
|
<summary>
|
|
Determines if the branch that the preprocessor is in is active
|
|
</summary>
|
|
<returns>True if the branch is active, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.CanApply(UnrealBuildTool.PreprocessorTransform)">
|
|
<summary>
|
|
Determines if the given transform can apply to the current preprocessor state
|
|
</summary>
|
|
<param name="transform">The transform to test</param>
|
|
<returns>True if the transform can be applied to the current state</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorState.TryToApply(UnrealBuildTool.PreprocessorTransform)">
|
|
<summary>
|
|
Apply the given transform to the current preprocessor state
|
|
</summary>
|
|
<param name="transform">The transform to apply</param>
|
|
<returns>True if the transform was applied to the current state</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PreprocessorTransform">
|
|
<summary>
|
|
Tracks dependencies for transforming the current preprocessor state
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorTransform.RequireTopmostActive">
|
|
<summary>
|
|
Whether the preprocessor must be in an active state after the branches below are popped. This cannot be treated as a 'pop', because it might be the global scope.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorTransform.RequiredBranches">
|
|
<summary>
|
|
List of branch states that will be popped from the stack
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorTransform.RequiredMacros">
|
|
<summary>
|
|
Map of macro name to their required value
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorTransform.NewBranches">
|
|
<summary>
|
|
List of new branches that will be pushed onto the stack
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PreprocessorTransform.NewMacros">
|
|
<summary>
|
|
List of new macros that will be defined
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PreprocessorTransform.HasPragmaOnce">
|
|
<summary>
|
|
This fragment contains a pragma once directive
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorTransform.#ctor">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorTransform.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Reads a transform from disk
|
|
</summary>
|
|
<param name="reader">Archive to serialize from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PreprocessorTransform.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Writes a transform to disk
|
|
</summary>
|
|
<param name="writer">Archive to serialize to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFile">
|
|
<summary>
|
|
Encapsulates metadata for a C++ source file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFile.File">
|
|
<summary>
|
|
The corresponding file item
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFile.Hash">
|
|
<summary>
|
|
Hash of the source file data
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFile.LastWriteTimeUtc">
|
|
<summary>
|
|
Last write time of this file when constructed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFile.Markup">
|
|
<summary>
|
|
Markup dividing up this source file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.SourceFile.HeaderGuardMacro">
|
|
<summary>
|
|
Macro which is defined as part of the header guard. If this macro is defined, we don't need to include the header more than once.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFile.Fragments">
|
|
<summary>
|
|
Parsed fragments in this file. Only set for files which are being optimized.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.SourceFile.Location">
|
|
<summary>
|
|
Gets the location of this file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.#ctor(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Construct a SourceFile from a file on disk
|
|
</summary>
|
|
<param name="file">Location of the file</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.#ctor(UnrealBuildBase.FileItem,System.Byte[])">
|
|
<summary>
|
|
Construct a SourceFile from a raw byte array
|
|
</summary>
|
|
<param name="file">Location of the file</param>
|
|
<param name="data">Contents of the file</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read a source file from a binary reader
|
|
</summary>
|
|
<param name="reader">The reader to serialize from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Read a source file from a binary reader
|
|
</summary>
|
|
<param name="writer">The reader to serialize to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.ReadFileWithNullTerminator(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Reads the contents of a file into a buffer, with a null terminator
|
|
</summary>
|
|
<param name="location">Location of the file</param>
|
|
<returns>Array of bytes, with a null terminator</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.ConvertToNullTerminatedUtf8(System.Byte[],System.Int32)">
|
|
<summary>
|
|
Converts a buffer from a given encoding to UTF8, appending a null terminator
|
|
</summary>
|
|
<param name="data">The source data</param>
|
|
<param name="length">Length of the data in the source buffer</param>
|
|
<returns>Array of utf-8 encoded characters, with a null terminator</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.ConvertToNullTerminatedUtf8(System.Text.Encoding,System.Byte[],System.Int32)">
|
|
<summary>
|
|
Converts a buffer from a given encoding to UTF8, appending a null terminator
|
|
</summary>
|
|
<param name="sourceEncoding">The encoding to convert from</param>
|
|
<param name="data">The source data</param>
|
|
<param name="length">Length of the data in the source buffer</param>
|
|
<returns>Array of utf-8 encoded characters, with a null terminator</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.ParseHeaderGuard">
|
|
<summary>
|
|
Checks whether the markup matches a C-style header guard
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFile.ToString">
|
|
<summary>
|
|
Converts a source file to a string for debugging
|
|
</summary>
|
|
<returns>The full path to the file</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileFragment">
|
|
<summary>
|
|
Represents an fragment of a source file consisting of a sequence of includes followed by some arbitrary directives or source code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileFragment.File">
|
|
<summary>
|
|
The file that this fragment is part of
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileFragment.MarkupMin">
|
|
<summary>
|
|
Index into the file's markup array of the start of this fragment (inclusive)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileFragment.MarkupMax">
|
|
<summary>
|
|
Index into the file's markup array of the end of this fragment (exclusive). Set to zero for external files.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.SourceFileFragment.Transforms">
|
|
<summary>
|
|
List of known transforms for this fragment
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileFragment.#ctor(UnrealBuildTool.SourceFile,System.Int32,System.Int32)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="file">The source file that this fragment is part of</param>
|
|
<param name="markupMin">Index into the file's markup array of the start of this fragment (inclusive)</param>
|
|
<param name="markupMax">Index into the file's markup array of the end of this fragment (exclusive)</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileFragment.#ctor(UnrealBuildTool.SourceFile,EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="file">The source file that this fragment is part of</param>
|
|
<param name="reader">Reader to deserialize this object from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileFragment.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Write this fragment to an archive
|
|
</summary>
|
|
<param name="writer">The writer to serialize to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileFragment.ToString">
|
|
<summary>
|
|
Summarize this fragment for the debugger
|
|
</summary>
|
|
<returns>String representation of this fragment for the debugger</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileMarkupType">
|
|
<summary>
|
|
Possible types of source file markup
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Text">
|
|
<summary>
|
|
A span of tokens which are not preprocessor directives
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Include">
|
|
<summary>
|
|
An #include directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Define">
|
|
<summary>
|
|
A #define directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Undef">
|
|
<summary>
|
|
An #undef directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.If">
|
|
<summary>
|
|
An #if directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Ifdef">
|
|
<summary>
|
|
An #ifdef directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Ifndef">
|
|
<summary>
|
|
An #ifndef directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Elif">
|
|
<summary>
|
|
An #elif directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Else">
|
|
<summary>
|
|
An #else directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Endif">
|
|
<summary>
|
|
An #endif directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Pragma">
|
|
<summary>
|
|
A #pragma directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Error">
|
|
<summary>
|
|
An #error directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Warning">
|
|
<summary>
|
|
A #warning directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.Empty">
|
|
<summary>
|
|
An empty '#' on a line of its own
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkupType.OtherDirective">
|
|
<summary>
|
|
Some other directive
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileMarkup">
|
|
<summary>
|
|
Base class for an annotated section of a source file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkup.Type">
|
|
<summary>
|
|
The directive corresponding to this markup
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkup.LineNumber">
|
|
<summary>
|
|
The one-based line number of this markup
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMarkup.Tokens">
|
|
<summary>
|
|
The tokens parsed for this markup. Set for directives.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.#ctor(UnrealBuildTool.SourceFileMarkupType,System.Int32,System.Collections.Generic.List{UnrealBuildTool.Token})">
|
|
<summary>
|
|
Construct the annotation with the given range
|
|
</summary>
|
|
<param name="type">The type of this directive</param>
|
|
<param name="lineNumber">The line number of this markup</param>
|
|
<param name="tokens">List of tokens</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Constructs a markup object using data read from an archive
|
|
</summary>
|
|
<param name="reader">The reader to deserialize from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Serializes this object to a binary archive
|
|
</summary>
|
|
<param name="writer">Writer to serialize to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.IsConditionalPreprocessorDirective">
|
|
<summary>
|
|
Determines if this markup indicates a conditional preprocessor directive
|
|
</summary>
|
|
<returns>True if this object is a conditional preprocessor directive</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.GetConditionDepthDelta">
|
|
<summary>
|
|
How this condition modifies the condition depth. Opening "if" statements have a value of +1, "endif" statements have a value of -1, and "else" statements have a value of 0.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.ToString">
|
|
<summary>
|
|
Generate a string describing this annotation
|
|
</summary>
|
|
<returns>String representation for debugging</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMarkup.Parse(UnrealBuildTool.TokenReader)">
|
|
<summary>
|
|
Create markup for the given file
|
|
</summary>
|
|
<param name="reader">Reader for tokens in the file</param>
|
|
<returns>Array of markup objects which split up the given text buffer</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TokenFlags">
|
|
<summary>
|
|
Flags for a single token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenFlags.None">
|
|
<summary>
|
|
No flags
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenFlags.HasLeadingSpace">
|
|
<summary>
|
|
The token has space before it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenFlags.DisableExpansion">
|
|
<summary>
|
|
Do not replace any instances of this token with the corresponding macro.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TokenType">
|
|
<summary>
|
|
Enumeration for token types
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Token">
|
|
<summary>
|
|
Single lexical token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Token.s_staticTokens">
|
|
<summary>
|
|
Static token names
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Token.Type">
|
|
<summary>
|
|
Contains the type of the token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Token.Flags">
|
|
<summary>
|
|
Properties for this token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Token.Identifier">
|
|
<summary>
|
|
If this token is identifier, contains the identifier name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Token.Literal">
|
|
<summary>
|
|
If this token is a literal, contains the raw utf-8 representation of it.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.#ctor(UnrealBuildTool.TokenType,UnrealBuildTool.TokenFlags)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="type">The token type</param>
|
|
<param name="flags">Flags for this token</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.#ctor(UnrealBuildTool.Identifier,UnrealBuildTool.TokenFlags)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="identifier">The token identifier</param>
|
|
<param name="flags">Flags for this token</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.#ctor(UnrealBuildTool.TokenType,UnrealBuildTool.TokenFlags,System.Byte[])">
|
|
<summary>
|
|
Constructs a literal token
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.#ctor(UnrealBuildTool.TokenType,UnrealBuildTool.TokenFlags,System.String)">
|
|
<summary>
|
|
Constructs a literal token
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Reads a token from a binary archive
|
|
</summary>
|
|
<param name="reader">Archive to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Writes a token to a binary archive
|
|
</summary>
|
|
<param name="writer">The writer to serialize to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Equals(System.Object)">
|
|
<summary>
|
|
Checks if a token is equal to another object
|
|
</summary>
|
|
<param name="other">The object to compare against</param>
|
|
<returns>True if the objects are equal, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Equals(UnrealBuildTool.Token)">
|
|
<summary>
|
|
Checks if two tokens are equivalent
|
|
</summary>
|
|
<param name="other">The object to compare against</param>
|
|
<returns>True if the tokens are equal, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.op_Equality(UnrealBuildTool.Token,UnrealBuildTool.Token)">
|
|
<summary>
|
|
Compares two tokens for equality
|
|
</summary>
|
|
<param name="lhs">The first token to compare</param>
|
|
<param name="rhs">The second token to compare</param>
|
|
<returns>True if the objects are equal, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.op_Inequality(UnrealBuildTool.Token,UnrealBuildTool.Token)">
|
|
<summary>
|
|
Compares two tokens for inequality
|
|
</summary>
|
|
<param name="lhs">The first token to compare</param>
|
|
<param name="rhs">The second token to compare</param>
|
|
<returns>True if the objects are not equal, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.GetHashCode">
|
|
<summary>
|
|
Gets a hash code for this object
|
|
</summary>
|
|
<returns>Hash code for the object</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Token.Text">
|
|
<summary>
|
|
Text corresponding to this token
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.AddFlags(UnrealBuildTool.TokenFlags)">
|
|
<summary>
|
|
Returns a new token with different flags
|
|
</summary>
|
|
<param name="flagsToAdd">Flags to add from the token</param>
|
|
<returns>New token with updated flags</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.RemoveFlags(UnrealBuildTool.TokenFlags)">
|
|
<summary>
|
|
Returns a new token with different flags
|
|
</summary>
|
|
<param name="flagsToRemove">Flags to remove from the token</param>
|
|
<returns>New token with updated flags</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Token.HasLeadingSpace">
|
|
<summary>
|
|
Accessor for whether this token has leading whitespace
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Matches(UnrealBuildTool.Token)">
|
|
<summary>
|
|
Checks whether two tokens match
|
|
</summary>
|
|
<param name="other">The token to compare against</param>
|
|
<returns>True if the tokens match, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.IsLiteral(UnrealBuildTool.TokenType)">
|
|
<summary>
|
|
Determines whether the given token type is a literal
|
|
</summary>
|
|
<param name="type">The type to test</param>
|
|
<returns>True if the given type is a literal</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Format(System.Collections.Generic.IEnumerable{UnrealBuildTool.Token})">
|
|
<summary>
|
|
Concatenate a sequence of tokens into a string
|
|
</summary>
|
|
<param name="tokens">The sequence of tokens to concatenate</param>
|
|
<returns>String containing the concatenated tokens</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Format(System.Collections.Generic.IEnumerable{UnrealBuildTool.Token},System.Text.StringBuilder)">
|
|
<summary>
|
|
Concatenate a sequence of tokens into a string
|
|
</summary>
|
|
<param name="tokens">The sequence of tokens to concatenate</param>
|
|
<param name="result">Receives the formatted string</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.Concatenate(UnrealBuildTool.Token,UnrealBuildTool.Token,UnrealBuildTool.PreprocessorContext)">
|
|
<summary>
|
|
Concatenate two tokens together
|
|
</summary>
|
|
<param name="firstToken">The first token</param>
|
|
<param name="secondToken">The second token</param>
|
|
<param name="context">Current preprocessor context</param>
|
|
<returns>The combined token</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Token.#cctor">
|
|
<summary>
|
|
Static constructor. Initializes the StaticTokens array.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TokenExtensionMethods">
|
|
<summary>
|
|
Helper functions for serialization
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenExtensionMethods.ReadToken(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read a token from a binary archive
|
|
</summary>
|
|
<param name="reader">Reader to serialize data from</param>
|
|
<returns>Token read from the archive</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenExtensionMethods.WriteToken(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.Token)">
|
|
<summary>
|
|
Write a token to a binary archive
|
|
</summary>
|
|
<param name="writer">Writer to serialize data to</param>
|
|
<param name="token">Token to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TokenReader">
|
|
<summary>
|
|
Tokenizer for C++ source files. Provides functions for navigating a source file skipping whitespace, comments, and so on when required.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TokenReader.FirstCharacterClass">
|
|
<summary>
|
|
Flags used to classify the first character in a token
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TokenReader.CharacterFlags">
|
|
<summary>
|
|
Flags used to classify subsequent characters in a token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenReader.s_firstCharacters">
|
|
<summary>
|
|
Map of utf-8 leading bytes to their class
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenReader.s_characters">
|
|
<summary>
|
|
Array of flags for different leading utf-8 sequences
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenReader._data">
|
|
<summary>
|
|
The current buffer being read from. Encoded as UTF-8 with a null terminator.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenReader._offset">
|
|
<summary>
|
|
Current offset within the buffer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TokenReader._currentToken">
|
|
<summary>
|
|
The current token
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.#ctor(System.Byte[])">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="data">The raw byte stream to read from, encoded as UTF-8</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.#ctor(System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="text">The text to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.#ctor(UnrealBuildTool.TokenReader)">
|
|
<summary>
|
|
Copy constructor
|
|
</summary>
|
|
<param name="other">Token reader to copy from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.GetNullTerminatedByteArray(System.String)">
|
|
<summary>
|
|
Gets a null terminated byte array from the given string
|
|
</summary>
|
|
<param name="text">String to convert into bytes</param>
|
|
<returns>Array of bytes</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.Tokenize(System.String)">
|
|
<summary>
|
|
Tokenize an input string
|
|
</summary>
|
|
<param name="text">Text to tokenize</param>
|
|
<returns>List of tokens parsed from the text</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TokenReader.LineNumber">
|
|
<summary>
|
|
Current line number (one-based)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TokenReader.LineNumberAfterToken">
|
|
<summary>
|
|
Line number at the end of this token (one-based)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TokenReader.Current">
|
|
<summary>
|
|
Returns the current token
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TokenReader.System#Collections#IEnumerator#Current">
|
|
<summary>
|
|
Untyped implementation of Current for IEnumerator.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.System#IDisposable#Dispose">
|
|
<summary>
|
|
Override of IEnumerator.Dispose. Not required.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.MoveNext">
|
|
<summary>
|
|
Move to the next token
|
|
</summary>
|
|
<returns>True if the reader could move to the next token, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.MoveNextTokenString">
|
|
<summary>
|
|
Move to the next token, parsing a single literal token string until the end of the line (in the form used by error directives)
|
|
</summary>
|
|
<returns>True if a token was parsed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.MoveNextIncludePath">
|
|
<summary>
|
|
Move to the next token, allowing include directives in triangle brackets in the style permitted by system include directives
|
|
</summary>
|
|
<returns>True if a token was read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.CreateLiteral(UnrealBuildTool.TokenType,UnrealBuildTool.TokenFlags,System.Int32,System.Int32)">
|
|
<summary>
|
|
Creates a literal token
|
|
</summary>
|
|
<param name="type">Type of token to create</param>
|
|
<param name="flags">Flags for the token</param>
|
|
<param name="offset">Offset of the literal within the source data stream</param>
|
|
<param name="length">Length of the literal</param>
|
|
<returns>New token for the literal</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.MoveToNextDirective">
|
|
<summary>
|
|
Scan ahead until we reach the next directive (a hash token after a newline). Assumes that the current line does not contain a directive.
|
|
</summary>
|
|
<returns>True if we were able to find another token</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.System#Collections#IEnumerator#Reset">
|
|
<summary>
|
|
Definition of IEnumerator.Reset(). Not supported.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.ReadCharacter(System.Char)">
|
|
<summary>
|
|
Attempts to read a given character from the stream
|
|
</summary>
|
|
<param name="character">Character to read</param>
|
|
<returns>True if the character was read (and the current position was updated)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.SkipWhitespace">
|
|
<summary>
|
|
Advances the given position past any horizontal whitespace or comments
|
|
</summary>
|
|
<returns>Flags for the following token</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.SkipTextLiteral(System.Char)">
|
|
<summary>
|
|
Skip past a text literal (a quoted character literal or string literal)
|
|
</summary>
|
|
<param name="lastCharacter">The terminating character to look for, ignoring escape sequences</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.SkipNumericLiteral">
|
|
<summary>
|
|
Skips over a numeric literal after the initial digit or dot/digit pair.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TokenReader.#cctor">
|
|
<summary>
|
|
Static constructor. Initializes the lookup tables used by the lexer.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AliasedFile">
|
|
<summary>
|
|
Class that stores info about aliased file.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CLionGenerator">
|
|
<summary>
|
|
CLion project file generator which is just the CMakefileGenerator and only here for UBT to match against
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CLionGenerator.#ctor(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Creates a new instance of the <see cref="T:UnrealBuildTool.CMakefileGenerator"/> class.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CMakefileGenerator">
|
|
<summary>
|
|
CMakefile project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CMakefileGenerator.#ctor(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Creates a new instance of the <see cref="T:UnrealBuildTool.CMakefileGenerator"/> class.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CMakefileGenerator.ShouldGenerateIntelliSenseData">
|
|
<summary>
|
|
Determines whether or not we should generate code completion data whenever possible.
|
|
</summary>
|
|
<returns><value>true</value> if we should generate code completion data; <value>false</value> otherwise.</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.IsProjectBuild">
|
|
<summary>
|
|
Is this a project build?
|
|
</summary>
|
|
<remarks>
|
|
This determines if engine files are included in the source lists.
|
|
</remarks>
|
|
<returns><value>true</value> if we should treat this as a project build; <value>false</value> otherwise.</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.ProjectFileExtension">
|
|
<summary>
|
|
The file extension for this project file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeExtension">
|
|
<summary>
|
|
The CMake helper file extension
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeIncludesFileName">
|
|
<summary>
|
|
The CMake file used to store the list of includes for the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeEngineConfigsFileName">
|
|
<summary>
|
|
The CMake file used to store the configuration files (INI) for the engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeProjectConfigsFileName">
|
|
<summary>
|
|
The CMake file used to store the configuration files (INI) for the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeEngineCSFileName">
|
|
<summary>
|
|
The CMake file used to store the additional build configuration files (CSharp) for the engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeProjectCSFileName">
|
|
<summary>
|
|
The CMake file used to store the additional configuration files (CSharp) for the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeEngineShadersFileName">
|
|
<summary>
|
|
The CMake file used to store the additional shader files (usf/ush) for the engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeProjectShadersFileName">
|
|
<summary>
|
|
The CMake file used to store the additional shader files (usf/ush) for the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeEngineHeadersFileName">
|
|
<summary>
|
|
The CMake file used to store the list of engine headers.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeProjectHeadersFileName">
|
|
<summary>
|
|
The CMake file used to store the list of engine headers.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeEngineSourcesFileName">
|
|
<summary>
|
|
The CMake file used to store the list of sources for the engine.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeProjectSourcesFileName">
|
|
<summary>
|
|
The CMake file used to store the list of sources for the project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CMakefileGenerator.CMakeDefinitionsFileName">
|
|
<summary>
|
|
The CMake file used to store the list of definitions for the project.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CMakefileGenerator.WritePrimaryProjectFile(UnrealBuildTool.ProjectFile,UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes the primary project file (e.g. Visual Studio Solution file)
|
|
</summary>
|
|
<param name="UBTProject">The UnrealBuildTool project</param>
|
|
<param name="PlatformProjectGenerators">The registered platform project generators</param>
|
|
<returns>True if successful</returns>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CMakefileGenerator.GetIncludeDirectory(System.String,System.String)">
|
|
Adds the include directory to the list, after converting it to relative to Unreal root
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CMakefileGenerator.bCmakeMinimalTargets">
|
|
<summary>
|
|
This will filter out numerous targets to speed up cmake processing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CMakefileGenerator.bIncludeIOSTargets">
|
|
<summary>
|
|
Whether to include iOS targets or not
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CMakefileGenerator.bIncludeTVOSTargets">
|
|
<summary>
|
|
Whether to include TVOS targets or not
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CMakefileGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EddieSourceFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.KDevelopGenerator">
|
|
<summary>
|
|
KDevelop project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.KDevelopGenerator.ProjectFileExtension">
|
|
File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteKDevPrimaryProjectSection(System.Text.StringBuilder@,System.String)">
|
|
<summary>
|
|
Write the primare $ProjectName.kdev4 project file, the one that should be opened when loading the project
|
|
into KDevelop
|
|
</summary>
|
|
<param name="FileContent">File content.</param>
|
|
<param name="Name">Name.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteCommandSubSection(System.Text.StringBuilder@,System.String,System.String,System.Int32,System.Int32)">
|
|
<summary>
|
|
Write the Command Sub section for .kdev4/$ProjectName.kdev4 file
|
|
</summary>
|
|
<param name="FileContent">File content.</param>
|
|
<param name="TargetName">Target name.</param>
|
|
<param name="ConfName">Conf name.</param>
|
|
<param name="BuildConfigIndex">Build config index.</param>
|
|
<param name="Type">Type.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteCommandSection(System.Text.StringBuilder@)">
|
|
<summary>
|
|
Write the Command section for a .kdev4/$ProjectName.kdev4 file.
|
|
</summary>
|
|
<param name="FileContent">File content.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteIncludeSection(System.Text.StringBuilder@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds the include directory to the list, after converting it to an absolute path to UnrealEngine root directory.
|
|
</summary>
|
|
<param name="FileContent">File content.</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.SplitDefinitionAndValue(System.String,System.String@,System.String@)">
|
|
<summary>
|
|
Splits the definition text into macro name and value (if any).
|
|
</summary>
|
|
<param name="Definition">Definition text</param>
|
|
<param name="Key">Out: The definition name</param>
|
|
<param name="Value">Out: The definition value or null if it has none</param>
|
|
<returns>Pair representing macro name and value.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteDefineSection(System.Text.StringBuilder@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Write the defines section to the .kdev4/$ProjectName.kdev4 project file.
|
|
</summary>
|
|
<param name="FileContent">File content.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteExcludeSection(System.Text.StringBuilder@)">
|
|
<summary>
|
|
Excludes list in one big ugly list.
|
|
</summary>
|
|
<param name="FileContent">File content.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteKDevelopPro(Microsoft.Extensions.Logging.ILogger)">
|
|
Simple Place to call all the Write*Section functions.
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.WriteProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
ProjectFileGenerator interface
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
ProjectFileGenerator interface
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.KDevelopGenerator.CleanProjectFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
ProjectFileGenerator interface
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MakefileGenerator">
|
|
<summary>
|
|
Makefile project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MakefileGenerator.bGenerateIntelliSenseData">
|
|
True if intellisense data should be generated (takes a while longer)
|
|
Now this is needed for project target generation.
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MakefileGenerator.#ctor(EpicGames.Core.FileReference)">
|
|
Default constructor
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MakefileGenerator.ShouldGenerateIntelliSenseData">
|
|
True if we should include IntelliSense data in the generated project files when possible
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MakefileGenerator.ProjectFileExtension">
|
|
File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MakefileGenerator.WriteProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
ProjectFileGenerator interface
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MakefileGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
ProjectFileGenerator interface
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MakefileGenerator.CleanProjectFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
ProjectFileGenerator interface
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PlatformProjectGenerator">
|
|
<summary>
|
|
Base class for platform-specific project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Register the platform with the UEPlatformProjectGenerator class
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.HasVisualStudioSupport(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<summary>
|
|
Checks the local VS install directories to see if the platform is supported.
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<returns>bool true if native VisualStudio support (or custom VSI) is available</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioPlatformName(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<summary>
|
|
Return the VisualStudio platform name for this build platform
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<returns>string The name of the platform that VisualStudio recognizes</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.RequiresDistinctVisualStudioConfigurationName(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<summary>
|
|
Return whether we need a distinct platform name - for cases where there are two targets of the same VS solution platform
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<returns>bool</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioPreDefaultString(UnrealBuildTool.UnrealTargetPlatform,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return project configuration settings that must be included before the default props file for all configurations
|
|
</summary>
|
|
<param name="InPlatform">The UnrealTargetPlatform being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioPreDefaultString(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return project configuration settings that must be included before the default props file
|
|
</summary>
|
|
<param name="InPlatform">The UnrealTargetPlatform being built</param>
|
|
<param name="InConfiguration">The UnrealTargetConfiguration being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioPlatformToolsetString(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return the platform toolset string to write into the project configuration
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom configuration section for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetAdditionalVisualStudioPropertyGroups(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return any custom property group lines
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioPlatformConfigurationType(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<summary>
|
|
Return any custom property group lines
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<returns>string The platform configuration type. Defaults to "Makefile" unless overridden</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioPathsEntries(UnrealBuildTool.PlatformProjectGenerator.VSSettings,UnrealBuildTool.TargetType,EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.FileReference,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return any custom paths for VisualStudio this platform requires
|
|
This include ReferencePath, LibraryPath, LibraryWPath, IncludePath and ExecutablePath.
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="TargetType">The type of target (game or program)</param>
|
|
<param name="TargetRulesPath">Path to the .target.cs file</param>
|
|
<param name="ProjectFilePath"></param>
|
|
<param name="NMakeOutputPath"></param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>The custom path lines for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioImportGroupProperties(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return any custom property settings. These will be included in the ImportGroup section
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioGlobalProperties(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return any custom property settings. These will be included right after Global properties to make values available to all other imports.
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioTargetOverrides(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.Text.StringBuilder)">
|
|
<summary>
|
|
Return any custom target overrides. These will be included last in the project file so they have the opportunity to override any existing settings.
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
<returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioLayoutDirSection(UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.String,UnrealBuildTool.TargetType,EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Return any custom layout directory sections
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="InConditionString"></param>
|
|
<param name="TargetType">The type of target (game or program)</param>
|
|
<param name="NMakeOutputPath"></param>
|
|
<param name="ProjectFilePath"></param>
|
|
<param name="TargetRulesPath"></param>
|
|
<returns>string The custom property import lines for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioOutputManifestSection(UnrealBuildTool.PlatformProjectGenerator.VSSettings,UnrealBuildTool.TargetType,EpicGames.Core.FileReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Get the output manifest section, if required
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="TargetType">The type of the target being built</param>
|
|
<param name="TargetRulesPath">Path to the .target.cs file</param>
|
|
<param name="ProjectFilePath">Path to the project file</param>
|
|
<returns>The output manifest section for the project file; Empty string if it doesn't require one</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioDeploymentEnabled(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<summary>
|
|
Get whether this platform deploys
|
|
</summary>
|
|
<returns>bool true if the 'Deploy' option should be enabled</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PlatformProjectGenerator.VisualStudioUserFileSettings">
|
|
<summary>
|
|
Additional configuration related to Visual Studio user file (.vcxproj.user).
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.VisualStudioUserFileSettings.PatchProperty(System.String,System.Boolean)">
|
|
<summary>
|
|
Patch existing .vcxproj.user file based on the new file content and corresponding patching settings, by doing the following:
|
|
- Go over every <PropertyGroup> in the new document.
|
|
- Finds <PropertyGroup> in the current document with matching "Condition" attribute.
|
|
- If no property group is found, appends property group from new document to the end of current document.
|
|
- Otherwise, saves values of properties configured with bPreserveExistingValue == true.
|
|
- Removes all properties flagged for patching from current document property group.
|
|
- Adds all properties required for patching from new document property group as declared in new document order.
|
|
|
|
This makes possible to override some properties crucial for UE features while keeping rest of user configuration intact.
|
|
|
|
Otherwise, if .vcxproj.user doesn't exist, patching do nothing and instead creates a new file based on new file content.
|
|
</summary>
|
|
<param name="PropertyName">Name of the property to patch.</param>
|
|
<param name="bPreserveExistingValue">If true, the value of the property will be taken from existing user file, but relative order will be taken from newly generated file.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioUserFileStrings(UnrealBuildTool.PlatformProjectGenerator.VisualStudioUserFileSettings,UnrealBuildTool.PlatformProjectGenerator.VSSettings,System.String,UnrealBuildTool.TargetRules,EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.FileReference,System.String,System.String)">
|
|
<summary>
|
|
Get the text to insert into the user file for the given platform/configuration/target
|
|
</summary>
|
|
<param name="VCUserFileSettings">Configuration for user file creation/patching/etc.</param>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
<param name="InConditionString">The condition string </param>
|
|
<param name="InTargetRules">The target rules </param>
|
|
<param name="TargetRulesPath">The target rules path</param>
|
|
<param name="ProjectFilePath">The project file path</param>
|
|
<param name="NMakeOutputPath">Output path for NMake</param>
|
|
<param name="ProjectName">The name of the project</param>
|
|
<param name="ForeignUProjectPath">Path to foreign .uproject file, if any</param>
|
|
<returns>The string to append to the user file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.WriteAdditionalPropFile">
|
|
<summary>
|
|
For Additional Project Property files that need to be written out. This is currently used only on Android.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.WriteAdditionalProjUserFile(UnrealBuildTool.ProjectFile)">
|
|
<summary>
|
|
For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj.user) that needs to be written out. This is currently used only on Android.
|
|
</summary>
|
|
<param name="ProjectFile">Project file this will be related to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.WriteAdditionalProjFile(UnrealBuildTool.ProjectFile)">
|
|
<summary>
|
|
For additional Project files (ex. *PROJECTNAME*-AndroidRun.androidproj) that needs to be written out. This is currently used only on Android.
|
|
</summary>
|
|
<param name="ProjectFile">Project file this will be related to</param>
|
|
<returns>Project file written out, Solution folder it should be put in</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetUnrealVSConfigurationEntries(System.Text.StringBuilder)">
|
|
<summary>
|
|
Gets the text to insert into the UnrealVS configuration file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetExtraBuildArguments(UnrealBuildTool.PlatformProjectGenerator.VSSettings)">
|
|
<summary>
|
|
Gets the text to insert into the Project files as additional build arguments for given platform/configuration
|
|
</summary>
|
|
<param name="InVSSettings">The ProjectFileSettings that contains the project platform/configuration/etc info being built</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.HasVisualStudioTargets(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Indicates whether this generator will be emitting additional build targets.
|
|
Functionally, it's fine to return true and not return any additional text in GetVisualStudioTargetsString, but doing
|
|
so may incur additional cost of preparing data for generation.
|
|
</summary>
|
|
<param name="InPlatform">The platform being added</param>
|
|
<returns>True if Targets will be generate, false otherwise. If true is returned, GetVisualStudioTargetsString will be called next.</returns>
|
|
<seealso cref="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioTargetsString(UnrealBuildTool.UnrealTargetPlatform,System.Collections.Generic.List{UnrealBuildTool.ProjectBuildConfiguration},System.Text.StringBuilder)"/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioTargetsString(UnrealBuildTool.UnrealTargetPlatform,System.Collections.Generic.List{UnrealBuildTool.ProjectBuildConfiguration},System.Text.StringBuilder)">
|
|
<summary>
|
|
Get the text to insert into the Project files as additional build targets for the given platform.
|
|
</summary>
|
|
<param name="InPlatform">The platform being added</param>
|
|
<param name="InPlatformConfigurations">List of build configurations for the platform</param>
|
|
<param name="ProjectFileBuilder">String builder for the project file</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGenerator.GetSystemIncludePaths(UnrealBuildTool.UEBuildTarget)">
|
|
<summary>
|
|
Get include paths to system headers (STL, SDK, ...) needed for coding assistance features in IDE
|
|
</summary>
|
|
<param name="InTarget">Target for which include paths shall be returned</param>
|
|
<returns>The list of include paths</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PlatformProjectGeneratorCollection">
|
|
<summary>
|
|
Stores all the registered platform project generators
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGeneratorCollection.GetRegisteredPlatforms">
|
|
<summary>
|
|
Returns the list of platforms that have been registered in this collection
|
|
</summary>
|
|
<returns>Registered platforms</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGeneratorCollection.RegisterPlatformProjectGenerator(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.PlatformProjectGenerator,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the given platforms UEPlatformProjectGenerator instance
|
|
</summary>
|
|
<param name="InPlatform"> The UnrealTargetPlatform to register with</param>
|
|
<param name="InProjectGenerator">The UEPlatformProjectGenerator instance to use for the InPlatform</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGeneratorCollection.GetPlatformProjectGenerator(UnrealBuildTool.UnrealTargetPlatform,System.Boolean)">
|
|
<summary>
|
|
Retrieve the UEPlatformProjectGenerator instance for the given TargetPlatform
|
|
</summary>
|
|
<param name="InPlatform"> The UnrealTargetPlatform being built</param>
|
|
<param name="bInAllowFailure"> If true, do not throw an exception and return null</param>
|
|
<returns>UEPlatformProjectGenerator The instance of the project generator</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGeneratorCollection.GenerateGameProjectStubs(UnrealBuildTool.ProjectFileGenerator,System.String,System.String,UnrealBuildTool.TargetRules,System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration})">
|
|
<summary>
|
|
Allow various platform project generators to generate stub projects if required
|
|
</summary>
|
|
<param name="InGenerator"></param>
|
|
<param name="InTargetName"></param>
|
|
<param name="InTargetFilepath"></param>
|
|
<param name="InTargetRules"></param>
|
|
<param name="InPlatforms"></param>
|
|
<param name="InConfigurations"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformProjectGeneratorCollection.GenerateGamePlatformSpecificProperties(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.Text.StringBuilder,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Allow various platform project generators to generate any special project properties if required
|
|
</summary>
|
|
<param name="InPlatform"></param>
|
|
<param name="Configuration"></param>
|
|
<param name="TargetType"></param>
|
|
<param name="VCProjectFileContent"></param>
|
|
<param name="RootDirectory"></param>
|
|
<param name="TargetFilePath"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Project">
|
|
<summary>
|
|
Data common to all generated Project entries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Project.SupportedPlatforms">
|
|
Platforms supported by the target
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Project.ExtraSupportedConfigurations">
|
|
Extra supported build configurations. Normally the target rules determines these, but for synthetic targets we'll add them here.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Project.ExtraSupportedPlatforms">
|
|
Extra supported build platforms. Normally the target rules determines these, but for synthetic targets we'll add them here.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Project.ForceDevelopmentConfiguration">
|
|
If true, forces Development configuration regardless of which configuration is set as the Solution Configuration
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Project.ProjectDeploys">
|
|
Whether the project requires 'Deploy' option set (VC projects)
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Project.TargetRules">
|
|
Optional target rules for this target. If the target came from a *.Target.cs file on disk, then it will have one of these.
|
|
For targets that are synthetic (like UnrealBuildTool or other manually added project files) we won't have a rules object for those.
|
|
Never set for an untargeted project
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Project.UnrealProjectFilePath">
|
|
<summary>
|
|
Path to the .uproject file on disk
|
|
Never set for an untargeted project.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectBuildConfiguration">
|
|
<summary>
|
|
Description of a project build configuration provided during project generation by ProjectFile.
|
|
</summary>
|
|
<seealso cref="M:UnrealBuildTool.PlatformProjectGenerator.GetVisualStudioTargetsString(UnrealBuildTool.UnrealTargetPlatform,System.Collections.Generic.List{UnrealBuildTool.ProjectBuildConfiguration},System.Text.StringBuilder)"/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectBuildConfiguration.ConfigurationName">
|
|
<summary>
|
|
Name of the build configuration as displayed in the IDE e.g. Debug_Client.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectBuildConfiguration.BuildCommand">
|
|
<summary>
|
|
Build command associated with this build configuration (as generated by classes derived from ProjectFile).
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFile.SourceFile">
|
|
<summary>
|
|
Represents a single source file (or other type of file) in a project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.SourceFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InReference">Path to the source file on disk</param>
|
|
<param name="InBaseFolder">The directory on this the path within the project will be relative to</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.SourceFile.Reference">
|
|
<summary>
|
|
File path to file on disk
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.SourceFile.BaseFolder">
|
|
<summary>
|
|
Optional directory that overrides where files in this project are relative to when displayed in the IDE. If null, will default to the project's BaseFolder.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.SourceFile.ToString">
|
|
<summary>
|
|
Define ToString() so the debugger can show the name in watch windows
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructs a new project file object
|
|
</summary>
|
|
<param name="ProjectFilePath">The path to the project file, relative to the primary project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.ProjectFilePath">
|
|
Project file path
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.BaseDir">
|
|
<summary>
|
|
The base directory for files within this project
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IsGeneratedProject">
|
|
Returns true if this is a generated project (as opposed to an imported project)
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IsStubProject">
|
|
Returns true if this is a "stub" project. Stub projects function as simple containers for source files
|
|
and are never actually "built" by the primary project. Stub projects are always "generated" projects.
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IsForeignProject">
|
|
Returns true if this is a foreign project, and requires UBT to be passed the path to the .uproject file
|
|
on the command line.
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IsContentOnlyProject">
|
|
Returns true if this is a content only project, and will be re-using the engine targets
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IsHybridContentOnlyProject">
|
|
Returns true if this is a project without source code, but some build setting requires it to be compiled as code, which will make
|
|
a unique executable, instead of using UnrealGame, etc
|
|
@note: Currently unused by any generator, but a future generator may make use of it
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.ShouldBuildForAllSolutionTargets">
|
|
Whether this project should be built for all solution targets
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.ShouldBuildByDefaultForSolutionTargets">
|
|
Whether this project should be built by default. Can still be built from the IDE through the context menu.
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IntelliSenseCppVersion">
|
|
<summary>
|
|
C++ version which is used in this project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IntelliSenseEnableCoroutines">
|
|
<summary>
|
|
Information for IntelliSense: whether coroutines are enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.ProjectTargets">
|
|
All of the targets in this project. All non-stub projects must have at least one target.
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddFilesToProject(System.Collections.Generic.List{EpicGames.Core.FileReference},EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Adds a list of files to this project, ignoring dupes
|
|
</summary>
|
|
<param name="FilesToAdd">Files to add</param>
|
|
<param name="BaseFolder">The directory the path within the project will be relative to</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.AliasedFilesSet">
|
|
<summary>
|
|
Set of all files that have been added
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.AliasedFiles">
|
|
Aliased (i.e. files is custom filter tree) in this project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddAliasedFileToProject(UnrealBuildTool.AliasedFile)">
|
|
<summary>
|
|
Adds aliased file to the project.
|
|
</summary>
|
|
<param name="File">Aliased file.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddFileToProject(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Adds a file to this project, ignoring dupes
|
|
</summary>
|
|
<param name="FilePath">Path to the file on disk</param>
|
|
<param name="BaseFolder">The directory the path within the project will be relative to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.SplitDefinitionAndValue(System.String,System.String@,System.String@)">
|
|
<summary>
|
|
Splits the definition text into macro name and value (if any).
|
|
</summary>
|
|
<param name="Definition">Definition text</param>
|
|
<param name="Key">Out: The definition name</param>
|
|
<param name="Value">Out: The definition value or null if it has none</param>
|
|
<returns>Pair representing macro name and value.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddModuleForIntelliSense(UnrealBuildTool.UEBuildModuleCPP,UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Adds information about a module to this project file
|
|
</summary>
|
|
<param name="Module">The module to add</param>
|
|
<param name="CompileEnvironment">Compile environment for this module</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddIntelliSensePreprocessorDefinitions(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Adds all of the specified preprocessor definitions to this VCProject's list of preprocessor definitions for all modules in the project
|
|
</summary>
|
|
<param name="NewPreprocessorDefinitions">List of preprocessor definitons to add</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddIntelliSenseIncludePaths(UnrealBuildTool.ProjectFile.IncludePathsCollection,System.Collections.Generic.IEnumerable{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Adds all of the specified include paths to this VCProject's list of include paths for all modules in the project
|
|
</summary>
|
|
<param name="Collection">The collection to add to</param>
|
|
<param name="NewIncludePaths">List of include paths to add</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.SetIntelliSenseCppVersion(UnrealBuildTool.CppStandardVersion)">
|
|
<summary>
|
|
Sets highest C++ version which is used in this project
|
|
</summary>
|
|
<param name="CppVersion">Version</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.SetIntelliSenseEnableCoroutines(System.Boolean)">
|
|
<summary>
|
|
Sets whether coroutines should be enabled or not
|
|
</summary>
|
|
<param name="Value">Should enable them or not</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AddDependsOnProject(UnrealBuildTool.ProjectFile)">
|
|
<summary>
|
|
Add the given project to the DepondsOn project list.
|
|
</summary>
|
|
<param name="InProjectFile">The project this project is dependent on</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a project file to disk
|
|
</summary>
|
|
<param name="InPlatforms">The platforms to write the project files for</param>
|
|
<param name="InConfigurations">The configurations to add to the project files</param>
|
|
<param name="PlatformProjectGenerators">The registered platform project generators</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True on success</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.WriteDebugProjectFiles(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
If found writes a debug project file to disk
|
|
</summary>
|
|
<param name="InPlatforms">The platforms to write the project files for</param>
|
|
<param name="InConfigurations">The configurations to add to the project files</param>
|
|
<param name="PlatformProjectGenerators">The registered platform project generators</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>List of project files written</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.AllocSourceFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific source file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the source file on disk</param>
|
|
<param name="InitProjectSubFolder">Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file</param>
|
|
<returns>The newly allocated source file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.NormalizeProjectPath(System.String)">
|
|
<summary>
|
|
Takes the given path and tries to rebase it relative to the project or solution directory variables.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.NormalizeProjectPath(EpicGames.Core.FileSystemReference)">
|
|
<summary>
|
|
Takes the given path and tries to rebase it relative to the project.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.EscapePath(System.String)">
|
|
<summary>
|
|
Takes the given path, normalizes it, and quotes it if necessary.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFile.ToString">
|
|
<summary>
|
|
Visualizer for the debugger
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.SourceFileMap">
|
|
<summary>
|
|
Map of file paths to files in the project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.SourceFiles">
|
|
<summary>
|
|
Files in this project
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFile.IncludePathsCollection">
|
|
<summary>
|
|
Collection of include paths
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFile.BuildEnvironment">
|
|
<summary>
|
|
Build environment for a particular module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.UserIncludePaths">
|
|
<summary>
|
|
Merged list of include paths for the project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.SystemIncludePaths">
|
|
<summary>
|
|
Merged list of include paths for the project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.BaseDirToBuildEnvironment">
|
|
<summary>
|
|
Map of base directory to user include paths
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IntelliSenseIncludeSearchPaths">
|
|
<summary>
|
|
Legacy accessor for user search paths
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFile.IntelliSenseSystemIncludeSearchPaths">
|
|
<summary>
|
|
Legacy accessor for system include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.IntelliSensePreprocessorDefinitions">
|
|
<summary>
|
|
List of preprocessor definitions for the project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.KnownIntelliSensePreprocessorDefinitions">
|
|
<summary>
|
|
Set of unique preprocessor definitions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFile.DependsOnProjects">
|
|
<summary>
|
|
Projects that this project is dependent on
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PrimaryProjectFolder">
|
|
<summary>
|
|
Represents a folder within the primary project (e.g. Visual Studio solution)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrimaryProjectFolder.#ctor(UnrealBuildTool.ProjectFileGenerator,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InitOwnerProjectFileGenerator">Project file generator that owns this object</param>
|
|
<param name="InitFolderName">Name for this folder</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PrimaryProjectFolder.FolderName">
|
|
Name of this folder
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrimaryProjectFolder.AddSubFolder(System.String)">
|
|
<summary>
|
|
Adds a new sub-folder to this folder
|
|
</summary>
|
|
<param name="SubFolderName">Name of the new folder</param>
|
|
<returns>The newly-added folder</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrimaryProjectFolder.FindFolderForProject(UnrealBuildTool.ProjectFile)">
|
|
<summary>
|
|
Recursively searches for the specified project and returns the folder that it lives in, or null if not found
|
|
</summary>
|
|
<param name="Project">The project file to look for</param>
|
|
<returns>The found folder that the project is in, or null</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrimaryProjectFolder.OwnerProjectFileGenerator">
|
|
Owner project generator
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrimaryProjectFolder.SubFolders">
|
|
Sub-folders
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrimaryProjectFolder.ChildProjects">
|
|
Child projects
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrimaryProjectFolder.Files">
|
|
Files in this folder. These are files that aren't part of any project, but display in the IDE under the project folder
|
|
and can be browsed/opened by the user easily in the user interface
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFileFormat">
|
|
<summary>
|
|
The type of project files to generate
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFileGeneratorSettings">
|
|
<summary>
|
|
Static class containing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGeneratorSettings.Format">
|
|
<summary>
|
|
Default list of project file formats to generate.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGeneratorSettings.ParseFormatList(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parses a list of project file formats from a string
|
|
</summary>
|
|
<param name="Formats"></param>
|
|
<param name="Logger"></param>
|
|
<returns>Sequence of project file formats</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFileGenerator">
|
|
<summary>
|
|
Base class for all project file generators
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bGenerateProjectFiles">
|
|
<summary>
|
|
Global static that enables generation of project files. Doesn't actually compile anything.
|
|
This is enabled only via UnrealBuildTool command-line.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.Current">
|
|
<summary>
|
|
Current ProjectFileGenerator that is in the middle of generating project files. Set just before GenerateProjectFiles() is called.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bGeneratingGameProjectFiles">
|
|
<summary>
|
|
True if we're generating lightweight project files for a single game only, excluding most engine code, documentation, etc.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bGeneratingTemporaryProjects">
|
|
<summary>
|
|
True if we're generating temporary solution/workspace that we want to put under Intermediate/ProjectFiles along with the projects to not dirty up the root dir
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bForceUpdateAllFiles">
|
|
<summary>
|
|
True will override any extra settings files like .vcxproj.user
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.ProjectPlatforms">
|
|
<summary>
|
|
Optional list of platforms to generate projects for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bAppendPlatformSuffix">
|
|
<summary>
|
|
Whether to append the list of platform names after the solution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.GameProjectName">
|
|
<summary>
|
|
When bGeneratingGameProjectFiles=true, this is the game name we're generating projects for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeTestAndShippingConfigs">
|
|
<summary>
|
|
Whether we should include configurations for "Test" and "Shipping" in generated projects. Pass "-NoShippingConfigs" to disable this.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeDebugConfigs">
|
|
<summary>
|
|
Whether we should include configurations for "Debug" and "DebugGame" in generated projects. Pass "-NoDebugConfigs" to disable this.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeDevelopmentConfigs">
|
|
<summary>
|
|
Whether we should include configurations for "Development" in generated projects. Pass "-NoDevelopmentConfigs" to disable this.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bGenerateIntelliSenseData">
|
|
<summary>
|
|
True if intellisense data should be generated (takes a while longer).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bVisualStudioLinux">
|
|
<summary>
|
|
True if visual studio project should be generated in linux mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeDocumentation">
|
|
<summary>
|
|
True if we should include documentation in the generated projects.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bAllDocumentationLanguages">
|
|
<summary>
|
|
True if all documentation languages should be included in generated projects, otherwise only INT files will be included.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bUsePrecompiled">
|
|
<summary>
|
|
True if build targets should pass the -useprecompiled argument.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeEngineSource">
|
|
<summary>
|
|
True if we should include engine source in the generated solution.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeShaderSource">
|
|
<summary>
|
|
True if shader source files should be included in generated projects.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeBuildSystemFiles">
|
|
<summary>
|
|
True if build system files should be included.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeConfigFiles">
|
|
<summary>
|
|
True if we should include config (.ini) files in the generated project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeLocalizationFiles">
|
|
<summary>
|
|
True if we should include localization files in the generated project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeTemplateFiles">
|
|
<summary>
|
|
True if we should include template files in the generated project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeEnginePrograms">
|
|
<summary>
|
|
True if we should include program projects in the generated solution.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.IncludeCppSource">
|
|
<summary>
|
|
Whether to include C++ targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeDotNetPrograms">
|
|
<summary>
|
|
True if we should include csharp program projects in the generated solution. Pass "-DotNet" to enable this.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bIncludeTempTargets">
|
|
<summary>
|
|
Whether to include temporary targets generated by UAT to support content only projects with non-default settings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bKeepSourceSubDirectories">
|
|
<summary>
|
|
True if we should reflect "Source" sub-directories on disk in the primary project as project directories.
|
|
This (arguably) adds some visual clutter to the primary project but it is truer to the on-disk file organization.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.PlatformNames">
|
|
<summary>
|
|
Names of platforms to include in the generated project files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.ConfigurationNames">
|
|
<summary>
|
|
Names of configurations to include in the generated project files.
|
|
See UnrealTargetConfiguration for valid entries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.SingleTargetName">
|
|
<summary>
|
|
If set, strip out other found Target.cs files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.bMakeProjectPerTarget">
|
|
<summary>
|
|
If true, this generator wants to have a project for each target type (UnrealGame, UnrealEditor, etc) and has only the straight configs (Debug, Development)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.bAllowMultiModuleReference">
|
|
<summary>
|
|
If true, this generator will add modules to multiple suitable projects (i.e. QAGame.Build.cs will be added to both QAGame and QAGameEditor), only makes sense when bMakeProjectPerTarget is true
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.bAllowContentOnlyProjects">
|
|
<summary>
|
|
If true, the project generator will allow conetnt-only projects for games with no targets, when generating for a single game target with -game
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.PrimaryProjectPath">
|
|
<summary>
|
|
Relative path to the directory where the primary project file will be saved to
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.EngineRulesAssemblyName">
|
|
<summary>
|
|
Name of the UE engine project that contains all of the engine code, config files and other files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.EngineProjectFileNameBase">
|
|
<summary>
|
|
Name of the UE engine project that contains all of the engine code, config files and other files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.EngineEditorProjectFileNameBase">
|
|
<summary>
|
|
Name of the UE engine project that contains all of the engine code, config files and other files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.IntermediateProjectFilesPath">
|
|
<summary>
|
|
When ProjectsAreIntermediate is true, this is the directory to store generated project files
|
|
@todo projectfiles: Ideally, projects for game modules/targets would be created in the game's Intermediate folder!
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.NewLine">
|
|
<summary>
|
|
Global static new line string used by ProjectFileGenerator to generate project files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bGatherThirdPartySource">
|
|
<summary>
|
|
If true, we'll parse subdirectories of third-party projects to locate source and header files to include in the
|
|
generated projects. This can make the generated projects quite a bit bigger, but makes it easier to open files
|
|
directly from the IDE.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.PrimaryProjectName">
|
|
<summary>
|
|
Name of the primary project file -- for example, the base file name for the Visual Studio solution file, or the Xcode project file on Mac.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.bPrimaryProjectNameFromFolder">
|
|
<summary>
|
|
If true, sets the primary project name according to the name of the folder it is in.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.ModuleToEditorProjectFileMap">
|
|
<summary>
|
|
Maps all module files that were included in generated project files, to actual project file objects.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.ModuleToNonEditorProjectFileMap">
|
|
<summary>
|
|
Maps all module files that were included in generated project files, to actual project file objects.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.OnlyGameProject">
|
|
<summary>
|
|
If generating project files for a single project, the path to its .uproject file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.ProjectFileExtension">
|
|
<summary>
|
|
File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.ShouldGenerateIntelliSenseData">
|
|
<summary>
|
|
True if we should include IntelliSense data in the generated project files when possible
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.ShouldGenerateIntelliSenseCompileEnvironments">
|
|
<summary>
|
|
True if this project generator requires a compile environment for Intellisense data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GetIntelliSensePlatforms">
|
|
<summary>
|
|
Platforms we should generate IntelliSense data for, default is only build host platform.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.ShouldTargetRulesTogglePlugins">
|
|
<summary>
|
|
Allows each project generator to indicate whether target rules should be used to explicitly enable or disable plugins.
|
|
Default is false - since usually not needed for project generation unless project files indicate whether referenced plugins should be built or not.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.#ctor(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Default constructor.
|
|
</summary>
|
|
<param name="InOnlyGameProject">The project file passed in on the command line</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddRulesModules(UnrealBuildBase.Rules.RulesFileType,System.String,System.Collections.Generic.List{UnrealBuildTool.ProjectFile},System.Collections.Generic.List{EpicGames.Core.FileReference},UnrealBuildTool.PrimaryProjectFolder,UnrealBuildTool.PrimaryProjectFolder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds all rules project files to the solution.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddSharedDotNetModules(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},UnrealBuildTool.PrimaryProjectFolder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds all the DotNet folder to the solution.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.CreateProjectPropsFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Creates a .props file next to each project which specifies the path to the engine directory
|
|
</summary>
|
|
<param name="PropsFile">The properties file path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.DiscoverCSharpProgramProjects(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},System.Collections.Generic.List{EpicGames.Core.FileReference},UnrealBuildTool.PrimaryProjectFolder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all csproj within Engine/Source/Programs, and add them if their .uprogram file exists.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.FindGameProjects(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds the game projects that we're generating project files for
|
|
</summary>
|
|
<param name="Logger"></param>
|
|
<returns>List of project files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GetPreferredSourceCodeAccessor(EpicGames.Core.FileReference,UnrealBuildTool.ProjectFileFormat@)">
|
|
<summary>
|
|
Gets the user's preferred IDE from their editor settings
|
|
</summary>
|
|
<param name="ProjectFile">Project file being built</param>
|
|
<param name="Format">Preferred format for the project being built</param>
|
|
<returns>True if a preferred IDE was set, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GenerateProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,System.String[],System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates a Visual Studio solution file and Visual C++ project files for all known engine and game targets.
|
|
Does not actually build anything.
|
|
</summary>
|
|
<param name="PlatformProjectGenerators">The registered platform project generators</param>
|
|
<param name="Arguments">Command-line arguments</param>
|
|
<param name="bCacheDataForEditor">If true, write out target data for the editor</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddUBTConfigFilesToEngineProject(UnrealBuildTool.ProjectFile)">
|
|
<summary>
|
|
Adds detected UBT configuration files (BuildConfiguration.xml) to engine project.
|
|
</summary>
|
|
<param name="EngineProject">Engine project to add files to.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.CleanProjectFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Clean project files
|
|
</summary>
|
|
<param name="InPrimaryProjectDirectory">The primary project directory</param>
|
|
<param name="InPrimaryProjectName">The name of the primary project</param>
|
|
<param name="InIntermediateProjectFilesDirectory">The intermediate path of project files</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.ConfigureProjectFileGeneration(System.String[],System.Boolean@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Configures project generator based on command-line options
|
|
</summary>
|
|
<param name="Arguments">Arguments passed into the program</param>
|
|
<param name="IncludeAllPlatforms">True if all platforms should be included</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddAllGameProjects(System.Collections.Generic.List{UnrealBuildTool.ProjectFile})">
|
|
<summary>
|
|
Adds all game project files, including target projects and config files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineLocalizationFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds all engine localization text files to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineTemplateFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds all engine template text files to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineConfigFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds all engine config files to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineExtrasFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds all engine extras files to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineExtensionFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds additional files from the platform extensions folder
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddUnrealHeaderToolConfigFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds UnrealHeaderTool config files to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.DiscoverModules(System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.List{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Finds all module files (filtering by platform)
|
|
</summary>
|
|
<returns>Filtered list of module files</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.NoRedistFolders">
|
|
<summary>
|
|
List of non-redistributable folders
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.IsNoRedistModule(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Checks if a module is in a non-redistributable folder
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.DiscoverTargets(System.Collections.Generic.List{EpicGames.Core.FileReference},Microsoft.Extensions.Logging.ILogger,EpicGames.Core.FileReference,System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Finds all target files (filtering by platform)
|
|
</summary>
|
|
<returns>Filtered list of target files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GetPlatformSpecializationsSubTargetsForAllTargets(System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.HashSet{EpicGames.Core.FileReference}@,System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.List{EpicGames.Core.FileReference}}@)">
|
|
<summary>
|
|
Returns a list of all sub-targets that are specialized for a given platform.
|
|
</summary>
|
|
<param name="AllTargetFiles">List of target files to find sub-targets for</param>
|
|
<param name="AllSubTargetFiles">List of sub-targets in a flat list</param>
|
|
<param name="AllSubTargetFilesPerTarget">List of sub-targets bucketed by their parent target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.EliminateRedundantPrimaryProjectSubFolders(UnrealBuildTool.PrimaryProjectFolder,System.String)">
|
|
<summary>
|
|
Recursively collapses all sub-folders that are redundant. Should only be called after we're done adding
|
|
files and projects to the primary project.
|
|
</summary>
|
|
<param name="Folder">The folder whose sub-folders we should potentially collapse into</param>
|
|
<param name="ParentPrimaryProjectFolderPath"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.Validate(UnrealBuildTool.PrimaryProjectFolder,System.String)">
|
|
<summary>
|
|
Validate the specified Folder. Default implementation requires
|
|
for project file names to be unique!
|
|
</summary>
|
|
<param name="Folder">Folder.</param>
|
|
<param name="PrimaryProjectFolderPath">Parent primary project folder path.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddUnrealBuildToolProject(UnrealBuildTool.PrimaryProjectFolder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds UnrealBuildTool to the primary project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddSimpleCSharpProject(System.String,Microsoft.Extensions.Logging.ILogger,System.Boolean,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Adds a C# project to the primary project
|
|
</summary>
|
|
<param name="ProjectName">Name of project file to add</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="bShouldBuildForAllSolutionTargets"></param>
|
|
<param name="bForceDevelopmentConfiguration"></param>
|
|
<param name="bShouldBuildByDefaultForSolutionTargets"></param>
|
|
<returns>ProjectFile if the operation was successful, otherwise null.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineProgramConfigFiles(System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ProjectFile})">
|
|
<summary>
|
|
Adds all of the config files for program targets to their project files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GenerateIntelliSenseData(System.String[],System.Collections.Generic.List{System.Tuple{UnrealBuildTool.ProjectFile,UnrealBuildTool.ProjectTarget}},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates data for IntelliSense (compile definitions, include paths)
|
|
</summary>
|
|
<param name="Arguments">Incoming command-line arguments to UBT</param>
|
|
<param name="Targets">Targets to build for intellisense</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<return>Whether the process was successful or not</return>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.SetupSupportedPlatformsAndConfigurations(System.Boolean,Microsoft.Extensions.Logging.ILogger,System.String@)">
|
|
<summary>
|
|
Selects which platforms and build configurations we want in the project file
|
|
</summary>
|
|
<param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
|
|
<param name="Logger"></param>
|
|
<param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.IsValidDesktopPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Is this a valid platform. Used primarily for Installed vs non-Installed builds.
|
|
</summary>
|
|
<param name="InPlatform"></param>
|
|
<returns>true if valid, false if not</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.FindGameContainingFile(System.Collections.Generic.List{EpicGames.Core.FileReference},EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Find the game which contains a given input file.
|
|
</summary>
|
|
<param name="AllGames">All game folders</param>
|
|
<param name="File">Full path of the file to search for</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddProjectsForAllModules(System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.Dictionary{UnrealBuildTool.ProjectFile,EpicGames.Core.FileReference},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ProjectFile},System.Collections.Generic.List{UnrealBuildTool.ProjectFile},System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,System.Collections.Generic.List{EpicGames.Core.DirectoryReference}},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds all modules and code files, given a list of games to process
|
|
</summary>
|
|
<param name="AllGames">All game folders</param>
|
|
<param name="ProjectFileToUProjectFile">Map of generated Project File to the .uproject file for a given game.</param>
|
|
<param name="ProgramProjects">All program projects</param>
|
|
<param name="ModProjects">All mod projects</param>
|
|
<param name="AllModuleFiles">List of *.Build.cs files for all engine programs and games</param>
|
|
<param name="AdditionalSearchPaths"></param>
|
|
<param name="bGatherThirdPartySource">True to gather source code from third party projects too</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddProjectsForAllTargets(UnrealBuildTool.PlatformProjectGeneratorCollection,System.Collections.Generic.List{EpicGames.Core.FileReference},System.Collections.Generic.List{EpicGames.Core.FileReference},System.String[],System.Collections.Generic.List{UnrealBuildTool.ProjectFile},System.Collections.Generic.List{UnrealBuildTool.ProjectFile},System.Collections.Generic.Dictionary{UnrealBuildTool.ProjectFile,EpicGames.Core.FileReference},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ProjectFile},System.Collections.Generic.Dictionary{UnrealBuildTool.RulesAssembly,EpicGames.Core.DirectoryReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates project entries for all known targets (*.Target.cs files)
|
|
</summary>
|
|
<param name="PlatformProjectGenerators">The registered platform project generators</param>
|
|
<param name="AllGames">All game folders</param>
|
|
<param name="AllTargetFiles">All the target files to add</param>
|
|
<param name="Arguments">The commandline arguments used</param>
|
|
<param name="EngineProjects">The engine projects we created</param>
|
|
<param name="GameProjects">Map of game folder name to all of the game projects we created</param>
|
|
<param name="ProjectFileToUProjectFile">Map of generated Project File to the .uproject file for a given game.</param>
|
|
<param name="ProgramProjects">Map of program names to all of the program projects we created</param>
|
|
<param name="RulesAssemblies">Map of RuleAssemblies to their base folders</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddProjectsForMods(System.Collections.Generic.List{UnrealBuildTool.ProjectFile},System.Collections.Generic.List{UnrealBuildTool.ProjectFile})">
|
|
<summary>
|
|
Adds separate project files for all mods
|
|
</summary>
|
|
<param name="GameProjects">List of game project files</param>
|
|
<param name="ModProjects">Receives the list of mod projects on success</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GetProjectLocation(System.String)">
|
|
<summary>
|
|
Gets the location for a project file
|
|
</summary>
|
|
<param name="BaseName">The base name for the project file</param>
|
|
<returns>Full path to the project file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineShaderSource(UnrealBuildTool.ProjectFile)">
|
|
Adds shader source code to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineBuildFiles(UnrealBuildTool.ProjectFile)">
|
|
Adds engine build infrastructure files to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddEngineDocumentation(UnrealBuildTool.ProjectFile,Microsoft.Extensions.Logging.ILogger)">
|
|
Adds engine documentation to the specified project
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.FindOrAddProject(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.Boolean,System.Boolean@)">
|
|
<summary>
|
|
Adds a new project file and returns an object that represents that project file (or if the project file is already known, returns that instead.)
|
|
</summary>
|
|
<param name="FilePath">Full path to the project file</param>
|
|
<param name="BaseDir">Base directory for files in this project</param>
|
|
<param name="IncludeInGeneratedProjects">True if this project should be included in the set of generated projects. Only matters when actually generating project files.</param>
|
|
<param name="bAlreadyExisted">True if we already had this project file</param>
|
|
<returns>Object that represents this project file in Unreal Build Tool</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ProjectFileGenerator.AllProjectFiles">
|
|
<summary>
|
|
Returns a list of all the known project files
|
|
</summary>
|
|
<returns>Project file list</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.WriteProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes the project files to disk
|
|
</summary>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.WritePrimaryProjectFile(UnrealBuildTool.ProjectFile,UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes the primary project file (e.g. Visual Studio Solution file)
|
|
</summary>
|
|
<param name="UBTProject">The UnrealBuildTool project</param>
|
|
<param name="PlatformProjectGenerators">The platform project file generators</param>
|
|
<param name="Logger"></param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.WriteDebugSolutionFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes any additional solution-wide debug files (e.g. UnrealVS hints)
|
|
</summary>
|
|
<param name="PlatformProjectGenerators">The platform project generators</param>
|
|
<param name="IntermediateProjectFilesPath">Intermediate project files folder</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddAdditionalNativeTargetInformation(UnrealBuildTool.PlatformProjectGeneratorCollection,System.Collections.Generic.List{System.Tuple{UnrealBuildTool.ProjectFile,UnrealBuildTool.ProjectTarget}},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Allows the generator to XXXXXXXxXXXXXXXxXXXXXXXxXXXXXXXx
|
|
</summary>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="Targets"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.WriteFileIfChanged(System.String,System.String,Microsoft.Extensions.Logging.ILogger,System.Text.Encoding)">
|
|
<summary>
|
|
Writes the specified string content to a file. Before writing to the file, it loads the existing file (if present) to see if the contents have changed
|
|
</summary>
|
|
<param name="FileName">File to write</param>
|
|
<param name="NewFileContents">File content</param>
|
|
<param name="Logger"></param>
|
|
<param name="InEncoding"></param>
|
|
<returns>True if the file was saved, or if it didn't need to be overwritten because the content was unchanged</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.AddExistingProjectFile(UnrealBuildTool.ProjectFile,System.Boolean,System.Boolean,System.Boolean,System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration})">
|
|
<summary>
|
|
Adds the given project to the OtherProjects list
|
|
</summary>
|
|
<param name="InProject">The project to add</param>
|
|
<param name="bNeedsAllPlatformAndConfigurations"></param>
|
|
<param name="bForceDevelopmentConfiguration"></param>
|
|
<param name="bProjectDeploys"></param>
|
|
<param name="InSupportedPlatforms"></param>
|
|
<param name="InSupportedConfigurations"></param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileGenerator.GetProjectDefaultTargetNameForType(EpicGames.Core.DirectoryReference,UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Retrieves the user-set default target name for a given target type. This is used for cases where
|
|
a target type can have multiple target names but only one is used for default builds.
|
|
</summary>
|
|
<param name="ProjectDirectory">The project directory to find the configuration files in</param>
|
|
<param name="TargetType">The target type to find a default value for.</param>
|
|
<returns>The name of the default target, or null</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.DefaultProject">
|
|
The default project to be built for the solution.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.UBTProject">
|
|
The project for UnrealBuildTool. Note that when generating project files for installed builds, we won't have
|
|
an UnrealBuildTool project at all.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.SupportedPlatforms">
|
|
List of platforms that we'll support in the project files
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.SupportedConfigurations">
|
|
List of build configurations that we'll support in the project files
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.ProjectFileMap">
|
|
Map of project file names to their project files. This includes every single project file in memory or otherwise that
|
|
we know about so far. Note that when generating project files, this map may even include project files that we won't
|
|
be including in the generated projects.
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.GeneratedProjectFiles">
|
|
List of project files that we'll be generating
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.OtherProjectFiles">
|
|
List of other project files that we want to include in a generated solution file, even though we
|
|
aren't generating them ourselves. Note that these may *not* always be C++ project files (e.g. C#)
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectFileGenerator.RootFolder">
|
|
List of top-level folders in the primary project file
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFileComparer">
|
|
<summary>
|
|
Helper class used for comparing the existing and generated project files.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileComparer.CanIgnoreWhitespace(System.Char)">
|
|
<summary>
|
|
Used by CompareOrdinalIgnoreWhitespaceAndCase to determine if a whitespace can be ignored.
|
|
</summary>
|
|
<param name="Whitespace">Whitespace character.</param>
|
|
<returns>true if the character can be ignored, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileComparer.CompareOrdinalIgnoreWhitespaceAndCase(System.String,System.String)">
|
|
<summary>
|
|
Compares two project files ignoring whitespaces, case and GUIDs.
|
|
</summary>
|
|
<remarks>
|
|
Compares two specified String objects by evaluating the numeric values of the corresponding Char objects in each string.
|
|
Only space and tabulation characters are ignored. Ignores leading whitespaces at the beginning of each line and
|
|
differences in whitespace sequences between matching non-whitespace sub-strings.
|
|
</remarks>
|
|
<param name="StrA">The first string to compare.</param>
|
|
<param name="StrB">The second string to compare. </param>
|
|
<returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileComparer.CompareOrdinalIgnoreCase(System.String,System.String)">
|
|
<summary>
|
|
Compares two project files ignoring case and GUIDs.
|
|
</summary>
|
|
<param name="StrA">The first string to compare.</param>
|
|
<param name="StrB">The second string to compare. </param>
|
|
<returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFileComparer.CompareOrdinalIgnoreCase(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Compares two project files ignoring case and GUIDs.
|
|
</summary>
|
|
<see cref="M:UnrealBuildTool.ProjectFileComparer.CompareOrdinalIgnoreWhitespaceAndCase(System.String,System.String)"/>
|
|
<param name="StrA">The first string to compare.</param>
|
|
<param name="StrB">The second string to compare. </param>
|
|
<param name="bIgnoreWhitespace">True if whitsapces should be ignored.</param>
|
|
<returns>An integer that indicates the lexical relationship between the two comparands.</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectTarget">
|
|
<summary>
|
|
A single targeted (with a TargetFilePath) project within a project. A project may have any number of targets within it.
|
|
in themselves that the project wraps up.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectTarget.TargetFilePath">
|
|
The target rules file path on disk, if we have one
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectTarget.ProjectFilePath">
|
|
The project file path on disk
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectTarget.CreateRulesDelegate">
|
|
Delegate for creating a rules instance for a given platform/configuration
|
|
</member>
|
|
<member name="T:UnrealBuildTool.QMakefileGenerator">
|
|
<summary>
|
|
QMakefile project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QMakefileGenerator.#ctor(EpicGames.Core.FileReference)">
|
|
Default constructor
|
|
</member>
|
|
<member name="P:UnrealBuildTool.QMakefileGenerator.ProjectFileExtension">
|
|
File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QMakefileGenerator.SplitDefinitionAndValue(System.String,System.String@,System.String@)">
|
|
<summary>
|
|
Splits the definition text into macro name and value (if any).
|
|
</summary>
|
|
<param name="Definition">Definition text</param>
|
|
<param name="Key">Out: The definition name</param>
|
|
<param name="Value">Out: The definition value or null if it has none</param>
|
|
<returns>Pair representing macro name and value.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QMakefileGenerator.AddIncludeDirectory(System.Collections.Generic.List{System.String}@,System.String,System.String)">
|
|
Adds the include directory to the list, after converting it to relative to Unreal root
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QMakefileGenerator.WriteProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
ProjectFileGenerator interface
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QMakefileGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
ProjectFileGenerator interface
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.QMakefileGenerator.CleanProjectFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
ProjectFileGenerator interface
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,EpicGames.Core.JsonWriterStyle,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Write project file info in JSON file.
|
|
For every combination of <c>UnrealTargetPlatform</c>, <c>UnrealTargetConfiguration</c> and <c>TargetType</c>
|
|
will be generated separate JSON file.
|
|
Project file will be stored:
|
|
For UE: {UnrealRoot}/Engine/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json
|
|
For game: {GameRoot}/Intermediate/ProjectFiles/.Rider/{Platform}/{Configuration}/{TargetType}/{ProjectName}.json
|
|
</summary>
|
|
<remarks>
|
|
* <c>TargetType.Editor</c> will be generated for current platform only and will ignore <c>UnrealTargetConfiguration.Test</c> and <c>UnrealTargetConfiguration.Shipping</c> configurations
|
|
* <c>TargetType.Program</c> will be generated for current platform only and <c>UnrealTargetConfiguration.Development</c> configuration only
|
|
</remarks>
|
|
<param name="InPlatforms"></param>
|
|
<param name="InConfigurations"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="Minimize"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportTarget(UnrealBuildTool.UEBuildTarget,EpicGames.Core.JsonWriter,UnrealBuildTool.PlatformProjectGeneratorCollection,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Write a Target to a JSON writer. Is array is empty, don't write anything
|
|
</summary>
|
|
<param name="Target"></param>
|
|
<param name="Writer">Writer for the array data</param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="bBuildByDefault"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportModule(UnrealBuildTool.UEBuildModule,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.JsonWriter,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Write a Module to a JSON writer. If array is empty, don't write anything
|
|
</summary>
|
|
<param name="BinaryOutputDir"></param>
|
|
<param name="TargetOutputDir"></param>
|
|
<param name="Writer">Writer for the array data</param>
|
|
<param name="Module"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportJsonModuleArray(EpicGames.Core.JsonWriter,System.String,System.Collections.Generic.IEnumerable{UnrealBuildTool.UEBuildModule})">
|
|
<summary>
|
|
Write an array of Modules to a JSON writer. If array is empty, don't write anything
|
|
</summary>
|
|
<param name="Writer">Writer for the array data</param>
|
|
<param name="ArrayName">Name of the array property</param>
|
|
<param name="Modules">Sequence of Modules to write. May be null.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportJsonStringArray(EpicGames.Core.JsonWriter,System.String,System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Write an array of strings to a JSON writer. Ifl array is empty, don't write anything
|
|
</summary>
|
|
<param name="Writer">Writer for the array data</param>
|
|
<param name="ArrayName">Name of the array property</param>
|
|
<param name="Strings">Sequence of strings to write. May be null.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportPlugin(UnrealBuildTool.UEBuildPlugin,EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Write uplugin content to a JSON writer
|
|
</summary>
|
|
<param name="Plugin">Uplugin description</param>
|
|
<param name="Writer">JSON writer</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportPluginsFromTarget(UnrealBuildTool.UEBuildTarget,EpicGames.Core.JsonWriter,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Setup plugins for Target and write plugins to JSON writer. Don't write anything if there are no plugins
|
|
</summary>
|
|
<param name="Target"></param>
|
|
<param name="Writer"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportBinary(UnrealBuildTool.UEBuildBinary,EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Write information about this binary to a JSON file
|
|
</summary>
|
|
<param name="Binary"></param>
|
|
<param name="Writer">Writer for this binary's data</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RiderProjectFile.ExportEnvironmentToJson(UnrealBuildTool.UEBuildTarget,EpicGames.Core.JsonWriter,UnrealBuildTool.PlatformProjectGeneratorCollection,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Write C++ toolchain information to JSON writer
|
|
</summary>
|
|
<param name="Target"></param>
|
|
<param name="Writer"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="bBuildByDefault"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.DeprecatedPlatforms">
|
|
<summary>
|
|
List of deprecated platforms.
|
|
Don't generate project model for these platforms unless they are specified in "Platforms" console arguments.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.bOnlyPrimaryProjectFile">
|
|
<summary>
|
|
When specified only primary project file (root.json) will be generated.
|
|
Normally project files for specific configurations are generated together with primary project file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.Platforms">
|
|
<summary>
|
|
Platforms to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.TargetTypes">
|
|
<summary>
|
|
Target types to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.TargetConfigurations">
|
|
<summary>
|
|
Target configurations to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.ProjectNames">
|
|
<summary>
|
|
Projects to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RiderProjectFileGenerator.Minimize">
|
|
<summary>
|
|
Should format JSON files in human readable form, or use packed one without indents
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSCodeProjectFileGenerator.IncludeAllFiles">
|
|
<summary>
|
|
Includes all files in the generated workspace.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSCodeProjectFileGenerator.bAddDebugAttachConfig">
|
|
<summary>
|
|
Whether VS Code project generation should include debug configurations to allow attaching to already running processes
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSCodeProjectFileGenerator.bAddDebugCoreConfig">
|
|
<summary>
|
|
Whether VS Code project generation should include debug configurations to allow core dump debugging
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSCodeProjectFileGenerator.bNoCompileCommands">
|
|
<summary>
|
|
Do not create compile commands json files with compiler arguments for each file; works better with VS Code extension using
|
|
UBT server mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSCodeProjectFileGenerator.bUseVSCodeExtension">
|
|
<summary>
|
|
Create a workspace file for use with VS Code extension that communicates directly with UBT.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCMacProjectFileGenerator">
|
|
<summary>
|
|
Visual Studio for Mac project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCMacProjectFileGenerator.#ctor(EpicGames.Core.FileReference,EpicGames.Core.CommandLineArguments)">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
<param name="InOnlyGameProject">The single project to generate project files for, or null</param>
|
|
<param name="InArguments">Additional command line arguments</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCMacProjectFileGenerator.ShouldGenerateIntelliSenseData">
|
|
True if we should include IntelliSense data in the generated project files when possible
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCMacProjectFileGenerator.WriteProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes the project files to disk
|
|
</summary>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VSWorkspaceProjectFile.ExportedTargetProjects">
|
|
<summary>
|
|
Collection of output files for this project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VSWorkspaceProjectFile.CollectAvailableConfigurations(System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.AvailableConfiguration},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,EpicGames.Core.JsonWriterStyle,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Collect available configurations for the project storing it at <c>availableConfigurations</c> dictionary.
|
|
</summary>
|
|
<remarks>
|
|
Keys for the dictionary are available project names.
|
|
</remarks>
|
|
<param name="availableConfigurations"></param>
|
|
<param name="InPlatforms"></param>
|
|
<param name="InConfigurations"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="Minimize"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VSWorkspaceProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,EpicGames.Core.JsonWriterStyle,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.AvailableConfiguration},UnrealBuildTool.VCProjectFileFormat)">
|
|
<summary>
|
|
Write project file info in JSON file.
|
|
For every combination of <c>UnrealTargetPlatform</c>, <c>UnrealTargetConfiguration</c> and <c>TargetType</c>
|
|
will be generated separate JSON file.
|
|
</summary>
|
|
<remarks>
|
|
* <c>TargetType.Editor</c> will be generated for current platform only and will ignore <c>UnrealTargetConfiguration.Test</c> and <c>UnrealTargetConfiguration.Shipping</c> configurations
|
|
* <c>TargetType.Program</c> will be generated for current platform only and <c>UnrealTargetConfiguration.Development</c> configuration only
|
|
</remarks>
|
|
<param name="InPlatforms"></param>
|
|
<param name="InConfigurations"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="Minimize"></param>
|
|
<param name="Logger"></param>
|
|
<param name="ProjectGenerationDescriptionData"></param>
|
|
<param name="VCFormat"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VSWorkspaceProjectFile.ProcessProjectFiles(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.AvailableConfiguration},System.Func{UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.ProjectTarget,System.Threading.Tasks.Task})">
|
|
<summary>
|
|
Filter configurations based on what is supported by the project.
|
|
</summary>
|
|
<param name="InPlatforms"></param>
|
|
<param name="InConfigurations"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="ProjectGenerationDescriptionData"></param>
|
|
<param name="Handler"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VSWorkspaceProjectFile.ExportTarget(UnrealBuildTool.UEBuildTarget,System.Nullable{UnrealBuildTool.UnrealArch},System.Boolean,UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.VCProjectFileFormat)">
|
|
<summary>
|
|
Write a Target to a JSON writer. Is array is empty, don't write anything
|
|
</summary>
|
|
<param name="Target"></param>
|
|
<param name="Architecture"></param>
|
|
<param name="bBuildByDefault"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="VCFormat">Project file format.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VSWorkspaceProjectFile.ExportModule(UnrealBuildTool.UEBuildModuleCPP,UnrealBuildTool.UEToolChain,UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Write a Module to a JSON writer. If array is empty, don't write anything
|
|
</summary>
|
|
<param name="TargetToolChain"></param>
|
|
<param name="ModuleCompileEnvironment"></param>
|
|
<param name="Module"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSWorkspaceProjectFileGenerator.DeprecatedPlatforms">
|
|
<summary>
|
|
List of deprecated platforms.
|
|
Don't generate project model for these platforms unless they are specified in "Platforms" console arguments.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSWorkspaceProjectFileGenerator.Platforms">
|
|
<summary>
|
|
Platforms to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSWorkspaceProjectFileGenerator.TargetTypes">
|
|
<summary>
|
|
Target types to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSWorkspaceProjectFileGenerator.TargetConfigurations">
|
|
<summary>
|
|
Target configurations to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSWorkspaceProjectFileGenerator.ProjectNames">
|
|
<summary>
|
|
Projects to generate project files for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VSWorkspaceProjectFileGenerator.Minimize">
|
|
<summary>
|
|
Should format JSON files in human readable form, or use packed one without indents
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VSWorkspaceProjectFileGenerator.GetProjectLocation(System.String)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MSBuildProjectContext">
|
|
<summary>
|
|
Specifies the context for building an MSBuild project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectContext.ConfigurationName">
|
|
<summary>
|
|
Name of the configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectContext.PlatformName">
|
|
<summary>
|
|
Name of the platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectContext.bBuildByDefault">
|
|
<summary>
|
|
Whether this context should be built by default
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectContext.bDeployByDefault">
|
|
<summary>
|
|
Whether this context should be deployed by default
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectContext.#ctor(System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="ConfigurationName">Name of this configuration</param>
|
|
<param name="PlatformName">Name of this platform</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MSBuildProjectContext.Name">
|
|
<summary>
|
|
The name of this context
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectContext.ToString">
|
|
<summary>
|
|
Serializes this context to a string for debugging
|
|
</summary>
|
|
<returns>Name of this context</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MSBuildProjectFile">
|
|
<summary>
|
|
Represents an arbitrary MSBuild project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectFile.VCProjectFileVersionString">
|
|
The project file version string
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectFile.StubProjectConfigurationName">
|
|
The build configuration name to use for stub project configurations. These are projects whose purpose
|
|
is to make it easier for developers to find source files and to provide IntelliSense data for the module
|
|
to Visual Studio
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MSBuildProjectFile.StubProjectPlatformName">
|
|
The name of the Visual C++ platform to use for stub project configurations
|
|
NOTE: We always use Win32 for the stub project's platform, since that is guaranteed to be supported by Visual Studio
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MSBuildProjectFile.ProjectTypeGUID">
|
|
<summary>
|
|
The Guid representing the project type e.g. C# or C++
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructs a new project file object
|
|
</summary>
|
|
<param name="InitFilePath">The path to the project file on disk</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectFile.LoadGUIDFromExistingProject">
|
|
<summary>
|
|
Attempts to load the project's GUID from an existing project file on disk
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectFile.GetMatchingProjectContext(UnrealBuildTool.TargetType,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.PlatformProjectGeneratorCollection,System.Nullable{UnrealBuildTool.UnrealArch},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Get the project context for the given solution context
|
|
</summary>
|
|
<param name="SolutionTarget">The solution target type</param>
|
|
<param name="SolutionConfiguration">The solution configuration</param>
|
|
<param name="SolutionPlatform">The solution platform</param>
|
|
<param name="PlatformProjectGenerators">Set of platform project generators</param>
|
|
<param name="Architecture">The target architecture</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Project context matching the given solution context</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectFile.IsValidProjectPlatformAndConfiguration(UnrealBuildTool.Project,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks to see if the specified solution platform and configuration is able to map to this project
|
|
</summary>
|
|
<param name="ProjectTarget">The target that we're checking for a valid platform/config combination</param>
|
|
<param name="Platform">Platform</param>
|
|
<param name="Configuration">Configuration</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if this is a valid combination for this project, otherwise false</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MSBuildProjectFile.EscapeFileName(System.String)">
|
|
<summary>
|
|
Escapes characters in a filename so they can be stored in an XML attribute
|
|
</summary>
|
|
<param name="FileName">The filename to escape</param>
|
|
<returns>The escaped filename</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.MSBuildProjectFile.ProjectGUID">
|
|
<summary>
|
|
GUID for this Visual C++ project file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFile.DefaultPlatformName">
|
|
This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
|
|
a platform for any project configurations where our actual platform is not supported by the
|
|
installed version of Visual Studio (e.g, "iOS")
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.VCProjectFileFormat,System.Boolean,System.Boolean,System.String,UnrealBuildTool.VCProjectFileSettings)">
|
|
<summary>
|
|
Constructs a new project file object
|
|
</summary>
|
|
<param name="FilePath">The path to the project file on disk</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<param name="ProjectFileFormat">Visual C++ project file version</param>
|
|
<param name="bUsePrecompiled">Whether to add the -UsePrecompiled argumemnt when building targets</param>
|
|
<param name="bMakeProjectPerTarget">Whether to add roll the target type into the config (ie "Development Editor")</param>
|
|
<param name="BuildToolOverride">Optional arguments to pass to UBT when building</param>
|
|
<param name="Settings">Other settings</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.GetMatchingProjectContext(UnrealBuildTool.TargetType,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.PlatformProjectGeneratorCollection,System.Nullable{UnrealBuildTool.UnrealArch},Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.AddModuleForIntelliSense(UnrealBuildTool.UEBuildModuleCPP,UnrealBuildTool.CppCompileEnvironment)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.GetIntelliSenseCppVersion">
|
|
<summary>
|
|
Gets highest C++ version which is used in this project
|
|
</summary>
|
|
<returns>C++ standard version</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.GetCppStandardCompileArgument(UnrealBuildTool.CppStandardVersion)">
|
|
<summary>
|
|
Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for specific C++ version
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.GetEnableCoroutinesArgument">
|
|
<summary>
|
|
Gets compiler switch for specifying in AdditionalOptions in .vcxproj file for coroutines support
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.WriteDebugProjectFiles(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
If found writes a debug project file to disk
|
|
</summary>
|
|
<returns>True on success</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.AppendIncludePaths(System.Text.StringBuilder,UnrealBuildTool.ProjectFile.IncludePathsCollection,System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Append a list of include paths to a property list
|
|
</summary>
|
|
<param name="Builder">String builder for the property value</param>
|
|
<param name="Collection">Collection of include paths</param>
|
|
<param name="IgnorePaths">Set of paths to ignore</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
Implements Project interface
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.WriteTargets(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},UnrealBuildTool.PlatformProjectGeneratorCollection,System.Text.StringBuilder,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Write additional Target elements if needed by per-platform generators.
|
|
</summary>
|
|
<param name="ProjectPlatforms"></param>
|
|
<param name="PlatformProjectGenerators"></param>
|
|
<param name="VCProjectFileContent"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.GetVCFileTypeString(UnrealBuildTool.VCProjectFile.VCFileType)">
|
|
<summary>
|
|
Returns the VCFileType string based on the VCFileType enum.
|
|
</summary>
|
|
<param name="FileType"></param>
|
|
<returns>Name of the element in MSBuild project file for this file type</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFile.GetVCFileType(System.String)">
|
|
<summary>
|
|
Returns the VCFileType enum value based on the file path.
|
|
</summary>
|
|
<param name="Path">The path of the file to return type for.</param>
|
|
<returns>VCFileType enum value for this file.</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCSharpProjectFile">
|
|
<summary>
|
|
A Visual C# project.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCSharpProjectFile.ProjectTypeGUID">
|
|
<summary>
|
|
This is the GUID that Visual Studio uses to identify a C# project file in the solution
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCSharpProjectFile.Platforms">
|
|
<summary>
|
|
Platforms that this project supports
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCSharpProjectFile.Configurations">
|
|
<summary>
|
|
Configurations that this project supports
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCSharpProjectFile.#ctor(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructs a new project file object
|
|
</summary>
|
|
<param name="InitFilePath">The path to the project file on disk</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="BaseDir">The base directory for files within this project - if not specified, InitFilePath.Directory will be used</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCSharpProjectFile.GetProjectInfo(UnrealBuildTool.UnrealTargetConfiguration)">
|
|
<summary>
|
|
Extract information from the csproj file based on the supplied configuration
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCSharpProjectFile.IsDotNETCoreProject">
|
|
<summary>
|
|
Determine if this project is a .NET Core project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCSharpProjectFile.GetProjectProperty(System.String)">
|
|
<summary>
|
|
Gets a property from the project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCSharpProjectFile.GetMatchingProjectContext(UnrealBuildTool.TargetType,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.PlatformProjectGeneratorCollection,System.Nullable{UnrealBuildTool.UnrealArch},Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCSharpProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Basic csproj file support. Generates C# library project with one build config.
|
|
</summary>
|
|
<param name="InPlatforms">Not used.</param>
|
|
<param name="InConfigurations">Not Used.</param>
|
|
<param name="PlatformProjectGenerators">Set of platform project generators</param>
|
|
<param name="Logger"></param>
|
|
<returns>true if the opration was successful, false otherwise</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCSharpProjectFile.CachedProjectInfo">
|
|
Cache of parsed info about this project
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.ProjectFileFormat">
|
|
<summary>
|
|
The version of Visual Studio to generate project files for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.MaxSharedIncludePaths">
|
|
<summary>
|
|
Puts the most common include paths in the IncludePath property in the MSBuild project. This significantly reduces Visual Studio
|
|
memory usage (measured 1.1GB -> 500mb), but seems to be causing issues with Visual Assist. Value here specifies maximum length
|
|
of the include path list in KB.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.ExcludedIncludePaths">
|
|
<summary>
|
|
Semi-colon separated list of paths that should not be added to the projects include paths. Useful for omitting third-party headers
|
|
(e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.ExcludedFilePaths">
|
|
<summary>
|
|
Semi-colon separated list of paths that should not be added to the projects. Useful for omitting third-party files
|
|
(e.g ThirdParty/WebRTC) from intellisense suggestions and reducing memory footprints.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bWriteSolutionOptionFile">
|
|
<summary>
|
|
Whether to write a solution option (suo) file for the sln.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bVsConfigFile">
|
|
<summary>
|
|
Whether to write a .vsconfig file next to the sln to suggest components to install.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bBuildUBTInDebug">
|
|
<summary>
|
|
Forces UBT to be built in debug configuration, regardless of the solution configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bAddFastPDBToProjects">
|
|
<summary>
|
|
Whether to add the -FastPDB option to build command lines by default.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bUsePerFileIntellisense">
|
|
<summary>
|
|
Whether to generate per-file intellisense data.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bEditorDependsOnShaderCompileWorker">
|
|
<summary>
|
|
Whether to include a dependency on ShaderCompileWorker when generating project files for the editor.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bBuildLiveCodingConsole">
|
|
<summary>
|
|
Whether to include a dependency on LiveCodingConsole when building targets that support live coding.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileSettings.bMakeProjectPerTarget">
|
|
<summary>
|
|
Whether to generate a project file for each individual target, and not include e.g. Editor/Client/Server in the Configuration.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCProjectFileGenerator">
|
|
<summary>
|
|
Visual C++ project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.Settings">
|
|
<summary>
|
|
The settings object
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCProjectFileGenerator.bMakeProjectPerTarget">
|
|
<summary>
|
|
Set to true to enable a project for each target, and do not put the target type into the configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.BuildToolOverride">
|
|
<summary>
|
|
Override for the build tool to use in generated projects. If the compiler version is specified on the command line, we use the same argument on the
|
|
command line for generated projects.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.#ctor(EpicGames.Core.FileReference,UnrealBuildTool.VCProjectFileFormat,EpicGames.Core.CommandLineArguments)">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
<param name="InOnlyGameProject">The single project to generate project files for, or null</param>
|
|
<param name="InProjectFileFormat">Override the project file format to use</param>
|
|
<param name="InArguments">Additional command line arguments</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.VCProjectFileGenerator.ProjectFileExtension">
|
|
File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.CleanProjectFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.GetProjectFileToolVersionString(UnrealBuildTool.VCProjectFileFormat)">
|
|
"4.0", "12.0", or "14.0", etc...
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.GetProjectFilePlatformToolsetVersionString(UnrealBuildTool.VCProjectFileFormat)">
|
|
for instance: <PlatformToolset>v110</PlatformToolset>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.GetPlatformArchitecturesToGenerate(UnrealBuildTool.UEBuildPlatform,UnrealBuildTool.ProjectTarget)">
|
|
<summary>
|
|
Returns a list of architectures to generate unique VS platforms for.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.ConfigureProjectFileGeneration(System.String[],System.Boolean@,Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.SetupSupportedPlatformsAndConfigurations(System.Boolean,Microsoft.Extensions.Logging.ILogger,System.String@)">
|
|
<summary>
|
|
Selects which platforms and build configurations we want in the project file
|
|
</summary>
|
|
<param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
|
|
<param name="Logger"></param>
|
|
<param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VCProjectFileGenerator.VCSolutionConfigCombination">
|
|
<summary>
|
|
Used to sort VC solution config names along with the config and platform values
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.VCSolutionConfigCombination.VCSolutionConfigAndPlatformName">
|
|
<summary>
|
|
Visual Studio solution configuration name for this config+platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.VCSolutionConfigCombination.Configuration">
|
|
<summary>
|
|
Configuration name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.VCSolutionConfigCombination.Platform">
|
|
<summary>
|
|
Platform name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.VCSolutionConfigCombination.TargetConfigurationName">
|
|
<summary>
|
|
The target type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VCProjectFileGenerator.VCSolutionConfigCombination.Architecture">
|
|
<summary>
|
|
The target architecture
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.MakeSolutionConfigurationName(UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.Boolean)">
|
|
<summary>
|
|
Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
|
|
</summary>
|
|
<param name="Configuration">The build configuration</param>
|
|
<param name="TargetType">The type of target being built</param>
|
|
<param name="bMakeProjectPerTarget">True if we are making one project per target type, instead of rolling them into the configs</param>
|
|
<returns>The generated solution configuration name</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.WriteProjectFiles(UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes the project files to disk
|
|
</summary>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VCProjectFileGenerator.CleanupStringForSCC(System.String)">
|
|
<summary>
|
|
Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
|
|
</summary>
|
|
<param name="Str">String to clean up</param>
|
|
<returns>The cleaned up string</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject">
|
|
<summary>
|
|
Generates an Xcode project that acts as a native wrapper for an Unreal Project built as a framework.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.CopyAll(System.String,System.String)">
|
|
<summary>
|
|
Recursively copies all of the files and directories that are inside <paramref name="SourceDirectory"/> into <paramref name="DestinationDirectory"/>.
|
|
</summary>
|
|
<param name="SourceDirectory">The directory whose contents should be copied.</param>
|
|
<param name="DestinationDirectory">The directory into which the files should be copied.</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.EntryType">
|
|
<summary>
|
|
An enumeration specifying the type of a filesystem entry, either directory, file, or something else.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.GetEntryType(System.String)">
|
|
<summary>
|
|
Gets the type of filesystem entry pointed to by <paramref name="Path"/>.
|
|
</summary>
|
|
<returns>The type of filesystem entry pointed to by <paramref name="Path"/>.</returns>
|
|
<param name="Path">The path to a filesystem entry.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.RenameFilesAndDirectories(System.String,System.String,System.String)">
|
|
<summary>
|
|
Recursively renames all files and directories that contain <paramref name="OldValue"/> in their name by replacing
|
|
<paramref name="OldValue"/> with <paramref name="NewValue"/>.
|
|
</summary>
|
|
<param name="RootDirectory">Root directory.</param>
|
|
<param name="OldValue">Old value.</param>
|
|
<param name="NewValue">New value.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.ReplaceTextInFiles(System.String,System.String,System.String,System.String)">
|
|
<summary>
|
|
Opens each file in <paramref name="RootDirectory"/> and replaces all occurrences of <paramref name="OldValue"/>
|
|
with <paramref name="NewValue"/>.
|
|
</summary>
|
|
<param name="RootDirectory">The directory in which all files should be subject to replacements.</param>
|
|
<param name="SearchPattern">Only replace text in files that match this pattern. Default is all files.</param>
|
|
<param name="OldValue">The value that should be replaced in all files.</param>
|
|
<param name="NewValue">The replacement value.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.SetProjectFileSettings(System.String,System.String,System.String,System.String,System.String,System.String,System.String,System.String)">
|
|
<summary>
|
|
Modifies the Xcode project file to change a few build settings.
|
|
</summary>
|
|
<param name="RootDirectory">The root directory of the template project that was created.</param>
|
|
<param name="FrameworkName">The name of the framework that this project is wrapping.</param>
|
|
<param name="BundleId">The Bundle ID to give to the wrapper project.</param>
|
|
<param name="SrcFrameworkPath">The path to the directory containing the framework to be wrapped.</param>
|
|
<param name="EnginePath">The path to the root Unreal Engine directory.</param>
|
|
<param name="CookedDataPath">The path to the 'cookeddata' folder that accompanies the framework.</param>
|
|
<param name="ProvisionName"></param>
|
|
<param name="TeamUUID"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.MakeAllFilesWriteable(System.String)">
|
|
<summary>
|
|
Removes the readonly attribute from all files in a directory file while retaining all other attributes, thus making them writeable.
|
|
</summary>
|
|
<param name="RootDirectory">The path to the directory that will be make writeable.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.ChangeProjectSetting(System.String,System.String,System.String)">
|
|
<summary>
|
|
Changes the value of a setting in a project file.
|
|
</summary>
|
|
<returns>The project file contents with the setting replaced.</returns>
|
|
<param name="ProjectContents">The contents of a settings file.</param>
|
|
<param name="SettingName">The name of the setting to change.</param>
|
|
<param name="SettingValue">The new value for the setting.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.DeleteUnwantedDirectories(System.String)">
|
|
<summary>
|
|
There are some autogenerated directories that could have accidentally made it into the template.
|
|
This method tries to delete those directories as an extra precaution.
|
|
</summary>
|
|
<param name="RootDirectory">The directory which should be recursively searched for unwanted directories.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectFiles.Xcode.XcodeFrameworkWrapperProject.GenerateXcodeFrameworkWrapper(System.String,System.String,System.String,System.String,System.String,System.String,System.String,System.String,System.String)">
|
|
<summary>
|
|
Generates an Xcode project that acts as a native wrapper around an Unreal Project built as a framework.
|
|
|
|
Wrapper projects are generated by copying a template xcode project from the Build Resources directory,
|
|
deleting any user-specific or build files, renaming files and folders to match the framework, setting specific
|
|
settings in the project to accommodate the framework, and replacing text in all the files to match the framework.
|
|
</summary>
|
|
<param name="OutputDirectory">The directory in which to place the framework. The framework will be placed in 'outputDirectory/frameworkName/'.</param>
|
|
<param name="ProjectName">The name of the project. If blueprint-only, use the actual name of the project, not just UnrealGame.</param>
|
|
<param name="FrameworkName">The name of the framework that this project is wrapping.</param>
|
|
<param name="BundleId">The Bundle ID to give to the wrapper project.</param>
|
|
<param name="SrcFrameworkPath">The path to the directory containing the framework to be wrapped.</param>
|
|
<param name="EnginePath">The path to the root Unreal Engine directory.</param>
|
|
<param name="CookedDataPath">The path to the 'cookeddata' folder that accompanies the framework.</param>
|
|
<param name="ProvisionName"></param>
|
|
<param name="TeamUUID"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.UnrealData.bForDistribution">
|
|
<summary>
|
|
Used to mark the project for distribution (some platforms require this)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.UnrealData.BundleIdentifier">
|
|
<summary>
|
|
Override for bundle identifier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.UnrealData.AppName">
|
|
<summary>
|
|
Override AppName
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.UnrealData.SupportedIOSArchitectures">
|
|
<summary>
|
|
Architectures supported for iOS
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.UnrealData.Logger">
|
|
<summary>
|
|
UBT logger object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectNode.Write(System.Text.StringBuilder)">
|
|
<summary>
|
|
Abstract function the individual node classes must override to write out the node to the project file
|
|
</summary>
|
|
<param name="Content"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectNode.GetNodesOfType``1(UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectNode)">
|
|
<summary>
|
|
Walks the references of the given node to find all nodes of the given type.
|
|
</summary>
|
|
<typeparam name="T">Parent class of the nodes to return</typeparam>
|
|
<param name="Node">Root node to start with</param>
|
|
<returns>Set of matching nodes</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectNode.WriteNodeAndReferences(System.Text.StringBuilder,UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectNode,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.HashSet{UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectNode})">
|
|
<summary>
|
|
THhis will walk the node reference tree and call WRite on each node to add all needed nodes to the xcode poject file
|
|
</summary>
|
|
<param name="Content"></param>
|
|
<param name="Node"></param>
|
|
<param name="Logger"></param>
|
|
<param name="WrittenNodes"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeTarget.WriteExtraTargetProperties(System.Text.StringBuilder)">
|
|
<summary>
|
|
Let subclasses add extra properties into this target section
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeRunTarget.ProcessScripts(UnrealBuildTool.XcodeProjectXcconfig.XcodeResourcesBuildPhase,UnrealBuildTool.XcodeProjectXcconfig.XcodeProject,UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile)">
|
|
<summary>
|
|
Write some scripts to do some fixup with how UBT links files. There is currently a difference between Mac and IOS/TVOS:
|
|
All:
|
|
- The staged files gets pulled into the .app for a self-contained app, created at Xcode build time, unless an envvar is set
|
|
that tells this script to skip the copy. This allows UAT to potentially skip copying staged files before we stage
|
|
("BuildCookRun -build -cook -stage -package" can skip the copying until the -package step).
|
|
Also we don't copy anything if this is the engine, no-project, build, and an
|
|
Mac:
|
|
- UBT will link executable next to .app
|
|
- We will copy it into .app here, similar to iOS
|
|
- However, during Archiving, the .app is created in a intermediate location, so then here we copy from Binaries/Mac to the intermediate location
|
|
- Trying to have UBT link directly to the intermeidate location causes various issues, so we copy it like IOS does
|
|
IOS/TVOS:
|
|
- IOS will link to Binaries/IOS/Foo
|
|
- During normal operation, here we copy from Binaries/IOS/Foo to Binaries/IOS/Foo.app/Foo
|
|
- Note that IOS and Mac have different internal directory structures (which EXECUTABLE_PATH expresses)
|
|
- When Archiving, we copy from Binaries/IOS/Foo to the intermediate location's .app
|
|
All:
|
|
- At this point, the executable is in the correct spot, and so CONFIGURATION_BUILD_DIR/EXECUTABLE_PATH points to it
|
|
- So here we gneerate a dSYM from the executable, copying it to where Xcode wants it (DWARF_DSYM_FOLDER_PATH/DWARF_DSYM_FILE_NAME), and
|
|
then we strip the executable in place
|
|
</summary>
|
|
<param name="ResourcesBuildPhase"></param>
|
|
<param name="Project"></param>
|
|
<param name="ProjectFile"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.String,System.Boolean,System.String)">
|
|
<summary>
|
|
Constructs a new project file object
|
|
</summary>
|
|
<param name="InitFilePath">The path to the project file on disk</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<param name="bIsForDistribution">True for distribution builds</param>
|
|
<param name="BundleID">Override option for bundle identifier</param>
|
|
<param name="AppName"></param>
|
|
<param name="bMakeProjectPerTarget"></param>
|
|
<param name="SingleTargetName"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile.RootProjects">
|
|
<summary>
|
|
The PBXPRoject node, root of everything
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile.SharedFileCollection">
|
|
<summary>
|
|
Gathers the files and generates project sections
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile.AllocSourceFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific source file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the source file on disk</param>
|
|
<param name="InitProjectSubFolder">Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file</param>
|
|
<returns>The newly allocated source file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile.ProcessSourceFiles">
|
|
<summary>
|
|
Generates bodies of all sections that contain a list of source files plus a dictionary of project navigator groups.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
Implements Project interface
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XcodeProjectXcconfig.XcodeSourceFile">
|
|
<summary>
|
|
Info needed to make a file a member of specific group
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeSourceFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XcodeProjectXcconfig.XcodeSourceFile.FileGuid">
|
|
<summary>
|
|
File Guid for use in Xcode project
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XcodeProjectXcconfig.XcodeSourceFile.FileRefGuid">
|
|
<summary>
|
|
File reference Guid for use in Xcode project
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileGroup">
|
|
<summary>
|
|
Represents a group of files shown in Xcode's project navigator as a folder
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.GetProductGroupGuid">
|
|
<summary>
|
|
The project needs to point to the product group, so we expose the Guid here
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.GetFileType(System.String)">
|
|
<summary>
|
|
Gets Xcode file type based on its extension
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.IsSourceCode(System.String)">
|
|
<summary>
|
|
Returns true if Extension is a known extension for files containing source code
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.IsResourceFile(System.String)">
|
|
<summary>
|
|
Returns true if Extension is a known extension for files containing resource data
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.ExcludedFolders">
|
|
<summary>
|
|
Cache the folders excluded by Mac
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.FindGroupByAbsolutePath(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Returns a project navigator group to which the file should belong based on its path.
|
|
Creates a group tree if it doesn't exist yet.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeFileCollection.ConvertPath(System.String)">
|
|
<summary>
|
|
Convert all paths to Apple/Unix format (with forward slashes)
|
|
</summary>
|
|
<param name="InPath">The path to convert</param>
|
|
<returns>The normalized path</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectXcconfig.XcodeUtils.GetSupportedMacArchitectures(System.String,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Returns the Mac architectures that should be configured for the provided target. If the target has a project we'll adhere
|
|
to whether it's set as Intel/Universal/Apple unless the type is denied (pretty much just Editor)
|
|
|
|
If the target has no project we'll support allow-listed targets for installed builds and all non-editor architectures
|
|
for source builds. Not all programs are going to compile for Apple Silicon, but being able to build and fail is useful...
|
|
</summary>
|
|
<param name="TargetName">The target we're generatin forg</param>
|
|
<param name="InProjectFile">Path to the project file, or null if the target has no project</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XcodeProjectFileGenerator">
|
|
<summary>
|
|
Xcode project file generator implementation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XcodeProjectFileGenerator.bMakeProjectPerTarget">
|
|
<summary>
|
|
Xcode makes a project per target, for modern to be able to pull in Cooked data
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.bForDistribution">
|
|
<summary>
|
|
Mark for distribution builds
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.BundleIdentifier">
|
|
<summary>
|
|
Override BundleID
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.AppName">
|
|
<summary>
|
|
Override AppName
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.SingleGameProject">
|
|
<summary>
|
|
Store the single game project (when using -game -project=...) to a place that XcodeProjectLegacy can easily retrieve it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.ContentOnlySettingsFile">
|
|
<summary>
|
|
Shared file that the project agnostic projects can point to to get content only projects working nicely in Xcode
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.XcodePlatforms">
|
|
<summary>
|
|
A static copy of ProjectPlatforms from the base class
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectFileGenerator.bGenerateRunOnlyProject">
|
|
<summary>
|
|
Should we generate only a run project (no build/index targets)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectFileGenerator.GetIntelliSensePlatforms">
|
|
<summary>
|
|
Platforms we should generate IntelliSense data for, Xcode projects should index for each Apple platform.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectFileGenerator.MakeXcodeGuid">
|
|
<summary>
|
|
Make a random Guid string usable by Xcode (24 characters exactly)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XcodeProjectFileGenerator.ProjectFileExtension">
|
|
File extension for project files we'll be generating (e.g. ".vcxproj")
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectFileGenerator.CleanProjectFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectFileGenerator.AllocateProjectFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific project file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the project file</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<returns>The newly allocated project file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectFileGenerator.ConfigureProjectFileGeneration(System.String[],System.Boolean@,Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XcodeProjectLegacy.XcodeFileGroup">
|
|
<summary>
|
|
Represents a group of files shown in Xcode's project navigator as a folder
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Constructs a new project file object
|
|
</summary>
|
|
<param name="InitFilePath">The path to the project file on disk</param>
|
|
<param name="BaseDir">The base directory for files within this project</param>
|
|
<param name="IsForDistribution">True for distribution builds</param>
|
|
<param name="BundleID">Override option for bundle identifier</param>
|
|
<param name="InAppName"></param>
|
|
<param name="bMakeProjectPerTarget"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.bMakeProjectPerTarget">
|
|
<summary>
|
|
Temporary for developing this feature
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.bForDistribution">
|
|
<summary>
|
|
Used to mark the project for distribution (some platforms require this)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.BundleIdentifier">
|
|
<summary>
|
|
Override for bundle identifier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.AppName">
|
|
<summary>
|
|
Override AppName
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.SupportedIOSArchitectures">
|
|
<summary>
|
|
Architectures supported for iOS
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.GetFileCategory(System.String)">
|
|
<summary>
|
|
Gets Xcode file category based on its extension
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.GetFileType(System.String)">
|
|
<summary>
|
|
Gets Xcode file type based on its extension
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.IsSourceCode(System.String)">
|
|
<summary>
|
|
Returns true if Extension is a known extension for files containing source code
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.FindGroupByAbsolutePath(System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.XcodeProjectLegacy.XcodeFileGroup}@,System.String)">
|
|
<summary>
|
|
Returns a project navigator group to which the file should belong based on its path.
|
|
Creates a group tree if it doesn't exist yet.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.ConvertPath(System.String)">
|
|
<summary>
|
|
Convert all paths to Apple/Unix format (with forward slashes)
|
|
</summary>
|
|
<param name="InPath">The path to convert</param>
|
|
<returns>The normalized path</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.AllocSourceFile(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Allocates a generator-specific source file object
|
|
</summary>
|
|
<param name="InitFilePath">Path to the source file on disk</param>
|
|
<param name="InitProjectSubFolder">Optional sub-folder to put the file in. If empty, this will be determined automatically from the file's path relative to the project file</param>
|
|
<returns>The newly allocated source file object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.GenerateSectionsWithSourceFiles(System.Text.StringBuilder,System.Text.StringBuilder,System.Text.StringBuilder,System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Generates bodies of all sections that contain a list of source files plus a dictionary of project navigator groups.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.GetSupportedMacArchitectures(UnrealBuildTool.XcodeProjectLegacy.XcodeBuildConfig,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Returns the Mac architectures that should be configured for the provided target. If the target has a project we'll adhere
|
|
to whether it's set as Intel/Universal/Apple unless the type is denied (pretty much just Editor)
|
|
|
|
If the target has no project we'll support allow-listed targets for installed builds and all non-editor architectures
|
|
for source builds. Not all programs are going to compile for Apple Silicon, but being able to build and fail is useful...
|
|
</summary>
|
|
<param name="Config">Build config for the target we're generating</param>
|
|
<param name="InProjectFile">Path to the project file, or null if the target has no project</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XcodeProjectLegacy.XcodeProjectFile.WriteProjectFile(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Collections.Generic.List{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.PlatformProjectGeneratorCollection,Microsoft.Extensions.Logging.ILogger)">
|
|
Implements Project interface
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider">
|
|
<summary>
|
|
Storage provider which uses the filesystem
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider.ProcessId">
|
|
<summary>
|
|
Cached copy of the current process id
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider.StorageReader">
|
|
<summary>
|
|
Implements <see cref="T:UnrealBuildTool.Storage.IStorageReader"/> for writes to the backing storage
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider.StorageWriter">
|
|
<summary>
|
|
Represents a write transaction to the cache. Commit() should be called once the transaction is complete.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider.CreateReader(EpicGames.Core.ContentHash)">
|
|
<summary>
|
|
Attempts to open a file from the output cache
|
|
</summary>
|
|
<param name="Digest">Digest of the item to retrieve</param>
|
|
<returns>Reader interface for the file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider.CreateWriter(EpicGames.Core.ContentHash)">
|
|
<summary>
|
|
Opens a stream for writing into the cache. The digest
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Storage.Impl.FileSystemStorageProvider.GetFileForDigest(EpicGames.Core.ContentHash)">
|
|
<summary>
|
|
Gets the filename on disk to use for a particular digest
|
|
</summary>
|
|
<param name="Digest">The digest to find a filename for</param>
|
|
<returns>Filename to use for the given digest</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Storage.IStorageReader">
|
|
<summary>
|
|
Interface for reads from content-addressible storage
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Storage.IStorageReader.Stream">
|
|
<summary>
|
|
Accessor for the read stream
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Storage.IStorageReader.IsValid">
|
|
<summary>
|
|
Whether the reader contains any data
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Storage.IStorageWriter">
|
|
<summary>
|
|
Interface for writes to content-addressible storage
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Storage.IStorageWriter.Stream">
|
|
<summary>
|
|
Accessor for the write stream
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Storage.IStorageWriter.Commit">
|
|
<summary>
|
|
Commits the written data to the cache
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Storage.IStorageProvider">
|
|
<summary>
|
|
Interface for an artifact cache
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Storage.IStorageProvider.CreateReader(EpicGames.Core.ContentHash)">
|
|
<summary>
|
|
Attempts to open a file from the output cache
|
|
</summary>
|
|
<param name="Digest">Digest of the item to retrieve</param>
|
|
<returns>True if the item exists in the cache, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Storage.IStorageProvider.CreateWriter(EpicGames.Core.ContentHash)">
|
|
<summary>
|
|
Opens a stream for writing into the cache. The digest
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionType">
|
|
<summary>
|
|
Enumerates build action types.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ArtifactMode">
|
|
<summary>
|
|
Defines the action's support for artifacts
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ArtifactMode.None">
|
|
<summary>
|
|
Cached artifacts aren't enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ArtifactMode.Enabled">
|
|
<summary>
|
|
If set, the outputs should be cached but respect the flags below
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ArtifactMode.AbsolutePath">
|
|
<summary>
|
|
Absolute file paths must be used when recording inputs and outputs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ArtifactMode.PropagateInputs">
|
|
<summary>
|
|
For actions that can't be cached, by setting this flag, the inputs for the action in question
|
|
will be used as additional inputs for any action that references outputs of this action.
|
|
For example, PCH files shouldn't be cached, but compiles that use the PCH should still be
|
|
valid if consider the inputs used to create the PCH file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.ActionType">
|
|
<summary>
|
|
The type of this action (for debugging purposes).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.ArtifactMode">
|
|
<summary>
|
|
Artifact support for this step
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.PrerequisiteItems">
|
|
<summary>
|
|
Every file this action depends on. These files need to exist and be up to date in order for this action to even be considered
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.ProducedItems">
|
|
<summary>
|
|
The files that this action produces after completing
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.DeleteItems">
|
|
<summary>
|
|
Items that should be deleted before running this action
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.RootPaths">
|
|
<summary>
|
|
Root paths for this action (generally engine root project root, toolchain root, sdk root)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.DependencyListFile">
|
|
<summary>
|
|
For C++ source files, specifies a dependency list file used to check changes to header files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.WorkingDirectory">
|
|
<summary>
|
|
Directory from which to execute the program to create produced items
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.CommandPath">
|
|
<summary>
|
|
The command to run to create produced items
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.CommandArguments">
|
|
<summary>
|
|
Command-line parameters to pass to the program
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.CommandVersion">
|
|
<summary>
|
|
Version of the command used for this action. This will be considered a dependency.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.CommandDescription">
|
|
<summary>
|
|
Optional friendly description of the type of command being performed, for example "Compile" or "Link". Displayed by some executors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.StatusDescription">
|
|
<summary>
|
|
Human-readable description of this action that may be displayed as status while invoking the action. This is often the name of the file being compiled, or an executable file name being linked. Displayed by some executors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bCanExecuteRemotely">
|
|
<summary>
|
|
True if this action is allowed to be run on a remote machine when a distributed build system is being used, such as XGE
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bCanExecuteRemotelyWithSNDBS">
|
|
<summary>
|
|
True if this action is allowed to be run on a remote machine with SNDBS. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bCanExecuteRemotelyWithXGE">
|
|
<summary>
|
|
True if this action is allowed to be run on a remote machine with XGE. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bCanExecuteInUBA">
|
|
<summary>
|
|
True if this action can be executed by box
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bIsGCCCompiler">
|
|
<summary>
|
|
True if this action is using the GCC compiler. Some build systems may be able to optimize for this case.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bShouldOutputStatusDescription">
|
|
<summary>
|
|
Whether we should log this action, whether executed locally or remotely. This is useful for actions that take time
|
|
but invoke tools without any console output.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bShouldOutputLog">
|
|
<summary>
|
|
Whether we should output log of this action, whether executed locally or remotely. This is useful for actions that spam
|
|
logs to console output with non critical data
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bProducesImportLibrary">
|
|
<summary>
|
|
True if any libraries produced by this action should be considered 'import libraries'
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bUseActionHistory">
|
|
<summary>
|
|
Whether changes in the command line used to generate these produced items should invalidate the action
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.bIsHighPriority">
|
|
<summary>
|
|
True if this action should be scheduled early. Some actions can take a long time (pch) and need to start very early
|
|
If set to true it will propagate high priority to all its prerequisite tasks
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IExternalAction.Weight">
|
|
<summary>
|
|
Used to determine how much weight(CPU and Memory work) this action is.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Action">
|
|
<summary>
|
|
A build action.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.ActionType">
|
|
|
|
Preparation and Assembly (serialized)
|
|
|
|
<summary>
|
|
The type of this action (for debugging purposes).
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.ArtifactMode">
|
|
<summary>
|
|
Artifact support for this step
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.PrerequisiteItems">
|
|
<summary>
|
|
Every file this action depends on. These files need to exist and be up to date in order for this action to even be considered
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.ProducedItems">
|
|
<summary>
|
|
The files that this action produces after completing
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.DeleteItems">
|
|
<summary>
|
|
Items that should be deleted before running this action
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.RootPaths">
|
|
<summary>
|
|
Root paths for this action (generally engine root project root, toolchain root, sdk root)
|
|
Order needs to be mainted, so a list is used
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.DependencyListFile">
|
|
<summary>
|
|
For C++ source files, specifies a dependency list file used to check changes to header files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.WorkingDirectory">
|
|
<summary>
|
|
Directory from which to execute the program to create produced items
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.CommandPath">
|
|
<summary>
|
|
The command to run to create produced items
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.CommandArguments">
|
|
<summary>
|
|
Command-line parameters to pass to the program
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.CommandVersion">
|
|
<summary>
|
|
Version of the command used for this action. This will be considered a dependency.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.CommandDescription">
|
|
<summary>
|
|
Optional friendly description of the type of command being performed, for example "Compile" or "Link". Displayed by some executors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.StatusDescription">
|
|
<summary>
|
|
Human-readable description of this action that may be displayed as status while invoking the action. This is often the name of the file being compiled, or an executable file name being linked. Displayed by some executors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bCanExecuteRemotely">
|
|
<summary>
|
|
True if this action is allowed to be run on a remote machine when a distributed build system is being used, such as XGE
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bCanExecuteRemotelyWithSNDBS">
|
|
<summary>
|
|
True if this action is allowed to be run on a remote machine with SNDBS. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bCanExecuteRemotelyWithXGE">
|
|
<summary>
|
|
True if this action is allowed to be run on a remote machine with XGE. Files with #import directives must be compiled locally. Also requires bCanExecuteRemotely = true.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bCanExecuteInUBA">
|
|
<summary>
|
|
True if this action can be executed in box
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bIsGCCCompiler">
|
|
<summary>
|
|
True if this action is using the GCC compiler. Some build systems may be able to optimize for this case.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bShouldOutputStatusDescription">
|
|
<summary>
|
|
Whether we should log this action, whether executed locally or remotely. This is useful for actions that take time
|
|
but invoke tools without any console output.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bShouldOutputLog">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bProducesImportLibrary">
|
|
<summary>
|
|
True if any libraries produced by this action should be considered 'import libraries'
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bUseActionHistory">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.bIsHighPriority">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Action.Weight">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Action.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
ISerializable: Called when serialized to report additional properties that should be saved
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Action.ImportJson(EpicGames.Core.JsonObject)">
|
|
<summary>
|
|
Writes an action to a json file
|
|
</summary>
|
|
<param name="Object">The object to parse</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ISpecificFileAction">
|
|
<summary>
|
|
Interface that is used when -SingleFile=xx is used on the cmd line to make specific files compile
|
|
Actions that has this interface can be used to create real actions that can compile the specific files
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ISpecificFileAction.RootDirectory">
|
|
<summary>
|
|
The directory this action can create actions for
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISpecificFileAction.CreateAction(UnrealBuildBase.FileItem,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates an action for a specific file. It can return null if for example file extension is not handled
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionExtensions">
|
|
<summary>
|
|
Extension methods for action classes
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionExtensions.ExportJson(UnrealBuildTool.LinkedAction,System.Collections.Generic.Dictionary{UnrealBuildTool.LinkedAction,System.Int32},EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Writes an action to a json file
|
|
</summary>
|
|
<param name="Action">The action to write</param>
|
|
<param name="LinkedActionToId">Map of action to unique id</param>
|
|
<param name="Writer">Writer to receive the output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionExtensions.IgnoreConflicts(UnrealBuildTool.IExternalAction)">
|
|
<summary>
|
|
Determine if this Action ignores output conficts.
|
|
</summary>
|
|
<param name="Action"> The Action to check</param>
|
|
<returns>True if conflicts are ignored, else false.</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DefaultActionSerializer">
|
|
<summary>
|
|
Default serializer for <see cref="T:UnrealBuildTool.Action"/> instances
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DefaultActionSerializer.Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DefaultActionSerializer.Write(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.Action)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LinkedAction">
|
|
<summary>
|
|
Information about an action queued to be executed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.Inner">
|
|
<summary>
|
|
The inner action instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.Target">
|
|
<summary>
|
|
A target that this action contributes to
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.PrerequisiteActions">
|
|
<summary>
|
|
Set of other actions that this action depends on. This set is built when the action graph is linked.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.NumTotalDependentActions">
|
|
<summary>
|
|
Total number of actions depending on this one.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.SortIndex">
|
|
<summary>
|
|
Additional field used for sorting that can be used to control sorting of link actions from outside
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.IsHighPriority">
|
|
<summary>
|
|
True if this action should be scheduled early. Some actions can take a long time (pch) and need to start very early
|
|
If set to 1 it will propagate high priority to all its prerequisite tasks. (Note it is an int to be able to do interlocked operations)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkedAction.GroupNames">
|
|
<summary>
|
|
If set, will be output whenever the group differs to the last executed action. Set when executing multiple targets at once.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinkedAction.#ctor(UnrealBuildTool.IExternalAction,UnrealBuildTool.TargetDescriptor)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The inner action instance</param>
|
|
<param name="Target"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinkedAction.IncrementDependentCount(System.Collections.Generic.HashSet{UnrealBuildTool.LinkedAction},System.Boolean)">
|
|
<summary>
|
|
Increment the number of dependents, recursively
|
|
</summary>
|
|
<param name="VisitedActions">Set of visited actions</param>
|
|
<param name="bIsHighPriority">Propagate high priority to this and prerequisite actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinkedAction.Compare(UnrealBuildTool.LinkedAction,UnrealBuildTool.LinkedAction)">
|
|
<summary>
|
|
Compares two actions based on total number of sort index, priority and dependent items, descending.
|
|
</summary>
|
|
<param name="A">Action to compare</param>
|
|
<param name="B">Action to compare</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionExecutor.SetMemoryPerActionOverride(System.Double)">
|
|
<summary>
|
|
Allow targets to override the expected amount of memory required for compiles, used to control the number
|
|
of parallel action processes.
|
|
</summary>
|
|
<param name="MemoryPerActionOverrideGB"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionExecutor.ExecuteActionsAsync(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache)">
|
|
<summary>
|
|
Execute the given actions
|
|
</summary>
|
|
<param name="ActionsToExecute">Actions to be executed</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="actionArtifactCache">Cache used to read/write action outputs.</param>
|
|
<returns>True if the build succeeded, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionExecutor.GetTelemetryEvent">
|
|
<summary>
|
|
When completed, get a populated telemetry event for this executor
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionExecutor.PostTelemetryEvent">
|
|
<summary>
|
|
Post a telemetry event if enabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ActionExecutor.VerifyOutputs">
|
|
<summary>
|
|
Will verify that produced items exists on disk
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionGraph.ActionConflictReasonFlags">
|
|
<summary>
|
|
Enum describing why an Action is in conflict with another Action
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.Link(System.Collections.Generic.List{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Links the actions together and sets up their dependencies
|
|
</summary>
|
|
<param name="Actions">List of actions in the graph</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Sort">Optional sorting of actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.CheckForConflicts(System.Collections.Generic.IEnumerable{UnrealBuildTool.IExternalAction},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks a set of actions for conflicts (ie. different actions producing the same output items)
|
|
</summary>
|
|
<param name="Actions">The set of actions to check</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.CheckForConflicts(UnrealBuildTool.IExternalAction,UnrealBuildTool.IExternalAction,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Finds conflicts between two actions, and prints them to the log
|
|
</summary>
|
|
<param name="A">The first action</param>
|
|
<param name="B">The second action</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if no conflicts were found, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.LogConflict(UnrealBuildTool.IExternalAction,UnrealBuildTool.IExternalAction,UnrealBuildTool.ActionGraph.ActionConflictReasonFlags,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Adds the description of a merge error to an output message
|
|
</summary>
|
|
<param name="A">The first action with the conflict</param>
|
|
<param name="B">The second action with the conflict</param>
|
|
<param name="Reason">Enum flags for which properties are in conflict</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.GetActionsToExecute(System.Collections.Generic.List{UnrealBuildTool.LinkedAction},UnrealBuildTool.CppDependencyCache,UnrealBuildTool.ActionHistory,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Builds a list of actions that need to be executed to produce the specified output items.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.CheckPathLengths(UnrealBuildTool.BuildConfiguration,System.Collections.Generic.IEnumerable{UnrealBuildTool.IExternalAction},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks that there aren't any intermediate files longer than the max allowed path length
|
|
</summary>
|
|
<param name="BuildConfiguration">The build configuration</param>
|
|
<param name="Actions">List of actions in the graph</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.SelectExecutor(UnrealBuildTool.BuildConfiguration,System.Int32,System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Selects an ActionExecutor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.ExecuteActionsAsync(UnrealBuildTool.BuildConfiguration,System.Collections.Generic.List{UnrealBuildTool.LinkedAction},System.Collections.Generic.List{UnrealBuildTool.TargetDescriptor},Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.Artifacts.IActionArtifactCache)">
|
|
<summary>
|
|
Executes a list of actions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.SortActionList(System.Collections.Generic.List{UnrealBuildTool.LinkedAction})">
|
|
<summary>
|
|
Sorts the action list for improved parallelism with local execution.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.DetectActionGraphCycles(System.Collections.Generic.List{UnrealBuildTool.LinkedAction},System.Collections.Generic.Dictionary{UnrealBuildBase.FileItem,UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks for cycles in the action graph.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.GatherPrerequisiteActions(System.Collections.Generic.List{UnrealBuildTool.LinkedAction},System.Collections.Generic.HashSet{UnrealBuildBase.FileItem})">
|
|
<summary>
|
|
Determines the full set of actions that must be built to produce an item.
|
|
</summary>
|
|
<param name="Actions">All the actions in the graph</param>
|
|
<param name="OutputItems">Set of output items to be built</param>
|
|
<returns>Set of prerequisite actions</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.GatherPrerequisiteActions(UnrealBuildTool.LinkedAction,System.Collections.Generic.HashSet{UnrealBuildTool.LinkedAction})">
|
|
<summary>
|
|
Determines the full set of actions that must be built to produce an item.
|
|
</summary>
|
|
<param name="Action">The root action to scan</param>
|
|
<param name="PrerequisiteActions">Set of prerequisite actions</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.IsIndividualActionOutdated(UnrealBuildTool.LinkedAction,System.Collections.Concurrent.ConcurrentDictionary{UnrealBuildTool.LinkedAction,System.Boolean},UnrealBuildTool.ActionHistory,UnrealBuildTool.CppDependencyCache,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines whether an action is outdated based on the modification times for its prerequisite
|
|
and produced items, without considering the full set of prerequisites.
|
|
Writes to OutdatedActionDictionary iff the action is found to be outdated.
|
|
Safe to run in parallel, but only with different RootActions.
|
|
</summary>
|
|
<param name="RootAction">- The action being considered.</param>
|
|
<param name="OutdatedActionDictionary">-</param>
|
|
<param name="ActionHistory"></param>
|
|
<param name="CppDependencies"></param>
|
|
<param name="bIgnoreOutdatedImportLibraries"></param>
|
|
<param name="Logger"></param>
|
|
<returns>true if outdated</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.IsActionOutdatedDueToPrerequisites(UnrealBuildTool.LinkedAction,System.Collections.Concurrent.ConcurrentDictionary{UnrealBuildTool.LinkedAction,System.Boolean},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines whether an action is outdated by examining the up-to-date state of all of its prerequisites, recursively.
|
|
Not thread safe. Typically very fast.
|
|
</summary>
|
|
<param name="RootAction">- The action being considered.</param>
|
|
<param name="OutdatedActionDictionary">-</param>
|
|
<param name="bIgnoreOutdatedImportLibraries"></param>
|
|
<param name="Logger">Logger instance</param>
|
|
<returns>true if outdated</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.IsImportLibraryDependency(UnrealBuildTool.LinkedAction,UnrealBuildTool.LinkedAction)">
|
|
<summary>
|
|
Determines if the dependency between two actions is only for an import library
|
|
</summary>
|
|
<param name="RootAction">The action to check</param>
|
|
<param name="PrerequisiteAction">The action that it depends on</param>
|
|
<returns>True if the only dependency between two actions is for an import library</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.IsImportLibraryDependency(UnrealBuildTool.LinkedAction,UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Determines if the dependency on a between two actions is only for an import library
|
|
</summary>
|
|
<param name="RootAction">The action to check</param>
|
|
<param name="PrerequisiteItem">The dependency that is out of date</param>
|
|
<returns>True if the only dependency between two actions is for an import library</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.IsLibraryFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Test to see if the given file is a library file (or in the case of linux/mac, a dynamic library)
|
|
</summary>
|
|
<param name="Location">File to test</param>
|
|
<returns>True if the file is a library file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.GatherAllOutdatedActions(System.Collections.Generic.IReadOnlyList{UnrealBuildTool.LinkedAction},UnrealBuildTool.ActionHistory,System.Collections.Concurrent.ConcurrentDictionary{UnrealBuildTool.LinkedAction,System.Boolean},UnrealBuildTool.CppDependencyCache,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Builds a dictionary containing the actions from AllActions that are outdated by calling
|
|
IsActionOutdated.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.DeleteOutdatedProducedItems(System.Collections.Generic.List{UnrealBuildTool.LinkedAction},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Deletes all the items produced by actions in the provided outdated action dictionary.
|
|
</summary>
|
|
<param name="OutdatedActions">List of outdated actions</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.CreateDirectoriesForProducedItems(System.Collections.Generic.List{UnrealBuildTool.LinkedAction})">
|
|
<summary>
|
|
Creates directories for all the items produced by actions in the provided outdated action
|
|
dictionary.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.ImportJson(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Imports an action graph from a JSON file
|
|
</summary>
|
|
<param name="InputFile">The file to read from</param>
|
|
<returns>List of actions</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraph.ExportJson(System.Collections.Generic.IReadOnlyList{UnrealBuildTool.LinkedAction},EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Exports an action graph to a JSON file
|
|
</summary>
|
|
<param name="Actions">The actions to write</param>
|
|
<param name="OutputFile">Output file to write the actions to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IActionGraphBuilder">
|
|
<summary>
|
|
Interface for toolchain operations that produce output
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddAction(UnrealBuildTool.IExternalAction)">
|
|
<summary>
|
|
Adds an action to this graph
|
|
</summary>
|
|
<param name="Action">Action to add</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.String,System.Boolean)">
|
|
<summary>
|
|
Creates a response file for use in the action graph
|
|
</summary>
|
|
<param name="Location">Location of the response file</param>
|
|
<param name="Contents">Contents of the file</param>
|
|
<param name="AllowAsync">Allows the backend to write the file in a separate task.</param>
|
|
<returns>New file item</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
|
|
<summary>
|
|
Creates a response file for use in the action graph, with a newline between each string in ContentLines
|
|
</summary>
|
|
<param name="Location">Location of the response file</param>
|
|
<param name="ContentLines">Contents of the file</param>
|
|
<param name="AllowAsync">Allows the backend to write the file in a separate task.</param>
|
|
<returns>New file item</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddFileToWorkingSet(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Adds a file which is in the non-unity working set
|
|
</summary>
|
|
<param name="File">The file to add to the working set</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddCandidateForWorkingSet(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Adds a file which is a candidate for being in the non-unity working set
|
|
</summary>
|
|
<param name="File">The file to add to the working set</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddSourceDir(UnrealBuildBase.DirectoryItem)">
|
|
<summary>
|
|
Adds a source directory. These folders are scanned recursively for C++ source files.
|
|
</summary>
|
|
<param name="SourceDir">Base source directory</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddSourceFiles(UnrealBuildBase.DirectoryItem,UnrealBuildBase.FileItem[])">
|
|
<summary>
|
|
Adds the given source files as dependencies
|
|
</summary>
|
|
<param name="SourceDir">Source directory containing files to build</param>
|
|
<param name="SourceFiles">Contents of the directory</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddHeaderFiles(UnrealBuildBase.FileItem[])">
|
|
<summary>
|
|
Adds a list of known header files
|
|
</summary>
|
|
<param name="HeaderFiles">List of header files to track</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.SetOutputItemsForModule(System.String,UnrealBuildBase.FileItem[])">
|
|
<summary>
|
|
Sets the output items which belong to a particular module
|
|
</summary>
|
|
<param name="ModuleName">Name of the module</param>
|
|
<param name="OutputItems">Array of output items for this module</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionGraphBuilder.AddDiagnostic(System.String)">
|
|
<summary>
|
|
Adds a diagnostic message
|
|
</summary>
|
|
<param name="Message">Message to display</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.NullActionGraphBuilder">
|
|
<summary>
|
|
Implementation of IActionGraphBuilder which discards all unnecessary operations
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.#ctor(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InLogger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddAction(UnrealBuildTool.IExternalAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.String,System.Boolean)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddSourceDir(UnrealBuildBase.DirectoryItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddSourceFiles(UnrealBuildBase.DirectoryItem,UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddHeaderFiles(UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddFileToWorkingSet(UnrealBuildBase.FileItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddCandidateForWorkingSet(UnrealBuildBase.FileItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.AddDiagnostic(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NullActionGraphBuilder.SetOutputItemsForModule(System.String,UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ForwardingActionGraphBuilder">
|
|
<summary>
|
|
Implementation of IActionGraphBuilder which forwards calls to an underlying implementation, allowing derived classes to intercept certain calls
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ForwardingActionGraphBuilder.Inner">
|
|
<summary>
|
|
The inner graph builder
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.#ctor(UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">Builder to pass all calls to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddAction(UnrealBuildTool.IExternalAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.String,System.Boolean)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddSourceDir(UnrealBuildBase.DirectoryItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddSourceFiles(UnrealBuildBase.DirectoryItem,UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddHeaderFiles(UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddFileToWorkingSet(UnrealBuildBase.FileItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddCandidateForWorkingSet(UnrealBuildBase.FileItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.AddDiagnostic(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ForwardingActionGraphBuilder.SetOutputItemsForModule(System.String,UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionGraphBuilderExtensions">
|
|
<summary>
|
|
Extension methods for IActionGraphBuilder classes
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraphBuilderExtensions.CreateAction(UnrealBuildTool.IActionGraphBuilder,UnrealBuildTool.ActionType)">
|
|
<summary>
|
|
Creates a new action to be built as part of this target
|
|
</summary>
|
|
<param name="Graph">Graph to add the action to</param>
|
|
<param name="Type">Type of action to create</param>
|
|
<returns>New action</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraphBuilderExtensions.CreateCopyAction(UnrealBuildTool.IActionGraphBuilder,UnrealBuildBase.FileItem,UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Creates an action which copies a file from one location to another
|
|
</summary>
|
|
<param name="Graph">The action graph</param>
|
|
<param name="SourceFile">The source file location</param>
|
|
<param name="TargetFile">The target file location</param>
|
|
<returns>File item for the output file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraphBuilderExtensions.CreateCopyAction(UnrealBuildTool.IActionGraphBuilder,EpicGames.Core.FileReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Creates an action which copies a file from one location to another
|
|
</summary>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
<param name="SourceFile">The source file location</param>
|
|
<param name="TargetFile">The target file location</param>
|
|
<returns>File item for the output file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraphBuilderExtensions.CreateRecursiveAction``1(UnrealBuildTool.IActionGraphBuilder,UnrealBuildTool.ActionType,System.String)">
|
|
<summary>
|
|
Creates an action which calls UBT recursively
|
|
</summary>
|
|
<param name="Graph">The action graph</param>
|
|
<param name="Type">Type of the action</param>
|
|
<param name="Arguments">Arguments for the action</param>
|
|
<returns>New action instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraphBuilderExtensions.CreateIntermediateTextFile(UnrealBuildTool.IActionGraphBuilder,EpicGames.Core.FileReference,System.String,System.Boolean)">
|
|
<summary>
|
|
Creates a text file with the given contents. If the contents of the text file aren't changed, it won't write the new contents to
|
|
the file to avoid causing an action to be considered outdated.
|
|
</summary>
|
|
<param name="Graph">The action graph</param>
|
|
<param name="AbsolutePath">Path to the intermediate file to create</param>
|
|
<param name="Contents">Contents of the new file</param>
|
|
<param name="AllowAsync">Allows the backend to write the file in a separate task.</param>
|
|
<returns>File item for the newly created file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionGraphBuilderExtensions.CreateIntermediateTextFile(UnrealBuildTool.IActionGraphBuilder,EpicGames.Core.FileReference,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
|
|
<summary>
|
|
Creates a text file with the given contents. If the contents of the text file aren't changed, it won't write the new contents to
|
|
the file to avoid causing an action to be considered outdated.
|
|
</summary>
|
|
<param name="Graph">The action graph</param>
|
|
<param name="AbsolutePath">Path to the intermediate file to create</param>
|
|
<param name="ContentLines">Contents of the new file</param>
|
|
<param name="AllowAsync">Allows the backend to write the file in a separate task.</param>
|
|
<returns>File item for the newly created file</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionHistoryLayer">
|
|
<summary>
|
|
Caches include dependency information to speed up preprocessing on subsequent runs.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistoryLayer.CurrentVersion">
|
|
<summary>
|
|
Version number to check
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ActionHistoryLayer.Location">
|
|
<summary>
|
|
Path to store the cache data to.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistoryLayer.OutputItemToAttributeHash">
|
|
<summary>
|
|
The Attributes used to produce files, keyed by the absolute file paths.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistoryLayer.bModified">
|
|
<summary>
|
|
Whether the dependency cache is dirty and needs to be saved.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.#ctor(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Location">File to store this history in</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.Load(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Attempts to load this action history from disk
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.Save">
|
|
<summary>
|
|
Saves this action history to disk
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.ComputeHash(System.String)">
|
|
<summary>
|
|
Computes the case-invariant IoHash for a string
|
|
</summary>
|
|
<param name="Text">The text to hash</param>
|
|
<returns>IoHash of the string</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.UpdateProducingCommandLine(UnrealBuildBase.FileItem,System.String)">
|
|
<summary>
|
|
Gets the producing attributes for the given file
|
|
</summary>
|
|
<param name="File">The output file to look for</param>
|
|
<param name="Attributes">Receives the Attributes used to produce this file</param>
|
|
<returns>True if Attributes have changed and is updated, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.GetEngineLocation(System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.TargetType,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Gets the location for the engine action history
|
|
</summary>
|
|
<param name="TargetName">Target name being built</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="TargetType">Type of the target being built</param>
|
|
<param name="Architectures">The target architecture(s)</param>
|
|
<returns>Path to the engine action history for this target</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.GetProjectLocation(EpicGames.Core.FileReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Gets the location of the project action history
|
|
</summary>
|
|
<param name="ProjectFile">Path to the project file</param>
|
|
<param name="Platform">Platform being built</param>
|
|
<param name="TargetName">Name of the target being built</param>
|
|
<param name="Architectures">The target architecture(s)</param>
|
|
<returns>Path to the project action history</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryLayer.GetFilesToClean(EpicGames.Core.FileReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.TargetType,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Enumerates all the locations of action history files for the given target
|
|
</summary>
|
|
<param name="ProjectFile">Project file for the target being built</param>
|
|
<param name="TargetName">Name of the target</param>
|
|
<param name="Platform">Platform being built</param>
|
|
<param name="TargetType">The target type</param>
|
|
<param name="Architectures">The target architecture(s)</param>
|
|
<returns>Dependency cache hierarchy for the given project</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionHistoryPartition">
|
|
<summary>
|
|
Information about actions producing artifacts under a particular directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ActionHistoryPartition.BaseDir">
|
|
<summary>
|
|
The base directory for this partition
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistoryPartition.LockObject">
|
|
<summary>
|
|
Used to ensure exclusive access to the layers list
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistoryPartition.Layers">
|
|
<summary>
|
|
Map of filename to layer
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryPartition.#ctor(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Construct a new partition
|
|
</summary>
|
|
<param name="BaseDir">The base directory for this partition</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryPartition.UpdateProducingAttributes(UnrealBuildBase.FileItem,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Attempt to update the producing command line for the given file
|
|
</summary>
|
|
<param name="File">The file to update</param>
|
|
<param name="Attributes">The new attributes</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the attributes were updated, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryPartition.GetLayerLocationForFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Get the path to the action history layer to use for the given file
|
|
</summary>
|
|
<param name="Location">Path to the file to use</param>
|
|
<returns>Path to the file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryPartition.MatchPathFragment(EpicGames.Core.FileReference,System.Int32,System.Int32,System.String)">
|
|
<summary>
|
|
Attempts to match a substring of a path with the given fragment
|
|
</summary>
|
|
<param name="Location">Path to match against</param>
|
|
<param name="Offset">Offset of the substring to match</param>
|
|
<param name="Length">Length of the substring to match</param>
|
|
<param name="Fragment">The path fragment</param>
|
|
<returns>True if the substring matches</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistoryPartition.Save">
|
|
<summary>
|
|
Saves the modified layers
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionHistory">
|
|
<summary>
|
|
A collection of ActionHistory layers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistory.LockObject">
|
|
<summary>
|
|
The lock object for this history
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionHistory.Partitions">
|
|
<summary>
|
|
List of partitions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistory.#ctor">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistory.Mount(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Reads a cache from the given location, or creates it with the given settings
|
|
</summary>
|
|
<param name="BaseDir">Base directory for files that this cache should store data for</param>
|
|
<returns>Reference to a dependency cache with the given settings</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistory.UpdateProducingAttributes(UnrealBuildBase.FileItem,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Gets the producing command line for the given file
|
|
</summary>
|
|
<param name="File">The output file to look for</param>
|
|
<param name="Attributes">Receives the Attributes used to produce this file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the output item exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionHistory.Save">
|
|
<summary>
|
|
Saves all layers of this action history
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.IActionSerializer">
|
|
<summary>
|
|
Interface for a class that can serialize an action type
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.IActionSerializer.Type">
|
|
<summary>
|
|
The action type
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionSerializer.Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read the action from an archive
|
|
</summary>
|
|
<param name="Reader">Reader for the action</param>
|
|
<returns>New action</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.IActionSerializer.Write(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.IExternalAction)">
|
|
<summary>
|
|
Writes an action to an archive
|
|
</summary>
|
|
<param name="Writer">Writer for the archive</param>
|
|
<param name="Action">The action to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionSerializerBase`1">
|
|
<summary>
|
|
Generic base class for an action serializer
|
|
</summary>
|
|
<typeparam name="TAction"></typeparam>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ActionSerializerBase`1.Type">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerializerBase`1.UnrealBuildTool#IActionSerializer#Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerializerBase`1.UnrealBuildTool#IActionSerializer#Write(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.IExternalAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerializerBase`1.Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read the action from an archive
|
|
</summary>
|
|
<param name="Reader">Reader for the action</param>
|
|
<returns>New action</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerializerBase`1.Write(EpicGames.Core.BinaryArchiveWriter,`0)">
|
|
<summary>
|
|
Writes an action to an archive
|
|
</summary>
|
|
<param name="Writer">Writer for the archive</param>
|
|
<param name="Action">The action to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ActionSerialization">
|
|
<summary>
|
|
Helper methods for registering serializers and serializing actions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionSerialization.TypeToSerializer">
|
|
<summary>
|
|
Map from type name to deserializing constructor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ActionSerialization.NameToSerializer">
|
|
<summary>
|
|
Map from serializer name to instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerialization.#cctor">
|
|
<summary>
|
|
Creates a map of type name to constructor
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerialization.ReadAction(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Read an action from the given archive
|
|
</summary>
|
|
<param name="Reader">Reader to deserialize from</param>
|
|
<returns>New action</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerialization.ReadSerializer(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Reads a type name and find its registered constructor from an archive
|
|
</summary>
|
|
<param name="Reader">Archive to read from</param>
|
|
<returns>New constructor info</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ActionSerialization.WriteAction(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.IExternalAction)">
|
|
<summary>
|
|
Writes an action to the given archive
|
|
</summary>
|
|
<param name="Writer">Writer to serialize the action to</param>
|
|
<param name="Action">Action to serialize</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Asn">
|
|
<summary>
|
|
Parser for ASN.1 BER formats (eg. iOS mobile provisions)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildException">
|
|
<summary>
|
|
Base class for exceptions thrown by UBT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildException.#ctor(System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Message">The error message to display.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildException.#ctor(System.Exception,System.String)">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="InnerException">An inner exception to wrap</param>
|
|
<param name="Message">The error message to display.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildException.#ctor(System.String,System.Object[])">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Format">Formatting string for the error message</param>
|
|
<param name="Arguments">Arguments for the formatting string</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildException.#ctor(System.Exception,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="InnerException">The inner exception being wrapped</param>
|
|
<param name="Format">Format for the message string</param>
|
|
<param name="Arguments">Format arguments</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildException.LogException(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Log BuildException with a provided ILogger
|
|
</summary>
|
|
<param name="Logger">The ILogger to use to log this exception</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildException.ToString">
|
|
<summary>
|
|
Returns the string representing the exception. Our build exceptions do not show the callstack since they are used to report known error conditions.
|
|
</summary>
|
|
<returns>Message for the exception</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildLogEventException">
|
|
<summary>
|
|
Implementation of <see cref="T:UnrealBuildTool.BuildException"/> that captures a full structured logging event.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildLogEventException.Event">
|
|
<summary>
|
|
The event object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildLogEventException.#ctor(EpicGames.Core.LogEvent)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Event">Event to construct from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildLogEventException.#ctor(System.Exception,EpicGames.Core.LogEvent)">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="InnerException">The inner exception</param>
|
|
<param name="Event">Event to construct from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildLogEventException.#ctor(System.String,System.Object[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildLogEventException.#ctor(System.Exception,System.String,System.Object[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildLogEventException.#ctor(System.Exception,Microsoft.Extensions.Logging.EventId,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="EventId">Event id for the error</param>
|
|
<param name="InnerException">Inner exception to wrap</param>
|
|
<param name="Format">Structured logging format string</param>
|
|
<param name="Arguments">Argument objects</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildLogEventException.LogException(Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CompilationResultException">
|
|
<summary>
|
|
Implementation of <see cref="T:UnrealBuildTool.BuildLogEventException"/> that will return a unique exit code.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CompilationResultException.Result">
|
|
<summary>
|
|
The exit code associated with this exception
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult,EpicGames.Core.LogEvent)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
<param name="Event">Event to construct from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult,System.Exception,EpicGames.Core.LogEvent)">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
<param name="InnerException">The inner exception</param>
|
|
<param name="Event">Event to construct from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult,Microsoft.Extensions.Logging.EventId,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
<param name="EventId">Event id for the error</param>
|
|
<param name="Format">Formatting string for the error message</param>
|
|
<param name="Arguments">Arguments for the formatting string</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
<param name="Format">Formatting string for the error message</param>
|
|
<param name="Arguments">Arguments for the formatting string</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult,System.Exception,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
<param name="InnerException">The inner exception being wrapped</param>
|
|
<param name="Format">Format for the message string</param>
|
|
<param name="Arguments">Format arguments</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.#ctor(EpicGames.Core.CompilationResult,System.Exception,Microsoft.Extensions.Logging.EventId,System.String,System.Object[])">
|
|
<summary>
|
|
Constructor which wraps another exception
|
|
</summary>
|
|
<param name="Result">The resulting exit code</param>
|
|
<param name="EventId">Event id for the error</param>
|
|
<param name="InnerException">Inner exception to wrap</param>
|
|
<param name="Format">Structured logging format string</param>
|
|
<param name="Arguments">Argument objects</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CompilationResultException.LogException(Microsoft.Extensions.Logging.ILogger)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildExceptionExtensions">
|
|
<summary>
|
|
Extension methods for build exceptions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildExceptionExtensions.LogException(System.Exception,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Log Exception with a provided ILogger
|
|
</summary>
|
|
<param name="ex">The exception to log</param>
|
|
<param name="logger">The ILogger to use to log this exception</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildExceptionExtensions.GetCompilationResult(System.Exception)">
|
|
<summary>
|
|
Get the CompilationResult for a provided Exception
|
|
</summary>
|
|
<param name="ex">The exception to get the result for</param>
|
|
<returns>CompilationResult</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ShellType">
|
|
<summary>
|
|
The type of shell supported by this platform. Used to configure command line arguments.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ShellType.Sh">
|
|
<summary>
|
|
The Bourne shell
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ShellType.Cmd">
|
|
<summary>
|
|
Windows command interpreter
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildHostPlatform">
|
|
<summary>
|
|
Host platform abstraction
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildHostPlatform.Current">
|
|
<summary>
|
|
Host platform singleton.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildHostPlatform.Platform">
|
|
<summary>
|
|
Gets the current host platform type.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildHostPlatform.Shell">
|
|
<summary>
|
|
Gets the path to the shell for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildHostPlatform.ShellType">
|
|
<summary>
|
|
The type of shell returned by the Shell parameter
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildHostPlatform.BinarySuffix">
|
|
<summary>
|
|
The executable binary suffix for this platform
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildHostPlatform.ProcessInfo">
|
|
<summary>
|
|
Class that holds information about a running process
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildHostPlatform.ProcessInfo.PID">
|
|
<summary>
|
|
Process ID
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildHostPlatform.ProcessInfo.Name">
|
|
<summary>
|
|
Name of the process
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildHostPlatform.ProcessInfo.Filename">
|
|
<summary>
|
|
Filename of the process binary
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.ProcessInfo.#ctor(System.Int32,System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InPID">The process ID</param>
|
|
<param name="InName">The process name</param>
|
|
<param name="InFilename">The process filename</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.ProcessInfo.#ctor(System.Diagnostics.Process)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Proc">Process to take information from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.ProcessInfo.ToString">
|
|
<summary>
|
|
Format as a string for debugging
|
|
</summary>
|
|
<returns>String containing process info</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.GetProcesses">
|
|
<summary>
|
|
Gets all currently running processes.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.GetProcessByName(System.String)">
|
|
<summary>
|
|
Gets a process by name.
|
|
</summary>
|
|
<param name="Name">Name of the process to get information for.</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.GetProcessesByName(System.String)">
|
|
<summary>
|
|
Gets processes by name.
|
|
</summary>
|
|
<param name="Name">Name of the process to get information for.</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.GetProcessModules(System.Int32,System.String)">
|
|
<summary>
|
|
Gets the filenames of all modules associated with a process
|
|
</summary>
|
|
<param name="PID">Process ID</param>
|
|
<param name="Filename">Filename of the binary associated with the process.</param>
|
|
<returns>An array of all module filenames associated with the process. Can be empty of the process is no longer running.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.IsRunningOnWine">
|
|
<summary>
|
|
Determines if the UBT process is running through WINE
|
|
</summary>
|
|
<returns>Sequence of project file formats</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildHostPlatform.GetDefaultProjectFileFormats">
|
|
<summary>
|
|
Determines the default project file formats for this platform
|
|
</summary>
|
|
<returns>Sequence of project file formats</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacBuildHostPlatform.GetProcesses">
|
|
<summary>
|
|
(needs confirmation) Currently returns incomplete process names in Process.GetProcesses() so we need to parse 'ps' output.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.MacBuildHostPlatform.GetProcessModules(System.Int32,System.String)">
|
|
<summary>
|
|
(needs confirmation) Currently returns incomplete list of modules for Process.Modules so we need to parse vmmap output.
|
|
</summary>
|
|
<param name="PID"></param>
|
|
<param name="Filename"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxBuildHostPlatform.GetProcesses">
|
|
<summary>
|
|
(needs confirmation) Currently returns incomplete process names in Process.GetProcesses() so we need to use /proc
|
|
(also, locks up during process traversal sometimes, trying to open /dev/snd/pcm*)
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinuxBuildHostPlatform.GetProcessModules(System.Int32,System.String)">
|
|
<summary>
|
|
(needs confirmation) Currently returns incomplete list of modules for Process.Modules so we need to parse /proc/PID/maps.
|
|
(also, locks up during process traversal sometimes, trying to open /dev/snd/pcm*)
|
|
</summary>
|
|
<param name="PID"></param>
|
|
<param name="Filename"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildVersion">
|
|
<summary>
|
|
Holds information about the current engine version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.MajorVersion">
|
|
<summary>
|
|
The major engine version (5 for UE5)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.MinorVersion">
|
|
<summary>
|
|
The minor engine version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.PatchVersion">
|
|
<summary>
|
|
The hotfix/patch version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.Changelist">
|
|
<summary>
|
|
The changelist that the engine is being built from
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.CompatibleChangelist">
|
|
<summary>
|
|
The changelist that the engine maintains compatibility with
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.IsLicenseeVersion">
|
|
<summary>
|
|
Whether the changelist numbers are a licensee changelist
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.IsPromotedBuild">
|
|
<summary>
|
|
Whether the current build is a promoted build, that is, built strictly from a clean sync of the given changelist
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.BranchName">
|
|
<summary>
|
|
Name of the current branch, with '/' characters escaped as '+'
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.BuildId">
|
|
<summary>
|
|
The current build id. This will be generated automatically whenever engine binaries change if not set in the default Engine/Build/Build.version.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.BuildVersionString">
|
|
<summary>
|
|
The build version string
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildVersion.BuildURL">
|
|
<summary>
|
|
Optional URL for a continuous integration job associated with this build version. (e.g. the job that build a set of binaries)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.BuildVersion.EffectiveCompatibleChangelist">
|
|
<summary>
|
|
Returns the value which can be used as the compatible changelist. Requires that the regular changelist is also set, and defaults to the
|
|
regular changelist if a specific compatible changelist is not set.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.TryRead(EpicGames.Core.FileReference,UnrealBuildTool.BuildVersion@)">
|
|
<summary>
|
|
Try to read a version file from disk
|
|
</summary>
|
|
<param name="FileName">Path to the version file</param>
|
|
<param name="Version">The version information</param>
|
|
<returns>True if the version was read successfully, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.GetDefaultFileName">
|
|
<summary>
|
|
Get the default path to the build.version file on disk
|
|
</summary>
|
|
<returns>Path to the Build.version file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.GetFileNameForTarget(EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Get the default path for a target's version file.
|
|
</summary>
|
|
<param name="OutputDirectory">The output directory for the executable. For MacOS, this is the directory containing the app bundle.</param>
|
|
<param name="TargetName">Name of the target being built</param>
|
|
<param name="Platform">Platform the target is being built for</param>
|
|
<param name="Configuration">The configuration being built</param>
|
|
<param name="Architectures">Architecture of the target being built</param>
|
|
<returns>Path to the target's version file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.TryParse(EpicGames.Core.JsonObject,UnrealBuildTool.BuildVersion@)">
|
|
<summary>
|
|
Parses a build version from a JsonObject
|
|
</summary>
|
|
<param name="Object">The object to read from</param>
|
|
<param name="Version">The resulting version field</param>
|
|
<returns>True if the build version could be read, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.Write(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Exports this object as Json
|
|
</summary>
|
|
<param name="FileName">The filename to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.WriteIfModified(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Exports this object as Json
|
|
</summary>
|
|
<param name="FileName">The filename to write to</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.Write(System.IO.TextWriter)">
|
|
<summary>
|
|
Exports this object as Json
|
|
</summary>
|
|
<param name="Writer">Writer for output text</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildVersion.WriteProperties(EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Exports this object as Json
|
|
</summary>
|
|
<param name="Writer">The json writer to receive the version settings</param>
|
|
<returns>True if the build version could be read, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReadOnlyBuildVersion">
|
|
<summary>
|
|
Read-only wrapper for a BuildVersion instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyBuildVersion.Inner">
|
|
<summary>
|
|
The inner build version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReadOnlyBuildVersion.CurrentCached">
|
|
<summary>
|
|
Cached copy of the current build version
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReadOnlyBuildVersion.#ctor(UnrealBuildTool.BuildVersion)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Inner">The writable build version instance</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyBuildVersion.Current">
|
|
<summary>
|
|
Gets the current build version
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ReadOnlyBuildVersion.MajorVersion">
|
|
<summary>
|
|
Accessors for fields on the inner BuildVersion instance
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CommandLine">
|
|
<summary>
|
|
Functions for parsing command line arguments
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CommandLine.Parameter">
|
|
<summary>
|
|
Stores information about the field to receive command line arguments
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CommandLine.Parameter.Prefix">
|
|
<summary>
|
|
Prefix for the argument.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CommandLine.Parameter.FieldInfo">
|
|
<summary>
|
|
Field to receive values for this argument
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CommandLine.Parameter.Attribute">
|
|
<summary>
|
|
The attribute containing this argument's info
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.Parameter.#ctor(System.String,System.Reflection.FieldInfo,EpicGames.Core.CommandLineAttribute)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Prefix"></param>
|
|
<param name="FieldInfo"></param>
|
|
<param name="Attribute"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.ParseArguments(System.Collections.Generic.IEnumerable{System.String},System.Object)">
|
|
<summary>
|
|
Parse the given list of arguments and apply them to the given object
|
|
</summary>
|
|
<param name="Arguments">List of arguments. Parsed arguments will be removed from this list when the function returns.</param>
|
|
<param name="TargetObject">Object to receive the parsed arguments. Fields in this object should be marked up with CommandLineArgumentAttribute's to indicate how they should be parsed.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.ParseArguments(System.Collections.Generic.IEnumerable{System.String},System.Object,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse the given list of arguments and apply them to the given object
|
|
</summary>
|
|
<param name="Arguments">List of arguments. Parsed arguments will be removed from this list when the function returns.</param>
|
|
<param name="TargetObject">Object to receive the parsed arguments. Fields in this object should be marked up with CommandLineArgumentAttribute's to indicate how they should be parsed.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.ParseAndRemoveArguments(System.Collections.Generic.List{System.String},System.Object,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse the given list of arguments, and remove any that are parsed successfully
|
|
</summary>
|
|
<param name="Arguments">List of arguments. Parsed arguments will be removed from this list when the function returns.</param>
|
|
<param name="TargetObject">Object to receive the parsed arguments. Fields in this object should be marked up with CommandLineArgumentAttribute's to indicate how they should be parsed.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.CheckNoRemainingArguments(System.Collections.Generic.List{System.String},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks that the list of arguments is empty. If not, throws an exception listing them.
|
|
</summary>
|
|
<param name="RemainingArguments">List of remaining arguments</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.AssignValue(UnrealBuildTool.CommandLine.Parameter,System.String,System.Object,System.Collections.Generic.Dictionary{System.Reflection.FieldInfo,UnrealBuildTool.CommandLine.Parameter},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parses and assigns a value to a field
|
|
</summary>
|
|
<param name="Parameter">The parameter being parsed</param>
|
|
<param name="Text">Argument text</param>
|
|
<param name="TargetObject">The target object to assign values to</param>
|
|
<param name="AssignedFieldToParameter">Maps assigned fields to the parameter that wrote to it. Used to detect duplicate and conflicting arguments.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CommandLine.TryParseValue(System.Type,System.String,System.Object@)">
|
|
<summary>
|
|
Attempts to parse the given string to a value
|
|
</summary>
|
|
<param name="FieldType">Type of the field to convert to</param>
|
|
<param name="Text">The value text</param>
|
|
<param name="Value">On success, contains the parsed object</param>
|
|
<returns>True if the text could be parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache">
|
|
<summary>
|
|
Caches config files and config file hierarchies
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache.AddElementDelegate">
|
|
<summary>
|
|
Delegate to add a value to an ICollection in a target object
|
|
</summary>
|
|
<param name="TargetObject">The object containing the field to be modified</param>
|
|
<param name="ValueObject">The value to add</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache.ConfigMember">
|
|
<summary>
|
|
Caches information about a member with a [ConfigFile] attribute in a type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigMember.Attribute">
|
|
<summary>
|
|
The attribute instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigMember.ElementType">
|
|
<summary>
|
|
For fields implementing ICollection, specifies the element type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigMember.AddElement">
|
|
<summary>
|
|
For fields implementing ICollection, a callback to add an element type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ConfigMember.#ctor(UnrealBuildTool.ConfigFileAttribute)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Attribute"></param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigCache.ConfigMember.MemberInfo">
|
|
<summary>
|
|
Returns Reflection.MemberInfo describing the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigCache.ConfigMember.Type">
|
|
<summary>
|
|
Returns Reflection.Type of the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigCache.ConfigMember.SetValue">
|
|
<summary>
|
|
Returns the value setter of the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigCache.ConfigMember.GetValue">
|
|
<summary>
|
|
Returns the value getter of the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache.ConfigField">
|
|
<summary>
|
|
Caches information about a field with a [ConfigFile] attribute in a type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigField.FieldInfo">
|
|
<summary>
|
|
Reflection description of the field with the config attribute.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ConfigField.#ctor(System.Reflection.FieldInfo,UnrealBuildTool.ConfigFileAttribute)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="FieldInfo"></param>
|
|
<param name="Attribute"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache.ConfigProperty">
|
|
<summary>
|
|
Caches information about a property with a [ConfigFile] attribute in a type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigProperty.PropertyInfo">
|
|
<summary>
|
|
Reflection description of the property with the config attribute.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ConfigProperty.#ctor(System.Reflection.PropertyInfo,UnrealBuildTool.ConfigFileAttribute)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="PropertyInfo"></param>
|
|
<param name="Attribute"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache.ConfigDefaultUpdateType">
|
|
<summary>
|
|
Allowed modification types allowed for default config files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigDefaultUpdateType.SetValue">
|
|
<summary>
|
|
Used for non-array types, this will replace a setting, or it will add a setting if it doesn't exist
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigDefaultUpdateType.AddArrayEntry">
|
|
<summary>
|
|
Used to add an array entry to the end of any existing array entries, or will add to the end of the section
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCache.ConfigHierarchyKey">
|
|
<summary>
|
|
Stores information identifying a unique config hierarchy
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.Type">
|
|
<summary>
|
|
The hierarchy type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.ProjectDir">
|
|
<summary>
|
|
The project directory to read from
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.Platform">
|
|
<summary>
|
|
Which platform-specific files to read
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.CustomConfig">
|
|
<summary>
|
|
Custom config subdirectory to load
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.OverrideStrings">
|
|
<summary>
|
|
Custom override strings
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.HotfixDir">
|
|
<summary>
|
|
A hotfix directory where modifications/additions to config files can be read from
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.IncludePluginsForTargetType">
|
|
<summary>
|
|
If specified, this hierarchy will include plugins enabled for the given target type
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.#ctor(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.Collections.Generic.List{System.String},EpicGames.Core.DirectoryReference,System.Nullable{UnrealBuildTool.TargetType})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Type">The hierarchy type</param>
|
|
<param name="ProjectDir">The project directory to read from</param>
|
|
<param name="Platform">Which platform-specific files to read</param>
|
|
<param name="CustomConfig">Custom config subdirectory to load</param>
|
|
<param name="OverrideStrings">Custom override strings</param>
|
|
<param name="HotfixDir">A hotfix directory where modifications/additions to config files can be read from</param>
|
|
<param name="IncludePluginsForTargetType">If specified, this hierarchy will unclude plugins enabled for the given target type</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.Equals(System.Object)">
|
|
<summary>
|
|
Test whether this key is equal to another object
|
|
</summary>
|
|
<param name="Other">The object to compare against</param>
|
|
<returns>True if the objects match, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ConfigHierarchyKey.GetHashCode">
|
|
<summary>
|
|
Returns a stable hash of this object
|
|
</summary>
|
|
<returns>Hash value for this object</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.LocationToConfigFile">
|
|
<summary>
|
|
Cache of individual config files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.HierarchyKeyToHierarchy">
|
|
<summary>
|
|
Cache of config hierarchies by project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCache.TypeToConfigMembers">
|
|
<summary>
|
|
Cache of config fields by type
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.TryReadFile(EpicGames.Core.FileReference,UnrealBuildTool.ConfigFile@)">
|
|
<summary>
|
|
Attempts to read a config file (or retrieve it from the cache)
|
|
</summary>
|
|
<param name="Location">Location of the file to read</param>
|
|
<param name="ConfigFile">On success, receives the parsed config file</param>
|
|
<returns>True if the file exists and was read, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ReadHierarchy(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.String[],EpicGames.Core.DirectoryReference,System.Nullable{UnrealBuildTool.TargetType})">
|
|
<summary>
|
|
Reads a config hierarchy (or retrieve it from the cache)
|
|
</summary>
|
|
<param name="Type">The type of hierarchy to read</param>
|
|
<param name="ProjectDir">The project directory to read the hierarchy for</param>
|
|
<param name="Platform">Which platform to read platform-specific config files for</param>
|
|
<param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
|
|
<param name="CustomArgs">Optional list of command line arguments added to the existing command line arguments</param>
|
|
<param name="HotfixDir">A hotfix directory where modifications/additions to config files can be read from</param>
|
|
<param name="IncludePluginsForTargetType">If specified, this hierarchy will unclude plugins enabled for the given target type</param>
|
|
<returns>The requested config hierarchy</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ReadHierarchy(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.String,EpicGames.Core.CommandLineArguments,EpicGames.Core.DirectoryReference,System.Nullable{UnrealBuildTool.TargetType})">
|
|
<summary>
|
|
Reads a config hierarchy (or retrieve it from the cache)
|
|
</summary>
|
|
<param name="Type">The type of hierarchy to read</param>
|
|
<param name="ProjectDir">The project directory to read the hierarchy for</param>
|
|
<param name="Platform">Which platform to read platform-specific config files for</param>
|
|
<param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
|
|
<param name="CmdLineArgs">The command line arguments to parse</param>
|
|
<param name="HotfixDir">A hotfix directory where modifications/additions to config files can be read from</param>
|
|
<param name="IncludePluginsForTargetType">If specified, this hierarchy will unclude plugins enabled for the given target type</param>
|
|
<returns>The requested config hierarchy</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.FindConfigMembersForType(System.Type)">
|
|
<summary>
|
|
Gets a list of ConfigFields for the given type
|
|
</summary>
|
|
<param name="TargetObjectType">Type to get configurable fields for</param>
|
|
<returns>List of config fields for the given type</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ReadSettings(EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.Object,System.String)">
|
|
<summary>
|
|
Read config settings for the given object
|
|
</summary>
|
|
<param name="ProjectDir">Path to the project directory</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="TargetObject">Object to receive the settings</param>
|
|
<param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.ReadSettings(EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.Object,System.Collections.Generic.Dictionary{UnrealBuildTool.ConfigDependencyKey,System.Collections.Generic.IReadOnlyList{System.String}},EpicGames.Core.CommandLineArguments,System.String)">
|
|
<summary>
|
|
Read config settings for the given object
|
|
</summary>
|
|
<param name="ProjectDir">Path to the project directory</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="TargetObject">Object to receive the settings</param>
|
|
<param name="ConfigValues">Will be populated with config values that were retrieved. May be null.</param>
|
|
<param name="CmdLineArgs">Command line arguments, if null the application's command line arguments will be used</param>
|
|
<param name="CustomConfig">Optional override config directory to search, for support of multiple target types</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.TryParseValue(System.String,System.Type,System.Object@)">
|
|
<summary>
|
|
Attempts to parse the given text into an object which matches a specific field type
|
|
</summary>
|
|
<param name="Text">The text to parse</param>
|
|
<param name="FieldType">The type of field to parse</param>
|
|
<param name="Value">If successful, a value of type 'FieldType'</param>
|
|
<returns>True if the value could be parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.GetDefaultConfigFileReference(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Calculates the path to where the project's Default config of the type given (ie DefaultEngine.ini)
|
|
</summary>
|
|
<param name="ConfigType">Game, Engine, etc</param>
|
|
<param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.GetPlatformConfigFileReference(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,System.String)">
|
|
<summary>
|
|
Calculates the path to where the project's platform specific config of the type given (ie DefaultEngine.ini)
|
|
</summary>
|
|
<param name="ConfigType">Game, Engine, etc</param>
|
|
<param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
|
|
<param name="Platform">Platform name</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.WriteSettingToDefaultConfig(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.ConfigCache.ConfigDefaultUpdateType,System.String,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
|
|
</summary>
|
|
<param name="ConfigType">Game, Engine, etc</param>
|
|
<param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
|
|
<param name="UpdateType">How to modify the secion</param>
|
|
<param name="Section">Name of the section with the Key in it</param>
|
|
<param name="Key">Key to update</param>
|
|
<param name="Value">Value to write for te Key</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.WriteSettingToPlatformConfigFile(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.ConfigCache.ConfigDefaultUpdateType,System.String,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Updates a section in a Default***.ini, and will write it out. If the file is not writable, p4 can attempt to check it out.
|
|
</summary>
|
|
<param name="ConfigType">Game, Engine, etc</param>
|
|
<param name="ProjectDir">Project directory, used to find Config/Default[Type].ini</param>
|
|
<param name="Platform">Platform name. Must have a directory under projects Platforms subdirectory</param>
|
|
<param name="UpdateType">How to modify the secion</param>
|
|
<param name="Section">Name of the section with the Key in it</param>
|
|
<param name="Key">Key to update</param>
|
|
<param name="Value">Value to write for te Key</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.WriteSettingToConfigFile(EpicGames.Core.FileReference,UnrealBuildTool.ConfigCache.ConfigDefaultUpdateType,System.String,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Updates a section in config file, and will write it out. If the file is not writable, p4 can attempt to check it out.
|
|
</summary>
|
|
<param name="ConfigFile">Config file (.ini) name</param>
|
|
<param name="UpdateType">How to modify the secion</param>
|
|
<param name="Section">Name of the section with the Key in it</param>
|
|
<param name="Key">Key to update</param>
|
|
<param name="Value">Value to write for te Key</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCache.InvalidateCaches">
|
|
<summary>
|
|
Invalidates the hierarchy internal caches so that next call to ReadHierarchy will re-read from disk
|
|
but existing ones will still be valid with old values
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigLineAction">
|
|
<summary>
|
|
Specifies the action to take for a config line, as denoted by its prefix.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLineAction.Set">
|
|
<summary>
|
|
Assign the value to the key
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLineAction.Add">
|
|
<summary>
|
|
Add the value to the key (denoted with +X=Y in config files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLineAction.RemoveKey">
|
|
<summary>
|
|
Remove the key without having to match value (denoted with !X in config files)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLineAction.RemoveKeyValue">
|
|
<summary>
|
|
Remove the matching key and value (denoted with -X=Y in config files)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigLine">
|
|
<summary>
|
|
Contains a pre-parsed raw config line, consisting of action, key and value components.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLine.Action">
|
|
<summary>
|
|
The action to take when merging this key/value pair with an existing value
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLine.Key">
|
|
<summary>
|
|
Name of the key to modify
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLine.Value">
|
|
<summary>
|
|
Value to assign to the key
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigLine.ShouldPreserveValueQuotations">
|
|
<summary>
|
|
Whether to preserve enclosing quotations around <see cref="F:UnrealBuildTool.ConfigLine.Value"/>
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigLine.#ctor(UnrealBuildTool.ConfigLineAction,System.String,System.String)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="Action">Action to take when merging this key/value pair with an existing value</param>
|
|
<param name="Key">Name of the key to modify</param>
|
|
<param name="Value">Value to assign</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigLine.#ctor(UnrealBuildTool.ConfigLineAction,System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="Action">Action to take when merging this key/value pair with an existing value</param>
|
|
<param name="Key">Name of the key to modify</param>
|
|
<param name="Value">Value to assign</param>
|
|
<param name="ShouldPreserveValueQuotations">Whether to preserve enclosing quotations around <see cref="F:UnrealBuildTool.ConfigLine.Value"/></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigLine.ToString">
|
|
<summary>
|
|
Formats this object for the debugger
|
|
</summary>
|
|
<returns>The original config line</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigFileSection">
|
|
<summary>
|
|
Contains the lines which appeared in a config section, with all comments and whitespace removed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigFileSection.Name">
|
|
<summary>
|
|
Name of the section
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigFileSection.Lines">
|
|
<summary>
|
|
Lines which appeared in the config section
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFileSection.#ctor(System.String)">
|
|
<summary>
|
|
Construct an empty config section with the given name
|
|
</summary>
|
|
<param name="Name">Name of the config section</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFileSection.TryGetLine(System.String,UnrealBuildTool.ConfigLine@)">
|
|
<summary>
|
|
try to get a line using it's name, if the line doesn't exist returns false
|
|
</summary>
|
|
<param name="Name">Name of the line you want to get</param>
|
|
<param name="OutLine">The result of the operation</param>
|
|
<returns>return true if the line is retrieved return false and null OutLine if Name isn't found in this section</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigFile">
|
|
<summary>
|
|
Represents a single config file as stored on disk.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigFile.Sections">
|
|
<summary>
|
|
Maps names to config sections
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.#cctor">
|
|
<summary>
|
|
Static (class) constructor which is called before any ConfigFile instance is created
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.#ctor(UnrealBuildTool.ConfigLineAction)">
|
|
<summary>
|
|
Constructs a new, empty config file
|
|
</summary>
|
|
<param name="DefaultAction">The default action to take when encountering arrays without a '+' prefix</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.#ctor(EpicGames.Core.FileReference,UnrealBuildTool.ConfigLineAction)">
|
|
<summary>
|
|
Reads config data from the given file.
|
|
</summary>
|
|
<param name="Location">File to read from</param>
|
|
<param name="DefaultAction">The default action to take when encountering arrays without a '+' prefix</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.#ctor(System.String,UnrealBuildTool.ConfigLineAction)">
|
|
<summary>
|
|
Reads config data from the given string.
|
|
</summary>
|
|
<param name="IniText">Single line string of config settings in the format [Section1]:Key1=Value1,[Section2]:Key2=Value2</param>
|
|
<param name="DefaultAction">The default action to take when encountering arrays without a '+' prefix</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.TryAddConfigLine(UnrealBuildTool.ConfigFileSection,System.Collections.Generic.Dictionary{System.String,System.String},System.String,System.String,System.Int32,System.Int32,UnrealBuildTool.ConfigLineAction,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.ConfigFileSection})">
|
|
<summary>
|
|
Try to parse a key/value pair from the given line, and add it to a config section
|
|
</summary>
|
|
<param name="Section">The section to receive the parsed config line</param>
|
|
<param name="KeyRemap">Optional map to change names of keys on read</param>
|
|
<param name="Filename">Optional map to change names of keys on read</param>
|
|
<param name="Line">Text to parse</param>
|
|
<param name="StartIdx">Index of the first non-whitespace character in this line</param>
|
|
<param name="EndIdx">Index of the last (exclusive) non-whitespace character in this line</param>
|
|
<param name="DefaultAction">The default action to take if '+' or '-' is not specified on a config line</param>
|
|
<param name="Sections">The sections to find the redirected section for receiving the config line</param>
|
|
<returns>True if the line was parsed correctly, false otherwise</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigFile.SectionNames">
|
|
<summary>
|
|
Names of sections in this file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.FindOrAddSection(System.String)">
|
|
<summary>
|
|
Tries to get a config section by name, or creates one if it doesn't exist
|
|
</summary>
|
|
<param name="SectionName">Name of the section to look for</param>
|
|
<returns>The config section</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.TryGetSection(System.String,UnrealBuildTool.ConfigFileSection@)">
|
|
<summary>
|
|
Tries to get a config section by name
|
|
</summary>
|
|
<param name="SectionName">Name of the section to look for</param>
|
|
<param name="RawSection">On success, the config section that was found</param>
|
|
<returns>True if the section was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFile.Write(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Write the config file out to the given location. Useful for debugging.
|
|
</summary>
|
|
<param name="Location">The file to write</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigFileAttribute">
|
|
<summary>
|
|
Attribute indicating a value which should be populated from a UE .ini config file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigFileAttribute.ConfigType">
|
|
<summary>
|
|
Name of the config hierarchy to read from
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigFileAttribute.SectionName">
|
|
<summary>
|
|
Section containing the setting
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigFileAttribute.KeyName">
|
|
<summary>
|
|
Key name to search for
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigFileAttribute.#ctor(UnrealBuildTool.ConfigHierarchyType,System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="configType">Type of the config hierarchy to read from</param>
|
|
<param name="sectionName">Section containing the setting</param>
|
|
<param name="keyName">Key name to search for. Optional; uses the name of the field if not set.</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigHierarchyType">
|
|
<summary>
|
|
Types of config file hierarchy
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.Game">
|
|
<summary>
|
|
BaseGame.ini, DefaultGame.ini, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.Engine">
|
|
<summary>
|
|
BaseEngine.ini, DefaultEngine.ini, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.Editor">
|
|
<summary>
|
|
BaseEditor.ini, DefaultEditor.ini, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.EditorPerProjectUserSettings">
|
|
<summary>
|
|
BaseEditorPerProjectUserSettings.ini, DefaultEditorPerProjectUserSettings.ini, etc..
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.Encryption">
|
|
<summary>
|
|
BaseEncryption.ini, DefaultEncryption.ini, etc..
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.Crypto">
|
|
<summary>
|
|
BaseCrypto.ini, DefaultCrypto.ini, etc..
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.EditorSettings">
|
|
<summary>
|
|
BaseEditorSettings.ini, DefaultEditorSettings.ini, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.InstallBundle">
|
|
<summary>
|
|
BaseInstallBundle.ini, DefaultInstallBundle.ini, etc...
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchyType.PakFileRules">
|
|
<summary>
|
|
BasePakFileRules.ini, DefaultPakFileRules.ini, etc, etc....
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigHierarchySection">
|
|
<summary>
|
|
Stores a set of merged key/value pairs for a config section
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchySection.KeyToValue">
|
|
<summary>
|
|
Map of key names to their values
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchySection.#ctor(System.Collections.Generic.IEnumerable{UnrealBuildTool.ConfigFileSection})">
|
|
<summary>
|
|
Construct a merged config section from the given per-file config sections
|
|
</summary>
|
|
<param name="FileSections">Config sections from individual files</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigHierarchySection.KeyNames">
|
|
<summary>
|
|
Returns a list of key names
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchySection.TryGetValue(System.String,System.String@)">
|
|
<summary>
|
|
Tries to find the value for a given key
|
|
</summary>
|
|
<param name="KeyName">The key name to search for</param>
|
|
<param name="Value">On success, receives the corresponding value</param>
|
|
<returns>True if the key was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchySection.TryGetValues(System.String,System.Collections.Generic.IReadOnlyList{System.String}@)">
|
|
<summary>
|
|
Tries to find the values for a given key
|
|
</summary>
|
|
<param name="KeyName">The key name to search for</param>
|
|
<param name="Values">On success, receives a list of the corresponding values</param>
|
|
<returns>True if the key was found, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigHierarchy">
|
|
<summary>
|
|
Encapsulates a hierarchy of config files, merging sections from them together on request
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchy.Files">
|
|
<summary>
|
|
Array of
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchy.NameToSection">
|
|
<summary>
|
|
Cache of requested config sections
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigHierarchy.NameToSectionLock">
|
|
<summary>
|
|
Lock for NameToSection
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.#ctor(System.Collections.Generic.IEnumerable{UnrealBuildTool.ConfigFile})">
|
|
<summary>
|
|
Construct a config hierarchy from the given files
|
|
</summary>
|
|
<param name="Files">Set of files to include (in order)</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.Dispose">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ConfigHierarchy.SectionNames">
|
|
<summary>
|
|
Names of all sections in all config files
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.FindSection(System.String)">
|
|
<summary>
|
|
Finds a config section with the given name
|
|
</summary>
|
|
<param name="SectionName">Name of the section to look for</param>
|
|
<returns>The merged config section</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetBool(System.String,System.String,System.Boolean@)">
|
|
<summary>
|
|
Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a bool with the given key name.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetArray(System.String,System.String,System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an array with the given key name, returning null on failure.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Values">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetString(System.String,System.String,System.String@)">
|
|
<summary>
|
|
Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets a string with the given key name, returning an empty string on failure.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetInt32(System.String,System.String,System.Int32@)">
|
|
<summary>
|
|
Legacy function for ease of transition from ConfigCacheIni to ConfigHierarchy. Gets an int with the given key name.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue(System.String,System.String,System.String@)">
|
|
<summary>
|
|
Gets a single string value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue(System.String,System.String,System.Boolean@)">
|
|
<summary>
|
|
Gets a single bool value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue(System.String,System.String,System.Int32@)">
|
|
<summary>
|
|
Gets a single Int32 value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue(System.String,System.String,System.Guid@)">
|
|
<summary>
|
|
Gets a single GUID value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue(System.String,System.String,System.Single@)">
|
|
<summary>
|
|
Gets a single-precision floating point value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue(System.String,System.String,System.Double@)">
|
|
<summary>
|
|
Gets a double-precision floating point value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValue``1(System.String,System.String,``0@)">
|
|
<summary>
|
|
Gets an enumeration value associated with the specified key.
|
|
</summary>
|
|
<typeparam name="T"></typeparam>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValues(System.String,System.String,System.Collections.Generic.IReadOnlyList{System.String}@)">
|
|
<summary>
|
|
Gets all values associated with the specified key
|
|
</summary>
|
|
<param name="SectionName">Section where the key is located</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Values">Copy of the list containing all values associated with the specified key</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValueGeneric``1(System.String,System.String,``0@)">
|
|
<summary>
|
|
Gets the value for the given type. Can return a full struct hierarchy.
|
|
</summary>
|
|
<param name="SectionName">Section where the key is located</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Value">Value hierarchy associated with the specified key. All field names must exist</param>
|
|
<returns>True if the key exists and could be parsed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryGetValuesGeneric``1(System.String,System.String,``0[]@)">
|
|
<summary>
|
|
Gets the array of values for the given type. Can return a full struct hierarchy.
|
|
</summary>
|
|
<param name="SectionName">Section where the key is located</param>
|
|
<param name="KeyName">Key name</param>
|
|
<param name="Values">Array of values associated with the specified key. All field names must exist</param>
|
|
<returns>True if the key exists and could be parsed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.Boolean@)">
|
|
<summary>
|
|
Parse a string as a boolean value
|
|
</summary>
|
|
<param name="Text">The text to parse</param>
|
|
<param name="Value">The parsed value, if successful</param>
|
|
<returns>True if the text was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.Int32@)">
|
|
<summary>
|
|
Parse a string as an integer value
|
|
</summary>
|
|
<param name="Text">The text to parse</param>
|
|
<param name="Value">The parsed value, if successful</param>
|
|
<returns>True if the text was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.Guid@)">
|
|
<summary>
|
|
Parse a string as a GUID value
|
|
</summary>
|
|
<param name="Text">The text to parse</param>
|
|
<param name="Value">The parsed value, if successful</param>
|
|
<returns>True if the text was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.Single@)">
|
|
<summary>
|
|
Parse a string as a single-precision floating point value
|
|
</summary>
|
|
<param name="Text">The text to parse</param>
|
|
<param name="Value">The parsed value, if successful</param>
|
|
<returns>True if the text was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.Double@)">
|
|
<summary>
|
|
Parse a string as a double-precision floating point value
|
|
</summary>
|
|
<param name="Text">The text to parse</param>
|
|
<param name="Value">The parsed value, if successful</param>
|
|
<returns>True if the text was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.Collections.Generic.Dictionary{System.String,System.String}@)">
|
|
<summary>
|
|
Attempts to parse the given line as a UE config object (eg. (Name="Foo",Number=1234)).
|
|
</summary>
|
|
<param name="Line">Line of text to parse</param>
|
|
<param name="Properties">Receives key/value pairs for the config object</param>
|
|
<returns>True if an object was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParse(System.String,System.String[]@)">
|
|
<summary>
|
|
Attempts to parse the given line as a UE config array (eg. ("one", "two", "three") ).
|
|
</summary>
|
|
<param name="Line">Line of text to parse</param>
|
|
<param name="Array">Receives array for the config array</param>
|
|
<returns>True if an array was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.TryParseAsMap(System.String,System.Collections.Generic.Dictionary{System.String,System.String}@)">
|
|
<summary>
|
|
Attempts to parse the given line as a UE map (eg. (("key1","value1"), ("key2","value2")).
|
|
</summary>
|
|
<param name="Line">Line of text to parse</param>
|
|
<param name="Map">Receives dictionary for the config map</param>
|
|
<returns>True if a map was parsed, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.EnumerateConfigFileLocations(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.Nullable{UnrealBuildTool.TargetType})">
|
|
<summary>
|
|
Returns a list of INI filenames for the given project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.EnumerateGeneratedConfigFileLocations(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns a list of INI filenames for the given project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetGeneratedConfigDir(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Determines the path to the generated config directory (same as FPaths::GeneratedConfigDir())
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetGameAgnosticSavedDir">
|
|
<summary>
|
|
Determes the path to the game-agnostic saved directory (same as FPaths::GameAgnosticSavedDir())
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetIniPlatformName(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns the platform name to use as part of platform-specific config files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetStructEntryForSetting(System.String,System.String,System.String)">
|
|
<summary>
|
|
Gets an ini setting, and then pulls the value for a property out of a struct, in the format:
|
|
[SomeSection]
|
|
SomeStruct=(Foo=Bar,Prop="My Value")
|
|
</summary>
|
|
<param name="Section">Ini section ('SomeSection' in this example)</param>
|
|
<param name="Setting">Name of the struct setting ('SomeStruct' in this example)</param>
|
|
<param name="Property">Name of the property inside the struct ('Prop' in this example)</param>
|
|
<returns>The value retrieved from the struct ('My Value' in this example), or null if anything was not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetStructEntry(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Pulls the value for a property out of a struct in the given input, in the format:
|
|
(Foo=Bar,Prop="My Value")
|
|
</summary>
|
|
<param name="Input">The entire struct as retrieved from the ini via GetString()</param>
|
|
<param name="Property">Name of the property inside the struct ('Prop' in this example)</param>
|
|
<param name="bIsArrayProperty">Pass true when the value pulled is an array, like (Foo=(X=1,Y=2)), this would return X=1,Y=2</param>
|
|
<returns>The value retrieved from the struct ('My Value' in this example), or null if anything was not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetMapValueForSetting(System.String,System.String,System.String)">
|
|
<summary>
|
|
Gets an ini setting, and then pulls the value for a property out of a map, in the format:
|
|
[SomeSection]
|
|
SomeMap=((Foo=Bar),(SomeKey="My Value"))
|
|
</summary>
|
|
<param name="Section">Ini section ('SomeSection' in this example)</param>
|
|
<param name="Setting">Name of the struct setting ('SomeMap' in this example)</param>
|
|
<param name="Key">Name of the key inside the struct ('SomeKey' in this example)</param>
|
|
<returns>The value retrieved from the map ('My Value' in this example), or null if anything was not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetMapValue(System.String,System.String)">
|
|
<summary>
|
|
Pulls the value for a property out of a struct in the given input, in the format:
|
|
((Foo=Bar),(SomeKey="My Value"))
|
|
</summary>
|
|
<param name="Input">The entire struct as retrieved from the ini via GetString()</param>
|
|
<param name="Key">Name of the key inside the struct ('SomeKey' in this example). Key cannot have escaped quotes or commas</param>
|
|
<returns>The value retrieved from the map ('My Value' in this example), or null if anything was not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetStructKeyValuePairsForSetting(System.String,System.String)">
|
|
<summary>
|
|
Load a ini value for the given key, then use GetStructKeyValuePairs to return the key/value pairs of the struct
|
|
</summary>
|
|
<param name="Section">Ini section to read from</param>
|
|
<param name="Setting">Name of the ini key to read from</param>
|
|
<returns>Dictionary of struct vars/values</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigHierarchy.GetStructKeyValuePairs(System.String)">
|
|
<summary>
|
|
Given a string input (a struct loaded from a .ini file usually), like (Foo=A, Bar="Hello world"), this will return a dictionary of all values, with quotes trimmed off
|
|
In this example, { { Foo, A } , { Bar, Hello world } }
|
|
</summary>
|
|
<param name="Input">String containing a struct representation</param>
|
|
<returns>Dictionary of struct vars/values</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigValueParser">
|
|
<summary>
|
|
Functionality for parsing values from a config value
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueParser.TryParseTyped(System.Type,System.String,System.Object@)">
|
|
<summary>
|
|
Attempts to parse the given line as the given type. Struct member variables are expected to match
|
|
</summary>
|
|
<param name="T">Type to attempt to parse</param>
|
|
<param name="Line">Line of text to parse</param>
|
|
<param name="Result">Receives parse result</param>
|
|
<returns>True if the parse was successful, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueParser.TryParseGeneric``1(System.String,``0@)">
|
|
<summary>
|
|
Attempts to parse the given line as the given template type
|
|
</summary>
|
|
<param name="Line">Line of text to parse</param>
|
|
<param name="Result">Receives parse result</param>
|
|
<returns>True if the parse was successful, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueParser.TryParseArrayGeneric``1(System.String[],``0[]@)">
|
|
<summary>
|
|
Attempts to parse the given array of lines as array of the given template type
|
|
</summary>
|
|
<param name="Lines">Line of text to parse</param>
|
|
<param name="Result">Receives parse result</param>
|
|
<returns>True if the parse was successful, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigDependencyKey">
|
|
<summary>
|
|
Identifier for a config file key, including information about the hierarchy used to read it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigDependencyKey.Type">
|
|
<summary>
|
|
The config hierarchy type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigDependencyKey.ProjectDir">
|
|
<summary>
|
|
Project directory to read config files from
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigDependencyKey.Platform">
|
|
<summary>
|
|
The platform being built
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigDependencyKey.SectionName">
|
|
<summary>
|
|
The section name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigDependencyKey.KeyName">
|
|
<summary>
|
|
The key name
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigDependencyKey.#ctor(UnrealBuildTool.ConfigHierarchyType,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Type">The config hierarchy type</param>
|
|
<param name="ProjectDir">Project directory to read config files from</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="SectionName">The section name</param>
|
|
<param name="KeyName">The key name</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigDependencyKey.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Construct a key from an archive
|
|
</summary>
|
|
<param name="Reader">Archive to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigDependencyKey.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Writes this key to an archive
|
|
</summary>
|
|
<param name="Writer">Archive to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigDependencyKey.Equals(System.Object)">
|
|
<summary>
|
|
Tests whether this key is equal to another object
|
|
</summary>
|
|
<param name="Other">The object to compare to</param>
|
|
<returns>True if the keys are equal, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigDependencyKey.Equals(UnrealBuildTool.ConfigDependencyKey)">
|
|
<summary>
|
|
Tests whether this key is equal to another key
|
|
</summary>
|
|
<param name="Other">The key to compare to</param>
|
|
<returns>True if the keys are equal, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigDependencyKey.GetHashCode">
|
|
<summary>
|
|
Gets a hash code for this object
|
|
</summary>
|
|
<returns>Hash code for the object</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigValueTracker">
|
|
<summary>
|
|
Stores a list of config key/value pairs that have been read
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigValueTracker.Dependencies">
|
|
<summary>
|
|
The dependencies list
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueTracker.#ctor(System.Collections.Generic.IReadOnlyDictionary{UnrealBuildTool.ConfigDependencyKey,System.Collections.Generic.IReadOnlyList{System.String}})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueTracker.#ctor(EpicGames.Core.BinaryArchiveReader)">
|
|
<summary>
|
|
Construct an object from an archive on disk
|
|
</summary>
|
|
<param name="Reader">Archive to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueTracker.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Write the dependencies object to disk
|
|
</summary>
|
|
<param name="Writer">Archive to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigValueTracker.IsValid">
|
|
<summary>
|
|
Checks whether the list of dependencies is still valid
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppConfiguration">
|
|
<summary>
|
|
Compiler configuration. This controls whether to use define debug macros and other compiler settings. Note that optimization level should be based on the bOptimizeCode variable rather than
|
|
this setting, so it can be modified on a per-module basis without introducing an incompatibility between object files or PCHs.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppStandardVersion">
|
|
<summary>
|
|
Specifies which language standard to use. This enum should be kept in order, so that toolchains can check whether the requested setting is >= values that they support.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppStandardVersion.Cpp14">
|
|
<summary>
|
|
Supports C++14. No longer supported, code may not compile with this version.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppStandardVersion.Cpp17">
|
|
<summary>
|
|
Supports C++17. No longer supported, code may not compile with this version.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppStandardVersion.Cpp20">
|
|
<summary>
|
|
Supports C++20
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppStandardVersion.Latest">
|
|
<summary>
|
|
Latest standard supported by the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppStandardVersion.Default">
|
|
<summary>
|
|
Use the default standard version (BuildSettingsVersion.V1-V3: Cpp17, V4: Cpp20)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppStandardVersion.EngineDefault">
|
|
<summary>
|
|
Use the default standard version for engine modules
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CStandardVersion">
|
|
<summary>
|
|
Specifies which C language standard to use. This enum should be kept in order, so that toolchains can check whether the requested setting is >= values that they support.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.None">
|
|
<summary>
|
|
Supports no additional standard version flag
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.C89">
|
|
<summary>
|
|
Supports C89
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.C99">
|
|
<summary>
|
|
Supports C99
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.C11">
|
|
<summary>
|
|
Supports C11
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.C17">
|
|
<summary>
|
|
Supports C17
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.Latest">
|
|
<summary>
|
|
Latest standard supported by the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CStandardVersion.Default">
|
|
<summary>
|
|
Use the default standard version
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.MinimumCpuArchitectureX64">
|
|
<summary>
|
|
Specifies the architecture for code generation on x64 for windows platforms.
|
|
Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support.
|
|
For more details please see https://learn.microsoft.com/en-us/cpp/build/reference/arch-x64
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MinimumCpuArchitectureX64.None">
|
|
<summary>
|
|
No minimum architecure
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MinimumCpuArchitectureX64.AVX">
|
|
<summary>
|
|
Enables the use of Intel Advanced Vector Extensions instructions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MinimumCpuArchitectureX64.AVX2">
|
|
<summary>
|
|
Enables the use of Intel Advanced Vector Extensions 2 instructions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MinimumCpuArchitectureX64.AVX512">
|
|
<summary>
|
|
Enables the use of Intel Advanced Vector Extensions 512 instructions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.MinimumCpuArchitectureX64.Default">
|
|
<summary>
|
|
Use the default minimum architecure
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CSharpTargetConfiguration">
|
|
<summary>
|
|
The optimization level that may be compilation targets for C# files.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PrecompiledHeaderAction">
|
|
<summary>
|
|
The possible interactions between a precompiled header and a C++ file being compiled.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CPPOutput">
|
|
<summary>
|
|
Encapsulates the compilation output of compiling a set of C++ files.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppCompileEnvironment">
|
|
<summary>
|
|
Encapsulates the environment that a C++ file is compiled in.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.Platform">
|
|
<summary>
|
|
The platform to be compiled/linked for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.Configuration">
|
|
<summary>
|
|
The configuration to be compiled/linked for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.Architectures">
|
|
<summary>
|
|
The architecture that is being compiled/linked (empty string by default)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.Architecture">
|
|
<summary>
|
|
Gets the Architecture in the normal case where there is a single Architecture in Architectures
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.MetadataCache">
|
|
<summary>
|
|
Cache of source file metadata
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.SharedPCHs">
|
|
<summary>
|
|
Templates for shared precompiled headers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.PrecompiledHeaderIncludeFilename">
|
|
<summary>
|
|
The name of the header file which is precompiled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.PrecompiledHeaderAction">
|
|
<summary>
|
|
Whether the compilation should create, use, or do nothing with the precompiled header.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseHeaderUnitsForPch">
|
|
<summary>
|
|
Will replace pch with ifc and use header units instead
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseSharedBuildEnvironment">
|
|
<summary>
|
|
Whether artifacts from this compile are shared with other targets. If so, we should not apply any target-wide modifications to the compile environment.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseRTTI">
|
|
<summary>
|
|
Use run time type information
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bVcRemoveUnreferencedComdat">
|
|
<summary>
|
|
Whether to direct MSVC to remove unreferenced COMDAT functions and data.
|
|
</summary>
|
|
<seealso href="https://learn.microsoft.com/en-us/cpp/build/reference/zc-inline-remove-unreferenced-comdat">zc-inline-remove-unreferenced-comdat</seealso>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUsePIE">
|
|
<summary>
|
|
Use Position Independent Executable (PIE). Has an overhead cost
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseStackProtection">
|
|
<summary>
|
|
Use Stack Protection. Has an overhead cost
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseInlining">
|
|
<summary>
|
|
Enable inlining.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bCompileISPC">
|
|
<summary>
|
|
Whether to compile ISPC files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableBufferSecurityChecks">
|
|
<summary>
|
|
Enable buffer security checks. This should usually be enabled as it prevents severe security risks.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseAutoRTFMCompiler">
|
|
<summary>
|
|
Whether the AutoRTFM compiler is being used or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bDisableAutoRTFMInstrumentation">
|
|
<summary>
|
|
Disables AutoRTFM instrumentation to this cpp file only when AutoRTFMCompiler is enabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.bEnableAutoRTFMInstrumentation">
|
|
<summary>
|
|
Whether AutoRTFM instrumentation is enabled or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableAutoRTFMVerification">
|
|
<summary>
|
|
Whether AutoRTFM verification is enabled or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseUnity">
|
|
<summary>
|
|
If unity builds are enabled this can be used to override if this specific module will build using Unity.
|
|
This is set using the per module configurations in BuildConfiguration.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.MinSourceFilesForUnityBuildOverride">
|
|
<summary>
|
|
The number of source files in this module before unity build will be activated for that module. If set to
|
|
anything besides -1, will override the default setting which is controlled by MinGameModuleSourceFilesForUnityBuild
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.MinFilesUsingPrecompiledHeaderOverride">
|
|
<summary>
|
|
The minimum number of files that must use a pre-compiled header before it will be created and used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bBuildLocallyWithSNDBS">
|
|
<summary>
|
|
Module uses a #import so must be built locally when compiling with SN-DBS
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bRetainFramePointers">
|
|
<summary>
|
|
Whether to retain frame pointers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableExceptions">
|
|
<summary>
|
|
Enable exception handling
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableObjCExceptions">
|
|
<summary>
|
|
Enable objective C exception handling
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableObjCAutomaticReferenceCounting">
|
|
<summary>
|
|
Enable objective C automatic reference counting (ARC)
|
|
If you set this to true you should not use shared PCHs for this module. The engine won't be extensively using ARC in the short term
|
|
Not doing this will result in a compile errors because shared PCHs were compiled with different flags than consumer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.DefaultWarningLevel">
|
|
<summary>
|
|
How to treat any warnings in the code
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.DeprecationWarningLevel">
|
|
<summary>
|
|
Whether to warn about deprecated variables
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.ShadowVariableWarningLevel">
|
|
<summary>
|
|
Whether to warn about the use of shadow variables
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.UnsafeTypeCastWarningLevel">
|
|
<summary>
|
|
How to treat unsafe implicit type cast warnings (e.g., double->float or int64->int32)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.UndefinedIdentifierWarningLevel">
|
|
<summary>
|
|
Indicates what warning/error level to treat undefined identifiers in conditional expressions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bWarningsAsErrors">
|
|
<summary>
|
|
Whether to treat all warnings as errors
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bDisableStaticAnalysis">
|
|
<summary>
|
|
Whether to disable all static analysis - Clang, MSVC, PVS-Studio.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bStaticAnalyzerExtensions">
|
|
<summary>
|
|
Enable additional analyzer extension warnings using the EspXEngine plugin. This is only supported for MSVC.
|
|
See https://learn.microsoft.com/en-us/cpp/code-quality/using-the-cpp-core-guidelines-checkers
|
|
This will add a large number of warnings by default. It's recommended to use StaticAnalyzerRulesets if this is enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.StaticAnalyzerRulesets">
|
|
<summary>
|
|
The static analyzer rulesets that should be used to filter warnings. This is only supported for MSVC.
|
|
See https://learn.microsoft.com/en-us/cpp/code-quality/using-rule-sets-to-specify-the-cpp-rules-to-run
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.StaticAnalyzerCheckers">
|
|
<summary>
|
|
The static analyzer checkers that should be enabled rather than the defaults. This is only supported for Clang.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.StaticAnalyzerDisabledCheckers">
|
|
<summary>
|
|
The static analyzer default checkers that should be disabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.StaticAnalyzerAdditionalCheckers">
|
|
<summary>
|
|
The static analyzer non-default checkers that should be enabled. Unused if StaticAnalyzerCheckers is populated. This is only supported for Clang.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.StaticAnalyzerPVSDisabledErrors">
|
|
<summary>
|
|
The PVS Studio analysis warnings that should be disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bOptimizeCode">
|
|
<summary>
|
|
True if compiler optimizations should be enabled. This setting is distinct from the configuration (see CPPTargetConfiguration).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bCodeCoverage">
|
|
<summary>
|
|
True if the compilation should produce tracing output for code coverage.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.OptimizationLevel">
|
|
<summary>
|
|
Allows to fine tune optimizations level for speed and\or code size
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.FPSemantics">
|
|
<summary>
|
|
Determines the FP semantics.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bCreateDebugInfo">
|
|
<summary>
|
|
True if debug info should be created.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bDebugLineTablesOnly">
|
|
<summary>
|
|
True if debug info should only generate line number tables (clang)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bIsBuildingLibrary">
|
|
<summary>
|
|
True if we're compiling .cpp files that will go into a library (.lib file)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bIsBuildingDLL">
|
|
<summary>
|
|
True if we're compiling a DLL
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseStaticCRT">
|
|
<summary>
|
|
Whether we should compile using the statically-linked CRT. This is not widely supported for the whole engine, but is required for programs that need to run without dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseDebugCRT">
|
|
<summary>
|
|
Whether to use the debug CRT in debug configurations
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bOmitFramePointers">
|
|
<summary>
|
|
Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableOSX109Support">
|
|
<summary>
|
|
Whether we should compile with support for OS X 10.9 Mavericks. Used for some tools that we need to be compatible with this version of OS X.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUsePDBFiles">
|
|
<summary>
|
|
Whether PDB files should be used for Visual C++ builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bPreprocessOnly">
|
|
<summary>
|
|
Whether to just preprocess source files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bWithAssembly">
|
|
<summary>
|
|
Should an assembly file be generated while compiling. Works exclusively on MSVC compilers for now.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bSupportEditAndContinue">
|
|
<summary>
|
|
Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bUseIncrementalLinking">
|
|
<summary>
|
|
Whether to use incremental linking or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bAllowLTCG">
|
|
<summary>
|
|
Whether to allow the use of LTCG (link time code generation)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bPGOProfile">
|
|
<summary>
|
|
Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bPGOOptimize">
|
|
<summary>
|
|
Whether to optimize this build with Profile Guided Optimization (PGO).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.PGODirectory">
|
|
<summary>
|
|
Platform specific directory where PGO profiling data is stored.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.PGOFilenamePrefix">
|
|
<summary>
|
|
Platform specific filename where PGO profiling data is saved.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bPrintTimingInfo">
|
|
<summary>
|
|
Whether to log detailed timing info from the compiler
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bAllowRemotelyCompiledPCHs">
|
|
<summary>
|
|
When enabled, allows XGE to compile pre-compiled header files on remote machines. Otherwise, PCHs are always generated locally.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.UserIncludePaths">
|
|
<summary>
|
|
Ordered list of include paths for the module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.SystemIncludePaths">
|
|
<summary>
|
|
The include paths where changes to contained files won't cause dependent C++ source files to
|
|
be recompiled, unless BuildConfiguration.bCheckSystemHeadersForModification==true.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.SharedUserIncludePaths">
|
|
<summary>
|
|
The include paths which were previously in UserIncludePaths, but are now in a shared response file, persisted in the environment for validation.
|
|
Do not add to this set unless a shared response is in use, and only when removing those headers from UserIncludePaths.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.SharedSystemIncludePaths">
|
|
<summary>
|
|
The include paths which were previously in SystemIncludePaths, but are now in a shared response file, persisted in the environment for validation.
|
|
Do not add to this set unless a shared response is in use, and only when removing those headers from SystemIncludePaths.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.AllIncludePath">
|
|
<summary>
|
|
Enumerable of all possible include paths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.ModuleInterfacePaths">
|
|
<summary>
|
|
List of paths to search for compiled module interface (*.ifc) files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bCheckSystemHeadersForModification">
|
|
<summary>
|
|
Whether headers in system paths should be checked for modification when determining outdated actions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.ForceIncludeFiles">
|
|
<summary>
|
|
List of header files to force include
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.AdditionalPrerequisites">
|
|
<summary>
|
|
List of files that need to be up to date before compile can proceed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.FileInlineGenCPPMap">
|
|
<summary>
|
|
A dictionary of the source file items and the inlined gen.cpp files contained in it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.ExtraGeneratedCPPFileTypes">
|
|
<summary>
|
|
Non-default naming conventions that generated CPP files can have (this uses a filter to check the file name for matches)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.CollidingNames">
|
|
<summary>
|
|
FileItems with colliding names. (Which means they would overwrite each other in intermediate folder
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.Definitions">
|
|
<summary>
|
|
The C++ preprocessor definitions to use.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.AdditionalResponseFiles">
|
|
<summary>
|
|
Additional response files that will be used by main response file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bHasSharedResponseFile">
|
|
<summary>
|
|
Whether the compile environment has a response file in AdditionalResponseFiles that contains global compiler arguments.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.AdditionalArguments">
|
|
<summary>
|
|
Additional arguments to pass to the compiler.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.AdditionalFrameworks">
|
|
<summary>
|
|
A list of additional frameworks whose include paths are needed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.PerArchPrecompiledHeaderFiles">
|
|
<summary>
|
|
A dictionary of PCH files for multiple architectures
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.PCHInstance">
|
|
<summary>
|
|
The instance containing the precompiled header data.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.PrecompiledHeaderFile">
|
|
<summary>
|
|
The file containing the precompiled header data.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.ParentPCHInstance">
|
|
<summary>
|
|
The parent PCH instance used when creating this PCH.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.ParentPrecompiledHeaderFile">
|
|
<summary>
|
|
The parent's PCH header file.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.CppCompileEnvironment.bHasPrecompiledHeader">
|
|
<summary>
|
|
True if a single PRecompiledHeader exists, or at least one PerArchPrecompiledHeaderFile exists
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bHackHeaderGenerator">
|
|
<summary>
|
|
Whether or not UHT is being built
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bHideSymbolsByDefault">
|
|
<summary>
|
|
Whether to hide symbols by default
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bTreatAsEngineModule">
|
|
<summary>
|
|
Whether this environment should be treated as an engine module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.CppStandardEngine">
|
|
<summary>
|
|
Which C++ standard to support for engine modules. CppStandard will be set to this for engine modules and CppStandardEngine should not be checked in any toolchain. May not be compatible with all platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.CppStandard">
|
|
<summary>
|
|
Which C++ standard to support. May not be compatible with all platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.CStandard">
|
|
<summary>
|
|
Which C standard to support. May not be compatible with all platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.MinCpuArchX64">
|
|
<summary>
|
|
Direct the compiler to generate AVX instructions wherever SSE or AVX intrinsics are used.
|
|
Note that by enabling this you are changing the minspec for the PC platform, and the resultant executable will crash on machines without AVX support.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.AnalyzeStackSizeWarning">
|
|
<summary>
|
|
The amount of the stack usage to report static analysis warnings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bEnableCoroutines">
|
|
<summary>
|
|
Enable C++ coroutine support.
|
|
For MSVC, adds "/await:strict" to the command line. Program should #include <coroutine>
|
|
For Clang, adds "-fcoroutines-ts" to the command line. Program should #include <experimental/coroutine> (not supported in every clang toolchain)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.IncludeOrderVersion">
|
|
<summary>
|
|
What version of include order specified by the module rules. Used to determine shared PCH variants.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bDeterministic">
|
|
<summary>
|
|
Set flags for determinstic compiles.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.DeterministicWarningLevel">
|
|
<summary>
|
|
Set flags for determinstic compile warnings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bValidateFormatStrings">
|
|
<summary>
|
|
Emits compilation errors for incorrect UE_LOG format strings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.bValidateInternalApi">
|
|
<summary>
|
|
Emits deprecated warnings\errors for internal API usage for non-engine modules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppCompileEnvironment.CrashDiagnosticDirectory">
|
|
<summary>
|
|
Directory where to put crash report files for platforms that support it
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppCompileEnvironment.#ctor(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.CppConfiguration,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.SourceFileMetadataCache)">
|
|
<summary>
|
|
Default constructor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppCompileEnvironment.#ctor(UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Copy constructor.
|
|
</summary>
|
|
<param name="Other">Environment to copy settings from</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppDependencyCache">
|
|
<summary>
|
|
Reads the contents of C++ dependency files, and caches them for future iterations.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppDependencyCache.DependencyInfo">
|
|
<summary>
|
|
Contents of a single dependency file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.CachePartition.CurrentVersion">
|
|
<summary>
|
|
The current file version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.CachePartition.Location">
|
|
<summary>
|
|
Location of this dependency cache
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.CachePartition.BaseDir">
|
|
<summary>
|
|
Directory for files to cache dependencies for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.CachePartition.DependencyFileToInfo">
|
|
<summary>
|
|
Map from file item to dependency info
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.CachePartition.bModified">
|
|
<summary>
|
|
Whether the cache has been modified and needs to be saved
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.CachePartition.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructs a dependency cache. This method is private; call CppDependencyCache.Create() to create a cache hierarchy for a given project.
|
|
</summary>
|
|
<param name="Location">File to store the cache</param>
|
|
<param name="BaseDir">Base directory for files that this cache should store data for</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.CachePartition.Read(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Reads data for this dependency cache from disk
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.CachePartition.Write">
|
|
<summary>
|
|
Writes data for this dependency cache to disk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.Partitions">
|
|
<summary>
|
|
List of partitions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.GlobalPartitions">
|
|
<summary>
|
|
Static cache of all constructed dependency caches
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.MinVCDependencyVersion">
|
|
<summary>
|
|
Minimum version of a MSVC source dependency json
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.CppDependencyCache.VCDependencyAdditionalModuleInfoVersion">
|
|
<summary>
|
|
Minimum version of a MSVC source dependency json that supports additional module info
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.#ctor">
|
|
<summary>
|
|
Constructs a dependency cache. This method is private; call CppDependencyCache.Create() to create a cache hierarchy for a given project.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryGetProducedModule(UnrealBuildBase.FileItem,Microsoft.Extensions.Logging.ILogger,System.String@)">
|
|
<summary>
|
|
Gets the produced module from a dependencies file
|
|
</summary>
|
|
<param name="InputFile">The dependencies file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutModule">The produced module name</param>
|
|
<returns>True if a produced module was found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryGetImportedModules(UnrealBuildBase.FileItem,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.List{System.ValueTuple{System.String,System.String}}@)">
|
|
<summary>
|
|
Attempts to get a list of imported modules for the given file
|
|
</summary>
|
|
<param name="InputFile">The dependency file to query</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutImportedModules">List of imported modules</param>
|
|
<returns>True if a list of imported modules was obtained</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryGetDependencies(UnrealBuildBase.FileItem,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.List{UnrealBuildBase.FileItem}@)">
|
|
<summary>
|
|
Attempts to read the dependencies from the given input file
|
|
</summary>
|
|
<param name="InputFile">File to be read</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutDependencyItems">Receives a list of output items</param>
|
|
<returns>True if the input file exists and the dependencies were read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryGetDependencyInfo(UnrealBuildBase.FileItem,Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.CppDependencyCache.DependencyInfo@)">
|
|
<summary>
|
|
Attempts to read the dependencies from the given input file
|
|
</summary>
|
|
<param name="InputFile">File to be read</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutInfo">The dependency info</param>
|
|
<returns>True if the input file exists and the dependencies were read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryGetDependencyInfoInternal(UnrealBuildBase.FileItem,UnrealBuildTool.CppDependencyCache.DependencyInfo@)">
|
|
<summary>
|
|
Attempts to read dependencies from the given file.
|
|
</summary>
|
|
<param name="InputFile">File to be read</param>
|
|
<param name="OutInfo">The dependency info</param>
|
|
<returns>True if the input file exists and the dependencies were read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryGetDependenciesUncached(UnrealBuildBase.FileItem,System.Collections.Generic.List{UnrealBuildBase.FileItem}@)">
|
|
<summary>
|
|
Attempts to read the dependencies from the given input file. This static version will not use any caches.
|
|
</summary>
|
|
<param name="InputFile">File to be read</param>
|
|
<param name="OutDependencyItems">Receives a list of output items</param>
|
|
<returns>True if the input file exists and the dependencies were read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.Mount(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.TargetType,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a cache hierarchy for a particular target
|
|
</summary>
|
|
<param name="TargetDescriptor">Target descriptor being built</param>
|
|
<param name="TargetType">The target type</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Dependency cache hierarchy for the given project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.Mount(EpicGames.Core.FileReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.UnrealIntermediateEnvironment,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a cache hierarchy for a particular target
|
|
</summary>
|
|
<param name="ProjectFile">Project file for the target being built</param>
|
|
<param name="TargetName">Name of the target</param>
|
|
<param name="Platform">Platform being built</param>
|
|
<param name="Configuration">Configuration being built</param>
|
|
<param name="TargetType">The target type</param>
|
|
<param name="Architectures">The target architectures</param>
|
|
<param name="IntermediateEnvironment">Intermediate environment to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Dependency cache hierarchy for the given project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.FindOrAddPartition(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Reads a cache from the given location, or creates it with the given settings
|
|
</summary>
|
|
<param name="Location">File to store the cache</param>
|
|
<param name="BaseDir">Base directory for files that this cache should store data for</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Reference to a dependency cache with the given settings</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.SaveAll">
|
|
<summary>
|
|
Save all the caches that have been modified
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.ReadDependencyInfo(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Reads dependencies from the given file.
|
|
</summary>
|
|
<param name="InputFile">The file to read from</param>
|
|
<returns>List of included dependencies</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppDependencyCache.TryReadMakefileToken(System.String,System.Int32@,System.Text.StringBuilder)">
|
|
<summary>
|
|
Attempts to read a single token from a makefile
|
|
</summary>
|
|
<param name="Text">Text to read from</param>
|
|
<param name="RefIdx">Current position within the file</param>
|
|
<param name="Token">Receives the token characters</param>
|
|
<returns>True if a token was read, false if the end of the buffer was reached</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppIncludeLookup">
|
|
<summary>
|
|
Builds a reverse lookup table for finding all source files that includes a set of headers
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CppIncludeParser">
|
|
<summary>
|
|
Parses include directives from cpp source files, to make dedicated PCHs
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppIncludeParser.CopyIncludeDirectives(System.IO.StreamReader,System.Text.StringBuilder)">
|
|
<summary>
|
|
Copies include directives from one file to another, until an unsafe directive (or non-#include line) is found.
|
|
</summary>
|
|
<param name="Reader">Stream to read from</param>
|
|
<param name="Writer">Stream to write directives to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CppIncludeParser.TryReadToken(System.IO.StreamReader,System.Text.StringBuilder)">
|
|
<summary>
|
|
Reads an individual token from the input stream
|
|
</summary>
|
|
<param name="Reader">Stream to read from</param>
|
|
<param name="Token">Buffer to store token read from the stream</param>
|
|
<returns>True if a token was read, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.CustomBuildSteps">
|
|
<summary>
|
|
Stores custom build steps to be executed by a project or plugin
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CustomBuildSteps.#ctor(EpicGames.Core.JsonObject)">
|
|
<summary>
|
|
Construct a custom build steps object from a Json object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CustomBuildSteps.TryRead(EpicGames.Core.JsonObject,System.String,UnrealBuildTool.CustomBuildSteps@)">
|
|
<summary>
|
|
Reads a list of build steps from a Json project or plugin descriptor
|
|
</summary>
|
|
<param name="RawObject">The json descriptor object</param>
|
|
<param name="FieldName">Name of the field to read</param>
|
|
<param name="OutBuildSteps">Output variable to store the sorted dictionary that was read</param>
|
|
<returns>True if the field was read (and OutBuildSteps is set), false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CustomBuildSteps.Write(EpicGames.Core.JsonWriter,System.String)">
|
|
<summary>
|
|
Reads a list of build steps from a Json project or plugin descriptor
|
|
</summary>
|
|
<param name="Writer">Writer to receive json output</param>
|
|
<param name="FieldName">Name of the field to read</param>
|
|
<returns>True if the field was read (and OutBuildSteps is set), false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CustomBuildSteps.ToJsonObject">
|
|
<summary>
|
|
Converts this object to a JsonObject to be saved or manipulated.
|
|
</summary>
|
|
<returns>The JsonObject representation of this object.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.CustomBuildSteps.TryGetCommands(UnrealBuildTool.UnrealTargetPlatform,System.String[]@)">
|
|
<summary>
|
|
Tries to get the commands for a given host platform
|
|
</summary>
|
|
<param name="HostPlatform">The host platform to look for</param>
|
|
<param name="OutCommands">Array of commands</param>
|
|
<returns>True if a list of commands was generated</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DataDrivenPlatformInfo">
|
|
<summary>
|
|
Class to manage looking up data driven platform information (loaded from .ini files instead of in code)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo">
|
|
<summary>
|
|
All data driven information about a platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.bIsConfidential">
|
|
<summary>
|
|
Is the platform a confidential ("console-style") platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.bIsEnabled">
|
|
<summary>
|
|
Is the platform enabled on this host platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.bCanUseCrashReporter">
|
|
<summary>
|
|
If true, this platform can stage the crashreporter
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.AdditionalRestrictedFolders">
|
|
<summary>
|
|
Additional restricted folders for this platform.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.HardwareCompressionFormat">
|
|
<summary>
|
|
the compression format that this platform wants; overrides game unless bForceUseProjectCompressionFormat
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.bNoAccountOverride">
|
|
<summary>
|
|
The online account can't be set from the command line
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.IniParentChain">
|
|
<summary>
|
|
Entire ini parent chain, ending with this platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DataDrivenPlatformInfo.ConfigDataDrivenPlatformInfo.PlatformConfig">
|
|
<summary>
|
|
The raw DataDrivenPlatformInfo.ini file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DataDrivenPlatformInfo.GetAllPlatformInfos">
|
|
<summary>
|
|
Return all data driven infos found
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(System.String)">
|
|
<summary>
|
|
Return the data driven info for the given platform name
|
|
</summary>
|
|
<param name="PlatformName"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DataDrivenPlatformInfo.GetDataDrivenInfoForPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Return the data driven info for the given UnrealTargetPlatform
|
|
</summary>
|
|
<param name="TargetPlatform"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DeployExports">
|
|
<summary>
|
|
General deploy support functions, exported for UAT
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.DeployExports.DeployFolderMaxLength">
|
|
<summary>
|
|
The max length of the deploy folder name.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DeployExports.GetDefaultDeployFolder(System.String)">
|
|
<summary>
|
|
Gets the default deploy folder name on the format ShortProjectName-RootDirectoryName-UserName,
|
|
truncated to DeployFolderMaxLength characters, with dots '.' and whitespace ' ' stripped.
|
|
</summary>
|
|
<param name="ShortProjectName">Project to deploy</param>
|
|
<returns>The default deploy folder name.</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.DynamicCompilation">
|
|
<summary>
|
|
Methods for dynamically compiling C# source files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DynamicCompilation.RequiresCompilation(System.Collections.Generic.IEnumerable{EpicGames.Core.FileReference},EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks to see if the assembly needs compilation
|
|
</summary>
|
|
<param name="SourceFiles">Set of source files</param>
|
|
<param name="AssemblyManifestFilePath">File containing information about this assembly, like which source files it was built with and engine version</param>
|
|
<param name="OutputAssemblyPath">Output path for the assembly</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the assembly needs to be built</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(EpicGames.Core.FileReference,System.Collections.Generic.IEnumerable{EpicGames.Core.FileReference},Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.IEnumerable{System.String},System.Collections.Generic.IEnumerable{System.String},System.Boolean,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Dynamically compiles an assembly for the specified source file and loads that assembly into the application's
|
|
current domain. If an assembly has already been compiled and is not out of date, then it will be loaded and
|
|
no compilation is necessary.
|
|
</summary>
|
|
<param name="OutputAssemblyPath">Full path to the assembly to be created</param>
|
|
<param name="SourceFileNames">List of source file name</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="ReferencedAssembies"></param>
|
|
<param name="PreprocessorDefines"></param>
|
|
<param name="DoNotCompile"></param>
|
|
<param name="ForceCompile"></param>
|
|
<param name="TreatWarningsAsErrors"></param>
|
|
<returns>The assembly that was loaded</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EncryptionAndSigning">
|
|
<summary>
|
|
Helper functions for dealing with encryption and pak signing
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EncryptionAndSigning.SigningKey">
|
|
<summary>
|
|
Wrapper class for a single RSA key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.SigningKey.Exponent">
|
|
<summary>
|
|
Exponent
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.SigningKey.Modulus">
|
|
<summary>
|
|
Modulus
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.SigningKey.IsValid">
|
|
<summary>
|
|
Determine if this key is valid
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EncryptionAndSigning.SigningKeyPair">
|
|
<summary>
|
|
Wrapper class for an RSA public/private key pair
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.SigningKeyPair.PublicKey">
|
|
<summary>
|
|
Public key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.SigningKeyPair.PrivateKey">
|
|
<summary>
|
|
Private key
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.SigningKeyPair.IsValid">
|
|
<summary>
|
|
Determine if this key is valid
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.SigningKeyPair.IsUnsecureLegacyKey">
|
|
<summary>
|
|
Returns TRUE if this is a short key from the old 256-bit system
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EncryptionAndSigning.EncryptionKey">
|
|
<summary>
|
|
Wrapper class for a 128 bit AES encryption key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.EncryptionKey.Name">
|
|
<summary>
|
|
Optional name for this encryption key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.EncryptionKey.Guid">
|
|
<summary>
|
|
Optional guid for this encryption key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.EncryptionKey.Key">
|
|
<summary>
|
|
AES key
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.EncryptionKey.IsValid">
|
|
<summary>
|
|
Determine if this key is valid
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EncryptionAndSigning.CryptoSettings">
|
|
<summary>
|
|
Wrapper class for all crypto settings
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.EncryptionKey">
|
|
<summary>
|
|
AES encyption key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.SigningKey">
|
|
<summary>
|
|
RSA public/private key
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.bEnablePakSigning">
|
|
<summary>
|
|
Enable pak signature checking
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.bEnablePakIndexEncryption">
|
|
<summary>
|
|
Encrypt the index of the pak file. Stops the pak file being easily accessible by unrealpak
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.bEnablePakIniEncryption">
|
|
<summary>
|
|
Encrypt all ini files in the pak. Good for game data obsfucation
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.bEnablePakUAssetEncryption">
|
|
<summary>
|
|
Encrypt the uasset files in the pak file. After cooking, uasset files only contain package metadata / nametables / export and import tables. Provides good string data obsfucation without
|
|
the downsides of full package encryption, with the security drawbacks of still having some data stored unencrypted
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.bEnablePakFullAssetEncryption">
|
|
<summary>
|
|
Encrypt all assets data files (including exp and ubulk) in the pak file. Likely to be slow, and to cause high data entropy (bad for delta patching)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.bDataCryptoRequired">
|
|
<summary>
|
|
Some platforms have their own data crypto systems, so allow the config settings to totally disable our own crypto
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.PakEncryptionRequired">
|
|
<summary>
|
|
Config setting to enable pak encryption
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.PakSigningRequired">
|
|
<summary>
|
|
Config setting to enable pak signing
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.SecondaryEncryptionKeys">
|
|
<summary>
|
|
A set of named encryption keys that can be used to encrypt different sets of data with a different key that is delivered dynamically (i.e. not embedded within the game executable)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.IsAnyEncryptionEnabled">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.IsPakSigningEnabled">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.Save(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.CryptoSettings.ContainsEncryptionKey(System.String)">
|
|
<summary>
|
|
Returns whether the specified encryption key exist.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.ProcessSigningKeyInputStrings(System.String)">
|
|
<summary>
|
|
Helper class for formatting incoming hex signing key strings
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.CompareKey(System.Byte[],System.Byte[])">
|
|
<summary>
|
|
Helper function for comparing two AES keys
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.ParseCryptoSettings(EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Parse crypto settings from INI file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EncryptionAndSigning.ParseHexStringToByteArray(System.String,System.Int32)">
|
|
<summary>
|
|
Take a hex string and parse into an array of bytes
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UHTModuleInfo">
|
|
<summary>
|
|
Information about a module that needs to be passed to UnrealHeaderTool for code generation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.ModuleName">
|
|
<summary>
|
|
Module name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.ModuleRulesFile">
|
|
<summary>
|
|
Path to the module rules file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.ModuleDirectories">
|
|
<summary>
|
|
Paths to all potential module source directories (with platform extension directories added in)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.ModuleIncludeBase">
|
|
<summary>
|
|
The include search path for generated headers to include other headers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.ModuleType">
|
|
<summary>
|
|
Module type
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.OverrideModuleType">
|
|
<summary>
|
|
Overridden package module type to add more flags
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.PublicUObjectClassesHeaders">
|
|
<summary>
|
|
Public UObject headers found in the Classes directory (legacy)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.PublicUObjectHeaders">
|
|
<summary>
|
|
Public headers with UObjects
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.InternalUObjectHeaders">
|
|
<summary>
|
|
Internal headers with UObjects
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.PrivateUObjectHeaders">
|
|
<summary>
|
|
Private headers with UObjects
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.GeneratedCodeDirectory">
|
|
<summary>
|
|
Directory containing generated code
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.PublicDefines">
|
|
<summary>
|
|
Collection of the module's public defines
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.GeneratedCPPFilenameBase">
|
|
<summary>
|
|
Path and base filename, without extension, of the .gen files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.GeneratedCodeVersion">
|
|
<summary>
|
|
Version of code generated by UHT
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.bIsReadOnly">
|
|
<summary>
|
|
Whether this module is read-only
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.VersePath">
|
|
<summary>
|
|
Path of the verse generated types
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.VerseScope">
|
|
<summary>
|
|
Scope of the verse definitions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.HasVerse">
|
|
<summary>
|
|
If true, verse scripts were found
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UHTModuleInfo.VersePluginName">
|
|
<summary>
|
|
Verse plugin name
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ExternalExecution">
|
|
<summary>
|
|
This handles all running of the UnrealHeaderTool
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.GetModuleType(UnrealBuildTool.ModuleRules,UnrealBuildTool.ProjectDescriptor)">
|
|
<summary>
|
|
Gets the module type for a given rules object
|
|
</summary>
|
|
<param name="RulesObject">The rules object</param>
|
|
<param name="ProjectDescriptor">Descriptor for the project being built</param>
|
|
<returns>The module type</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.FindHeaders(UnrealBuildBase.DirectoryItem,System.Collections.Generic.IReadOnlySet{System.String},System.Collections.Generic.List{UnrealBuildBase.FileItem})">
|
|
<summary>
|
|
Find all the headers under the given base directory, excluding any other platform folders.
|
|
</summary>
|
|
<param name="BaseDirectory">Base directory to search</param>
|
|
<param name="ExcludeFolders">Array of folders to exclude</param>
|
|
<param name="Headers">Receives the list of headers that was found</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.GetHeaderToolPath(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Gets UnrealHeaderTool.exe path. Does not care if UnrealheaderTool was build as a monolithic exe or not.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.GetHeaderToolTimestampUtc(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,System.DateTime@)">
|
|
<summary>
|
|
Gets the latest write time of any of the UnrealHeaderTool binaries (including DLLs and Plugins) or DateTime.MaxValue if UnrealHeaderTool does not exist
|
|
</summary>
|
|
<returns>Latest timestamp of UHT binaries or DateTime.MaxValue if UnrealHeaderTool is out of date and needs to be rebuilt.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.GetCoreGeneratedTimestampUtc(System.String,System.String)">
|
|
<summary>
|
|
Gets the timestamp of CoreUObject.gen.cpp file.
|
|
</summary>
|
|
<returns>Last write time of CoreUObject.gen.cpp or DateTime.MaxValue if it doesn't exist.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.AreGeneratedCodeFilesOutOfDate(UnrealBuildTool.BuildConfiguration,System.Collections.Generic.List{UnrealBuildTool.UHTModuleInfo},System.DateTime,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks the class header files and determines if generated UObject code files are out of date in comparison.
|
|
</summary>
|
|
<param name="BuildConfiguration">Build configuration</param>
|
|
<param name="UObjectModules">Modules that we generate headers for</param>
|
|
<param name="HeaderToolTimestampUtc">Timestamp for UHT</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the code files are out of date</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.AreExternalDependenciesOutOfDate(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Determines if any external dependencies for generated code is out of date
|
|
</summary>
|
|
<param name="ExternalDependenciesFile">Path to the external dependencies file</param>
|
|
<returns>True if any external dependencies are out of date</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.UpdateTimestamps(System.Collections.Generic.List{UnrealBuildTool.UHTModuleInfo})">
|
|
<summary>
|
|
Updates the recorded timestamps of all the passed in UObject modules
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.RunExternalNativeExecutable(EpicGames.Core.FileReference,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Run an external native executable (and capture the output), given the executable path and the commandline.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.PrintProcessOutputAsync(System.Object,System.Diagnostics.DataReceivedEventArgs,EpicGames.Core.LogEventParser)">
|
|
<summary>
|
|
Simple function to pipe output asynchronously
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessaryAsync(UnrealBuildTool.BuildConfiguration,EpicGames.Core.FileReference,UnrealBuildTool.TargetMakefile,System.String,UnrealBuildTool.ISourceFileWorkingSet,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Builds and runs the header tool and touches the header directories.
|
|
Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.GetUHTModuleInfoFileName(UnrealBuildTool.TargetMakefile,System.String)">
|
|
<summary>
|
|
Return the file reference for the UHT manifest file
|
|
</summary>
|
|
<param name="Makefile">Input makefile</param>
|
|
<param name="TargetName">Name of the target</param>
|
|
<returns>Manifest file name</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.GetUHTDepsFileName(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Return the file reference for the UHT deps file
|
|
</summary>
|
|
<param name="ModuleInfoFileName">Manifest info file name</param>
|
|
<returns>UHT dependency file name</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.CreateUHTManifest(UnrealBuildTool.TargetMakefile,System.String,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Convert the makefile to a UHTManifest object
|
|
</summary>
|
|
<param name="Makefile">Input makefile</param>
|
|
<param name="TargetName">Name of the target</param>
|
|
<param name="DepsFileName">Name of the dependencies file.</param>
|
|
<returns>Output UHT manifest</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.WriteUHTManifest(UnrealBuildTool.TargetMakefile,System.String,EpicGames.Core.FileReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Write the manifest to disk
|
|
</summary>
|
|
<param name="Makefile">Input makefile</param>
|
|
<param name="TargetName">Name of the target</param>
|
|
<param name="ModuleInfoFileName">Destination file name. If not supplied, it will be generated.</param>
|
|
<param name="DepsFileName">Name of the dependencies file. If not supplied, it will be generated.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.LatestDateTime(System.DateTime,System.DateTime)">
|
|
<summary>
|
|
Return the latest of two date/times
|
|
</summary>
|
|
<param name="Lhs">First date/time to compare</param>
|
|
<param name="Rhs">Second date/time to compare</param>
|
|
<returns>Latest of the two dates</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessaryInternalAsync(UnrealBuildTool.BuildConfiguration,EpicGames.Core.FileReference,UnrealBuildTool.TargetMakefile,System.String,UnrealBuildTool.ISourceFileWorkingSet,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Builds and runs the header tool and touches the header directories.
|
|
Performs any early outs if headers need no changes, given the UObject modules, tool path, game name, and configuration
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.FileMetadataPrefetch">
|
|
<summary>
|
|
Prefetches metadata from the filesystem, by populating FileItem and DirectoryItem objects for requested directory trees. Since
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FileMetadataPrefetch.Queue">
|
|
<summary>
|
|
Queue for tasks added to the thread pool
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FileMetadataPrefetch.CancelSource">
|
|
<summary>
|
|
Used to cancel any queued tasks
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FileMetadataPrefetch.CancelToken">
|
|
<summary>
|
|
The cancellation token
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.FileMetadataPrefetch.QueuedDirectories">
|
|
<summary>
|
|
Set of all the directory trees that have been queued up, to save adding any more than once.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.QueueEngineDirectory">
|
|
<summary>
|
|
Enqueue the engine directory for prefetching
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.QueueProjectDirectory(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Enqueue a project directory for prefetching
|
|
</summary>
|
|
<param name="ProjectDirectory">The project directory to prefetch</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.QueueDirectoryTree(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Enqueue a directory tree for prefetching
|
|
</summary>
|
|
<param name="Directory">Directory to start searching from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.Wait">
|
|
<summary>
|
|
Wait for the prefetcher to complete all reqeusted tasks
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.Stop">
|
|
<summary>
|
|
Stop prefetching items, and cancel all pending tasks. synchronous.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.Enqueue(System.Action)">
|
|
<summary>
|
|
Enqueue a task which checks for the cancellation token first
|
|
</summary>
|
|
<param name="Action">Action to enqueue</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.ScanEngineDirectory">
|
|
<summary>
|
|
Scans the engine directory, adding tasks for subdirectories
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.ScanProjectDirectory(UnrealBuildBase.DirectoryItem)">
|
|
<summary>
|
|
Scans a project directory, adding tasks for subdirectories
|
|
</summary>
|
|
<param name="ProjectDirectory">The project directory to search</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.ScanPluginFolder(UnrealBuildBase.DirectoryItem)">
|
|
<summary>
|
|
Scans a plugin parent directory, adding tasks for subdirectories
|
|
</summary>
|
|
<param name="Directory">The directory which may contain plugin directories</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.FileMetadataPrefetch.ScanDirectoryTree(UnrealBuildBase.DirectoryItem)">
|
|
<summary>
|
|
Scans an arbitrary directory tree
|
|
</summary>
|
|
<param name="Directory">Root of the directory tree</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GraphNode">
|
|
<summary>
|
|
A single "node" in a directed graph
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GraphEdge">
|
|
<summary>
|
|
Describes an edge in the directed graph
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GraphVisualization.GraphAttribute">
|
|
<summary>
|
|
Attribute for a graph node
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GraphVisualization.GraphAttribute.Id">
|
|
Gexf ID for this attribute
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GraphVisualization.GraphAttribute.Name">
|
|
Name of the attribute
|
|
</member>
|
|
<member name="F:UnrealBuildTool.GraphVisualization.GraphAttribute.TypeName">
|
|
Gexf type name
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GraphVisualization.WriteGraphFile(EpicGames.Core.FileReference,System.String,System.Collections.Generic.List{UnrealBuildTool.GraphNode},System.Collections.Generic.List{UnrealBuildTool.GraphEdge})">
|
|
<summary>
|
|
Writes a GEXF graph file for the specified graph nodes and edges
|
|
</summary>
|
|
<param name="Filename">The file name to write</param>
|
|
<param name="Description">The description to include in the graph file's metadata</param>
|
|
<param name="GraphNodes">List of all graph nodes. Index order is important and must match with the individual node Id members!</param>
|
|
<param name="GraphEdges">List of all graph edges. Index order is important and must match with the individual edge Id members!</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.HotReloadMode">
|
|
<summary>
|
|
The current hot reload mode
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.HotReloadState">
|
|
<summary>
|
|
Stores the current hot reload state, tracking temporary files created by previous invocations.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.HotReloadState.NextSuffix">
|
|
<summary>
|
|
Suffix to use for the next hot reload invocation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.HotReloadState.OriginalFileToHotReloadFile">
|
|
<summary>
|
|
Map from original filename in the action graph to hot reload file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.HotReloadState.TemporaryFiles">
|
|
<summary>
|
|
Set of all temporary files created for hot reload
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReloadState.CaptureActions(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Adds all the actions into the hot reload state, so we can restore the action graph on next iteration
|
|
</summary>
|
|
<param name="ActionsToExecute">The actions being executed</param>
|
|
<param name="OldLocationToNewLocation">Mapping from file from their original location (either a previously hot-reloaded file, or an originally compiled file)</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReloadState.GetLocation(UnrealBuildTool.TargetDescriptor)">
|
|
<summary>
|
|
Gets the location of the hot-reload state file for a particular target
|
|
</summary>
|
|
<param name="TargetDescriptor">Descriptor for the target</param>
|
|
<returns>Location of the hot reload state file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReloadState.GetLocation(EpicGames.Core.FileReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Gets the location of the hot-reload state file for a particular target
|
|
</summary>
|
|
<param name="ProjectFile">Project containing the target</param>
|
|
<param name="TargetName">Name of the target</param>
|
|
<param name="Platform">Platform being built</param>
|
|
<param name="Configuration">Configuration being built</param>
|
|
<param name="Architectures">Architecture(s) being built</param>
|
|
<returns>Location of the hot reload state file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReloadState.Load(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Read the hot reload state from the given location
|
|
</summary>
|
|
<param name="Location">Location to read from</param>
|
|
<returns>New hot reload state instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReloadState.Save(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Writes the state to disk
|
|
</summary>
|
|
<param name="Location">Location to write to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LiveCodingModules">
|
|
<summary>
|
|
Contents of the JSON version of the live coding modules file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.LiveCodingModules.EnabledModules">
|
|
<summary>
|
|
These modules have been loaded by a process and are enabled for patching
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.LiveCodingModules.LazyLoadModules">
|
|
<summary>
|
|
These modules have been loaded by a process, but not explicitly enabled
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.GetDefaultMode(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.TargetMakefile,UnrealBuildTool.BuildConfiguration,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Getts the default hot reload mode for the given target
|
|
</summary>
|
|
<param name="TargetDescriptor">The target being built</param>
|
|
<param name="Makefile">Makefile for the target</param>
|
|
<param name="BuildConfiguration">Global build configuration</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Default hotreload mode</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.Setup(UnrealBuildTool.TargetDescriptor,UnrealBuildTool.TargetMakefile,System.Collections.Generic.List{UnrealBuildTool.LinkedAction},UnrealBuildTool.BuildConfiguration,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Sets the appropriate hot reload mode for a target, and cleans up old state.
|
|
</summary>
|
|
<param name="TargetDescriptor">The target being built</param>
|
|
<param name="Makefile">Makefile for the target</param>
|
|
<param name="Actions">Actions for this target</param>
|
|
<param name="BuildConfiguration">Global build configuration</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.IsLiveCodingSessionActive(UnrealBuildTool.TargetMakefile,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks whether a live coding session is currently active for a target. If so, we don't want to allow modifying any object files before they're loaded.
|
|
</summary>
|
|
<param name="Makefile">Makefile for the target being built</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if a live coding session is active, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.ShouldDoHotReloadFromIDE(UnrealBuildTool.BuildConfiguration,UnrealBuildTool.TargetDescriptor,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks if the editor is currently running and this is a hot-reload
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.DeleteTemporaryFiles(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Delete all temporary files created by previous hot reload invocations
|
|
</summary>
|
|
<param name="HotReloadStateFile">Location of the state file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.ApplyState(UnrealBuildTool.HotReloadState,UnrealBuildTool.TargetMakefile,System.Collections.Generic.List{UnrealBuildTool.LinkedAction})">
|
|
<summary>
|
|
Apply a saved hot reload state to a makefile
|
|
</summary>
|
|
<param name="HotReloadState">The hot-reload state</param>
|
|
<param name="Makefile">Makefile to apply the state</param>
|
|
<param name="Actions">Actions for this makefile</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.CreateHashSetFromFileList(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Given a collection of strings which are file paths, create a hash set from the file name and extension.
|
|
Empty strings are eliminated.
|
|
</summary>
|
|
<param name="Collection">Source collection</param>
|
|
<returns>Trimmed and unique collection</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.PatchActionsForTarget(UnrealBuildTool.BuildConfiguration,UnrealBuildTool.TargetDescriptor,UnrealBuildTool.TargetMakefile,System.Collections.Generic.List{UnrealBuildTool.LinkedAction},System.Collections.Generic.List{UnrealBuildTool.LinkedAction},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determine what needs to be built for a target
|
|
</summary>
|
|
<param name="BuildConfiguration">The build configuration</param>
|
|
<param name="TargetDescriptor">Target being built</param>
|
|
<param name="Makefile">Makefile generated for this target</param>
|
|
<param name="PrerequisiteActions">The actions to execute</param>
|
|
<param name="TargetActionsToExecute">Actions to execute for this target</param>
|
|
<param name="InitialPatchedOldLocationToNewLocation">Collection of all the renamed as part of module reload requests. Can be null</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Set of actions to execute</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.ReplaceSuffix(EpicGames.Core.FileReference,System.Int32)">
|
|
<summary>
|
|
Replaces a hot reload suffix in a filename.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.ReplaceBaseFileName(System.String,System.String,System.String)">
|
|
<summary>
|
|
Replaces a base filename within a string. Ensures that the filename is not a substring of another longer string (eg. replacing "Foo" will match "Foo.Bar" but not "FooBar" or "BarFooBar").
|
|
</summary>
|
|
<param name="Text">Text to replace within</param>
|
|
<param name="OldFileName">Old filename</param>
|
|
<param name="NewFileName">New filename</param>
|
|
<returns>Text with file names replaced</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.IsBaseFileNameCharacter(System.Char)">
|
|
<summary>
|
|
Determines if a character should be treated as part of a base filename, when updating strings for hot reload
|
|
</summary>
|
|
<param name="Character">The character to check</param>
|
|
<returns>True if the character is part of a base filename, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.IsLiveCodingAction(UnrealBuildTool.LinkedAction)">
|
|
<summary>
|
|
Test to see if the action is an action live coding supports. All other actions will be filtered
|
|
</summary>
|
|
<param name="Action">Action in question</param>
|
|
<returns>True if the action is a compile action for the compiler. This filters out RC compiles.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.PatchActionGraphForLiveCoding(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference},UnrealBuildTool.HotReloadMode,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Patches a set of actions for use with live coding. The new action list will output object files to a different location.
|
|
</summary>
|
|
<param name="Actions">Set of actions</param>
|
|
<param name="OriginalFileToPatchedFile">Dictionary that receives a map of original object file to patched object file</param>
|
|
<param name="hotReloadMode">Requested hot reload mode</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.PatchActionGraph(System.Collections.Generic.IEnumerable{UnrealBuildTool.LinkedAction},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Patch the action graph for hot reloading, mapping files according to the given dictionary.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.PatchActionGraphWithNames(System.Collections.Generic.Dictionary{System.String,System.Int32},UnrealBuildTool.TargetMakefile,System.Collections.Generic.List{UnrealBuildTool.LinkedAction})">
|
|
<summary>
|
|
Patches a set of actions to use a specific list of suffixes for each module name
|
|
</summary>
|
|
<param name="ModuleNameToSuffix">Map of module name to suffix</param>
|
|
<param name="Makefile">Makefile for the target being built</param>
|
|
<param name="Actions">Actions to be executed for this makefile</param>
|
|
<returns>Collection of file names patched. Can be null.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.HotReload.WriteLiveCodingManifest(EpicGames.Core.FileReference,System.Collections.Generic.List{UnrealBuildTool.IExternalAction},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Writes a manifest containing all the information needed to create a live coding patch
|
|
</summary>
|
|
<param name="ManifestFile">File to write to</param>
|
|
<param name="Actions">List of actions that are part of the graph</param>
|
|
<param name="OriginalFileToPatchedFile">Map of original object files to patched object files</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EProjectType">
|
|
<summary>
|
|
The project type that support is required for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EProjectType.Unknown">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EProjectType.Any">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EProjectType.Code">
|
|
<summary>
|
|
Support for code projects
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.EProjectType.Content">
|
|
<summary>
|
|
Support for deploying content projects
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.InstalledPlatformState">
|
|
<summary>
|
|
The state of a downloaded platform
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformState.Supported">
|
|
<summary>
|
|
Query whether the platform is supported
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformState.Downloaded">
|
|
<summary>
|
|
Query whether the platform has been downloaded
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.InstalledPlatformInfo">
|
|
<summary>
|
|
Contains methods to allow querying the available installed platforms
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration">
|
|
<summary>
|
|
Information about a single installed platform configuration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.Configuration">
|
|
<summary>
|
|
Build Configuration of this combination
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.Platform">
|
|
<summary>
|
|
Platform for this combination
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.PlatformType">
|
|
<summary>
|
|
Type of Platform for this combination
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.Architecture">
|
|
<summary>
|
|
Architecture for this combination
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.RequiredFile">
|
|
<summary>
|
|
Location of a file that must exist for this combination to be valid (optional)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.ProjectType">
|
|
<summary>
|
|
Type of project this configuration can be used for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.bCanBeDisplayed">
|
|
<summary>
|
|
Whether to display this platform as an option even if it is not valid
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration.#ctor(UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.TargetType,UnrealBuildTool.UnrealArch,System.String,UnrealBuildTool.EProjectType,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InConfiguration"></param>
|
|
<param name="InPlatform"></param>
|
|
<param name="InPlatformType"></param>
|
|
<param name="InArchitecture"></param>
|
|
<param name="InRequiredFile"></param>
|
|
<param name="InProjectType"></param>
|
|
<param name="bInCanBeDisplayed"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.Initialize">
|
|
<summary>
|
|
Initializes the InstalledPlatformInfo. While this is not necessary to be called, it allows timing the static constructor call.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.IsValidConfiguration(UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.EProjectType)">
|
|
<summary>
|
|
Determine if the given configuration is available for any platform
|
|
</summary>
|
|
<param name="Configuration">Configuration type to check</param>
|
|
<param name="ProjectType">The type of project</param>
|
|
<returns>True if supported</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.IsValidPlatform(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.EProjectType)">
|
|
<summary>
|
|
Determine if the given platform is available
|
|
</summary>
|
|
<param name="Platform">Platform to check</param>
|
|
<param name="ProjectType">The type of project</param>
|
|
<returns>True if supported</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.IsValidPlatformAndConfiguration(UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.EProjectType)">
|
|
<summary>
|
|
Determine whether the given platform/configuration/project type combination is supported
|
|
</summary>
|
|
<param name="Configuration">Configuration for the project</param>
|
|
<param name="Platform">Platform for the project</param>
|
|
<param name="ProjectType">Type of the project</param>
|
|
<returns>True if the combination is supported</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.IsValid(System.Nullable{UnrealBuildTool.TargetType},System.Nullable{UnrealBuildTool.UnrealTargetPlatform},System.Nullable{UnrealBuildTool.UnrealTargetConfiguration},UnrealBuildTool.EProjectType,UnrealBuildTool.InstalledPlatformState)">
|
|
<summary>
|
|
Determines whether the given target type is supported
|
|
</summary>
|
|
<param name="TargetType">The target type being built</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="Configuration">The configuration being built</param>
|
|
<param name="ProjectType">The project type required</param>
|
|
<param name="State">State of the given platform support</param>
|
|
<returns>True if the target can be built</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(System.Collections.Generic.List{UnrealBuildTool.InstalledPlatformInfo.InstalledPlatformConfiguration},System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Configs"></param>
|
|
<param name="OutEntries"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.JunkDeleter.DeleteJunk(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Loads JunkManifest.txt file and removes all junk files/folders defined in it.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.JunkDeleter.LoadJunkManifest">
|
|
<summary>
|
|
Loads JunkManifest.txt file.
|
|
</summary>
|
|
<returns>Junk manifest file contents.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.JunkDeleter.DeleteAllJunk(System.Collections.Generic.List{System.String},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Goes through each entry from the junk manifest and deletes it.
|
|
</summary>
|
|
<param name="JunkManifest">JunkManifest.txt entries.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.JunkDeleter.DeleteDirectory(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Deletes a directory recursively gracefully handling all exceptions.
|
|
</summary>
|
|
<param name="DirectoryPath">Path.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.JunkDeleter.DeleteFile(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Deletes a file gracefully handling all exceptions.
|
|
</summary>
|
|
<param name="Filename">Filename.</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LinkEnvironment">
|
|
<summary>
|
|
Encapsulates the environment that is used to link object files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.Platform">
|
|
<summary>
|
|
The platform to be compiled/linked for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.Configuration">
|
|
<summary>
|
|
The configuration to be compiled/linked for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.Architectures">
|
|
<summary>
|
|
The architecture that is being compiled/linked (empty string by default)
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.LinkEnvironment.Architecture">
|
|
<summary>
|
|
Gets the Architecture in the normal case where there is a single Architecture in Architectures
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.BundleDirectory">
|
|
<summary>
|
|
On Mac, indicates the path to the target's application bundle
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.OutputDirectory">
|
|
<summary>
|
|
The directory to put the non-executable files in (PDBs, import library, etc)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.IntermediateDirectory">
|
|
<summary>
|
|
Intermediate file directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.LocalShadowDirectory">
|
|
<summary>
|
|
The directory to shadow source files in for syncing to remote compile servers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.OutputFilePaths">
|
|
<summary>
|
|
The file path for the executable file that is output by the linker.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.LinkEnvironment.OutputFilePath">
|
|
<summary>
|
|
Returns the OutputFilePath is there is only one entry in OutputFilePaths
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.Libraries">
|
|
<summary>
|
|
List of libraries to link in
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.SystemLibraries">
|
|
<summary>
|
|
A list of additional libraries to link in (using the list of library search paths)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.SystemLibraryPaths">
|
|
<summary>
|
|
A list of the paths used to find libraries.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.ExcludedLibraries">
|
|
<summary>
|
|
A list of libraries to exclude from linking.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.RuntimeLibraryPaths">
|
|
<summary>
|
|
Paths to add as search paths for runtime libraries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.AdditionalFrameworks">
|
|
<summary>
|
|
A list of additional frameworks to link in.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.Frameworks">
|
|
<summary>
|
|
The iOS/Mac frameworks to link in
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.AdditionalBundleResources">
|
|
<summary>
|
|
iOS/Mac resources that should be copied to the app bundle
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.DelayLoadDLLs">
|
|
<summary>
|
|
A list of the dynamically linked libraries that shouldn't be loaded until they are first called
|
|
into.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.DependenciesToSkipPerArchitecture">
|
|
<summary>
|
|
Per-architecture lists of dependencies for linking to ignore (useful when building for multiple architectures, and a lib only is needed for one architecture), it's up to the Toolchain to use this
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.AdditionalArguments">
|
|
<summary>
|
|
Additional arguments to pass to the linker.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bCreateDebugInfo">
|
|
<summary>
|
|
True if debug info should be created.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bGenerateRuntimeSymbolFiles">
|
|
<summary>
|
|
True if runtime symbols files should be generated as a post build step for some platforms.
|
|
These files are used by the engine to resolve symbol names of callstack backtraces in logs.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bDisableSymbolCache">
|
|
<summary>
|
|
True if debug symbols that are cached for some platforms should not be created.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bIsBuildingLibrary">
|
|
<summary>
|
|
True if we're compiling .cpp files that will go into a library (.lib file)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bIsBuildingDLL">
|
|
<summary>
|
|
True if we're compiling a DLL
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.LinkType">
|
|
<summary>
|
|
The method of linking the target uses
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bUseStaticCRT">
|
|
<summary>
|
|
Whether we should compile using the statically-linked CRT. This is not widely supported for the whole engine, but is required for programs that need to run without dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bUseDebugCRT">
|
|
<summary>
|
|
Whether to use the debug CRT in debug configurations
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bIsBuildingConsoleApplication">
|
|
<summary>
|
|
True if this is a console application that's being build
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.WindowsEntryPointOverride">
|
|
<summary>
|
|
If set, overrides the program entry function on Windows platform. This is used by the base Unreal
|
|
program so we can link in either command-line mode or windowed mode without having to recompile the Launch module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bIsCrossReferenced">
|
|
<summary>
|
|
True if we're building a EXE/DLL target with an import library, and that library is needed by a dependency that
|
|
we're directly dependent on.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bHasExports">
|
|
<summary>
|
|
True if the application we're linking has any exports, and we should be expecting the linker to
|
|
generate a .lib and/or .exp file along with the target output file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bIsBuildingDotNetAssembly">
|
|
<summary>
|
|
True if we're building a .NET assembly (e.g. C# project)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.DefaultStackSize">
|
|
<summary>
|
|
The default stack memory size allocation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.DefaultStackSizeCommit">
|
|
<summary>
|
|
The amount of the default stack size to commit initially. Set to 0 to allow the OS to decide.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bCodeCoverage">
|
|
<summary>
|
|
Wether to link code coverage / tracing libs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bOmitFramePointers">
|
|
<summary>
|
|
Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bSupportEditAndContinue">
|
|
<summary>
|
|
Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bUseIncrementalLinking">
|
|
<summary>
|
|
Whether to use incremental linking or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bAllowLTCG">
|
|
<summary>
|
|
Whether to allow the use of LTCG (link time code generation)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bPGOProfile">
|
|
<summary>
|
|
Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bPGOOptimize">
|
|
<summary>
|
|
Whether to optimize this build with Profile Guided Optimization (PGO).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.PGODirectory">
|
|
<summary>
|
|
Platform specific directory where PGO profiling data is stored.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.PGOFilenamePrefix">
|
|
<summary>
|
|
Platform specific filename where PGO profiling data is saved.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.PGOMergedFilenamePrefix">
|
|
<summary>
|
|
Platform specific filename where pre-merged PGO profiling data is saved.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bCreateMapFile">
|
|
<summary>
|
|
Whether to request the linker create a map file as part of the build
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bUsePDBFiles">
|
|
<summary>
|
|
Whether PDB files should be used for Visual C++ builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bUseFastPDBLinking">
|
|
<summary>
|
|
Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bUsePIE">
|
|
<summary>
|
|
Use Position Independent Executable (PIE). Has an overhead cost
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bIgnoreUnresolvedSymbols">
|
|
<summary>
|
|
Whether to ignore dangling (i.e. unresolved external) symbols in modules
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bDeterministic">
|
|
<summary>
|
|
Set flags for determinstic compiles.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.bPrintTimingInfo">
|
|
<summary>
|
|
Whether to log detailed timing information
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.PackagePath">
|
|
<summary>
|
|
Package full path (directory + filename) where to store input files used at link time
|
|
Normally used to debug a linker crash for platforms that support it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.CrashDiagnosticDirectory">
|
|
<summary>
|
|
Directory where to put crash report files for platforms that support it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.ThinLTOCacheDirectory">
|
|
<summary>
|
|
Directory where to put the ThinLTO cache for platforms that support it
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.ThinLTOCachePruningArguments">
|
|
<summary>
|
|
Arguments that will be applied to prune the ThinLTO cache for platforms that support it.
|
|
The arguments will only be applied if ThinLTOCacheDirectory is set.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.BundleVersion">
|
|
<summary>
|
|
Bundle version for Mac apps
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.InstallName">
|
|
<summary>
|
|
When building a dynamic library on Apple platforms, specifies the installed name for other binaries that link against it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.InputFiles">
|
|
<summary>
|
|
A list of the object files to be linked.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.DefaultResourceFiles">
|
|
<summary>
|
|
The default resource file to link in to every binary if a custom one is not provided
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.CommonResourceFiles">
|
|
<summary>
|
|
Resource files which should be compiled into every binary
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.IncludeFunctions">
|
|
<summary>
|
|
List of functions that should be exported from this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.DebuggerVisualizerFiles">
|
|
<summary>
|
|
Debugger visualizer files to build into debug info for this binary.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.ModuleDefinitionFile">
|
|
<summary>
|
|
Provides a Module Definition File (.def) to the linker to describe various attributes of a DLL.
|
|
Necessary when exporting functions by ordinal values instead of by name.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.AdditionalProperties">
|
|
<summary>
|
|
All the additional properties from the modules linked into this binary
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LinkEnvironment.RuntimeDependencies">
|
|
<summary>
|
|
List of all of the runtime dependencies.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinkEnvironment.#ctor(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.CppConfiguration,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Default constructor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinkEnvironment.#ctor(UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Copy constructor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LinkEnvironment.#ctor(UnrealBuildTool.LinkEnvironment,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Construct a LinkEnvironment from another, and filter it down to only files/dependencies that apply to the given architecture
|
|
</summary>
|
|
<param name="Other">Parent LinkEnvironment to start with that may have been created from multiple architectures (arch1+arch2)</param>
|
|
<param name="OverrideArchitecture">The single architecture to filter down to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LoadOrderManifest">
|
|
<summary>
|
|
Manifest file (.loadorder) describing the order in which all dynamic modules should be loaded.
|
|
For this reason, it's only relevant to modular builds on some platforms.
|
|
|
|
This file exists because on some non-Windows platforms dynamic modules (such as DLLs) don't support
|
|
dependencies and it's our responsibility to load them in the right order (Windows DLLs know which other
|
|
DLLs they rely on and these dependencies are guaranteed to be loaded first).
|
|
If we fail respect this order, we're likely to get crashes e.g. when global statics are being initialized
|
|
because some dereferenced globals may not be available yet (null).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LoadOrderManifest.Libraries">
|
|
<summary>
|
|
List of all project's dynamic modules in the order in which they should be loaded.
|
|
All paths are relative to the main binary's directory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LoadOrderManifest.GetStandardFileName(System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Gets a filename for a load order manifest for a build with the given platform/configuration.
|
|
</summary>
|
|
<param name="AppName">The modular app name being built</param>
|
|
<param name="Configuration">The target configuration</param>
|
|
<param name="Platform">The target platform</param>
|
|
<param name="BuildArchitectures">The architecture of the target platform</param>
|
|
<returns>Filename for the app receipt</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LoadOrderManifest.Read(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Read the load order manifest from a file.
|
|
</summary>
|
|
<param name="FileName">Filename to read from</param>
|
|
<returns>The receipt that was read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LoadOrderManifest.Write(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Write the load order manifest to a file.
|
|
</summary>
|
|
<param name="FileName">Filename to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LoadOrderManifest.Write(System.IO.TextWriter)">
|
|
<summary>
|
|
Write the load order manifest to a text writer.
|
|
</summary>
|
|
<param name="Writer">The writer to output to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy.Never">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy.Always">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy.Editor">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy.Game">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy.PropertyNames">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy.ToolTips">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LocalizationConfigGenerationPolicy">
|
|
<summary>
|
|
How this localization target should be generated during the localization gather pipeline
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationConfigGenerationPolicy.Never">
|
|
<summary>
|
|
This localization target should never have localization config files associated with it during the localization gather pipeline.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationConfigGenerationPolicy.User">
|
|
<summary>
|
|
This localization target should only use user generated localization config files during the localization gather pipeline.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationConfigGenerationPolicy.Auto">
|
|
<summary>
|
|
Default auto-generated localization config files will be used to generate the localization target and localization content files during the localization gather pipeline
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.LocalizationTargetDescriptor">
|
|
<summary>
|
|
Description of a localization target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptor.Name">
|
|
<summary>
|
|
Name of this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptor.LoadingPolicy">
|
|
<summary>
|
|
When should the localization data associated with a target should be loaded?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.LocalizationTargetDescriptor.ConfigGenerationPolicy">
|
|
<summary>
|
|
How should this localization target's localization config files be generated during a localization gather.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LocalizationTargetDescriptor.#ctor(System.String,UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InName">Name of the target</param>
|
|
<param name="InLoadingPolicy">When should the localization data associated with a target should be loaded?</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LocalizationTargetDescriptor.#ctor(System.String,UnrealBuildTool.LocalizationTargetDescriptorLoadingPolicy,UnrealBuildTool.LocalizationConfigGenerationPolicy)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InName">The name of the localization target.</param>
|
|
<param name="InLoadingPolicy"> When the localization data associated with this localization target should be loaded.</param>
|
|
<param name="InGenerationPolicy">How the localization config files should be generated during a localization gather to create the localization data files.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LocalizationTargetDescriptor.FromJsonObject(EpicGames.Core.JsonObject)">
|
|
<summary>
|
|
Constructs a LocalizationTargetDescriptor from a Json object
|
|
</summary>
|
|
<param name="InObject"></param>
|
|
<returns>The new localization target descriptor</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LocalizationTargetDescriptor.Write(EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Write this target to a JsonWriter
|
|
</summary>
|
|
<param name="Writer">Writer to output to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LocalizationTargetDescriptor.WriteArray(EpicGames.Core.JsonWriter,System.String,UnrealBuildTool.LocalizationTargetDescriptor[])">
|
|
<summary>
|
|
Write an array of target descriptors
|
|
</summary>
|
|
<param name="Writer">The Json writer to output to</param>
|
|
<param name="Name">Name of the array</param>
|
|
<param name="Targets">Array of targets</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.LocalizationTargetDescriptor.UpdateJson(EpicGames.Core.JsonObject,System.String,UnrealBuildTool.LocalizationTargetDescriptor[])">
|
|
<summary>
|
|
Updates a JsonObject with an array of localization target descriptors.
|
|
</summary>
|
|
<param name="InObject">The Json object to update.</param>
|
|
<param name="Name">Name of the array</param>
|
|
<param name="Targets">Array of targets</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleHostType">
|
|
<summary>
|
|
The type of host that can load a module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.Default">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.Runtime">
|
|
<summary>
|
|
Any target using the UE runtime
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.RuntimeNoCommandlet">
|
|
<summary>
|
|
Any target except for commandlet
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.RuntimeAndProgram">
|
|
<summary>
|
|
Any target or program
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.CookedOnly">
|
|
<summary>
|
|
Loaded only in cooked builds
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.UncookedOnly">
|
|
<summary>
|
|
Loaded only in uncooked builds
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.Developer">
|
|
<summary>
|
|
Loaded only when the engine has support for developer tools enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.DeveloperTool">
|
|
<summary>
|
|
Loads on any targets where bBuildDeveloperTools is enabled
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.Editor">
|
|
<summary>
|
|
Loaded only by the editor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.EditorNoCommandlet">
|
|
<summary>
|
|
Loaded only by the editor, except when running commandlets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.EditorAndProgram">
|
|
<summary>
|
|
Loaded by the editor or program targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.Program">
|
|
<summary>
|
|
Loaded only by programs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.ServerOnly">
|
|
<summary>
|
|
Loaded only by servers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.ClientOnly">
|
|
<summary>
|
|
Loaded only by clients, and commandlets, and editor....
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.ClientOnlyNoCommandlet">
|
|
<summary>
|
|
Loaded only by clients and editor (editor can run PIE which is kinda a commandlet)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleHostType.External">
|
|
<summary>
|
|
External module, should never be loaded automatically only referenced
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleLoadingPhase">
|
|
<summary>
|
|
Indicates when the engine should attempt to load this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.Default">
|
|
<summary>
|
|
Loaded at the default loading point during startup (during engine init, after game modules are loaded.)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PostDefault">
|
|
<summary>
|
|
Right after the default phase
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PreDefault">
|
|
<summary>
|
|
Right before the default phase
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.EarliestPossible">
|
|
<summary>
|
|
Loaded as soon as plugins can possibly be loaded (need GConfig)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PostConfigInit">
|
|
<summary>
|
|
Loaded before the engine is fully initialized, immediately after the config system has been initialized. Necessary only for very low-level hooks
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PostSplashScreen">
|
|
<summary>
|
|
The first screen to be rendered after system splash screen
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PreEarlyLoadingScreen">
|
|
<summary>
|
|
After PostConfigInit and before coreUobject initialized. used for early boot loading screens before the uobjects are initialized
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PreLoadingScreen">
|
|
<summary>
|
|
Loaded before the engine is fully initialized for modules that need to hook into the loading screen before it triggers
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.PostEngineInit">
|
|
<summary>
|
|
After the engine has been initialized
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleLoadingPhase.None">
|
|
<summary>
|
|
Do not automatically load this module
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleDescriptor">
|
|
<summary>
|
|
Class containing information about a code module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.Name">
|
|
<summary>
|
|
Name of this module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.Type">
|
|
<summary>
|
|
Usage type of module
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.LoadingPhase">
|
|
<summary>
|
|
When should the module be loaded during the startup sequence? This is sort of an advanced setting.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.PlatformAllowList">
|
|
<summary>
|
|
List of allowed platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.PlatformDenyList">
|
|
<summary>
|
|
List of disallowed platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.TargetAllowList">
|
|
<summary>
|
|
List of allowed targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.TargetDenyList">
|
|
<summary>
|
|
List of disallowed targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.TargetConfigurationAllowList">
|
|
<summary>
|
|
List of allowed target configurations
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.TargetConfigurationDenyList">
|
|
<summary>
|
|
List of disallowed target configurations
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.ProgramAllowList">
|
|
<summary>
|
|
List of allowed programs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.ProgramDenyList">
|
|
<summary>
|
|
List of disallowed programs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.GameTargetAllowList">
|
|
<summary>
|
|
List of allowed game targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.GameTargetDenyList">
|
|
<summary>
|
|
List of disallowed game targets
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.AdditionalDependencies">
|
|
<summary>
|
|
List of additional dependencies for building this module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleDescriptor.bHasExplicitPlatforms">
|
|
<summary>
|
|
When true, an empty PlatformAllowList is interpreted as 'no platforms' with the expectation that explicit platforms will be added in plugin extensions */
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.#ctor(System.String,UnrealBuildTool.ModuleHostType)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InName">Name of the module</param>
|
|
<param name="InType">Type of target that can host this module</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.FromJsonObject(EpicGames.Core.JsonObject,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Constructs a ModuleDescriptor from a Json object
|
|
</summary>
|
|
<param name="InObject"></param>
|
|
<param name="JsonFilePath"></param>
|
|
<returns>The new module descriptor</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.Write(EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Write this module to a JsonWriter
|
|
</summary>
|
|
<param name="Writer">Writer to output to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.WriteArray(EpicGames.Core.JsonWriter,System.String,UnrealBuildTool.ModuleDescriptor[])">
|
|
<summary>
|
|
Write an array of module descriptors
|
|
</summary>
|
|
<param name="Writer">The Json writer to output to</param>
|
|
<param name="Name">Name of the array</param>
|
|
<param name="Modules">Array of modules</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.UpdateJson(EpicGames.Core.JsonObject,System.String,UnrealBuildTool.ModuleDescriptor[])">
|
|
<summary>
|
|
Updates a JsonObject with an array of module descriptors
|
|
</summary>
|
|
<param name="InObject">The JsonObject to update.</param>
|
|
<param name="Name">Name of the array</param>
|
|
<param name="Modules">Array of modules</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.Validate(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Produces any warnings and errors for the module settings
|
|
</summary>
|
|
<param name="File">File containing the module declaration</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleDescriptor.IsCompiledInConfiguration(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,System.String,UnrealBuildTool.TargetType,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Determines whether the given plugin module is part of the current build.
|
|
</summary>
|
|
<param name="Platform">The platform being compiled for</param>
|
|
<param name="Configuration">The target configuration being compiled for</param>
|
|
<param name="TargetName">Name of the target being built</param>
|
|
<param name="TargetType">The type of the target being compiled</param>
|
|
<param name="bBuildDeveloperTools">Whether the configuration includes developer tools (typically UEBuildConfiguration.bBuildDeveloperTools for UBT callers)</param>
|
|
<param name="bBuildRequiresCookedData">Whether the configuration requires cooked content (typically UEBuildConfiguration.bBuildRequiresCookedData for UBT callers)</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleGroupsAttribute">
|
|
<summary>
|
|
Attribute which can be applied to a ModuleRules-dervied class to indicate which module groups it belongs to
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ModuleGroupsAttribute.ModuleGroups">
|
|
<summary>
|
|
Array of module group names
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleGroupsAttribute.#ctor(System.String[])">
|
|
<summary>
|
|
Initialize the attribute with a list of module groups
|
|
</summary>
|
|
<param name="moduleGroups">Variable-length array of module group arguments</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ModuleManifest">
|
|
<summary>
|
|
Stores the version (or a unique build ID) for the modules for a target in a certain folder.
|
|
|
|
This allows the runtime to identify which modules are used for which files, and which version they're at. This prevents stale binaries from being
|
|
loaded by the runtime when making a local unversioned build, and allows faster incremental builds than compiling the build changelist into every
|
|
module when making versioned builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleManifest.BuildId">
|
|
<summary>
|
|
Unique build id for the modules described in the manifest.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ModuleManifest.ModuleNameToFileName">
|
|
<summary>
|
|
Map of module name to file name.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.#ctor(System.String)">
|
|
<summary>
|
|
Constructs the module map with the given changelist
|
|
</summary>
|
|
<param name="InBuildId">The unique build id</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.Include(UnrealBuildTool.ModuleManifest)">
|
|
<summary>
|
|
Merge another manifest into this one
|
|
</summary>
|
|
<param name="Other">The manifest to merge in</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.GetStandardFileName(System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures,System.Boolean)">
|
|
<summary>
|
|
Gets the standard path for an manifest
|
|
</summary>
|
|
<param name="AppName">The modular app name being built</param>
|
|
<param name="Configuration">The target configuration</param>
|
|
<param name="Platform">The target platform</param>
|
|
<param name="BuildArchitectures">The architecture of the target platform</param>
|
|
<param name="bIsGameDirectory"></param>
|
|
<returns>Filename for the app receipt</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.Read(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Read an app receipt from disk
|
|
</summary>
|
|
<param name="FileName">Filename to read from</param>
|
|
<returns>The receipt that was read</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.TryRead(EpicGames.Core.FileReference,UnrealBuildTool.ModuleManifest@)">
|
|
<summary>
|
|
Tries to read a receipt from disk.
|
|
</summary>
|
|
<param name="FileName">The filename that was read</param>
|
|
<param name="Result">If successful, the receipt that was read. Null otherwise.</param>
|
|
<returns>True if the file was read succesfully.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.Write(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Write the receipt to disk.
|
|
</summary>
|
|
<param name="FileName">The file to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ModuleManifest.Write(System.IO.TextWriter)">
|
|
<summary>
|
|
Write the receipt to disk.
|
|
</summary>
|
|
<param name="Writer">The writer to output to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.NativeProjects">
|
|
<summary>
|
|
Utility functions for querying native projects (ie. those found via a .uprojectdirs query)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.NativeProjects.CachedTargetNameToProjectFile">
|
|
<summary>
|
|
Cached map of target names to the project file they belong to
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.ClearCache">
|
|
<summary>
|
|
Clear our cached properties. Generally only needed if your script has modified local files...
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.TryGetProjectForTarget(System.String,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Get the project folder for the given target name
|
|
</summary>
|
|
<param name="InTargetName">Name of the target of interest</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="OutProjectFileName">The project filename</param>
|
|
<returns>True if the target was found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.IsHybridContentOnlyProject(EpicGames.Core.FileReference,System.String@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Returns true if this project is a Hybrid content only project that requires it to be built as code
|
|
</summary>
|
|
<param name="UProjectFile"></param>
|
|
<param name="Reason"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.ConditionalMakeTempTargetForHybridProject(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates temporary target files, if needed, for a hybrid content only project
|
|
</summary>
|
|
<param name="UProjectFile"></param>
|
|
<param name="Logger"></param>
|
|
<returns>True if the project is hybrid</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.ProjectHasCode(EpicGames.Core.FileReference,System.Boolean)">
|
|
<summary>
|
|
Determines if a project (given a .uproject file) has source code. This is determined by finding at least one .Target.cs file
|
|
</summary>
|
|
<param name="UProjectFile">Path to a .uproject file</param>
|
|
<param name="bCheckForTempTargets">If true, search Intermediate/Source for target files</param>
|
|
<returns>True if this is a source-based project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.RequiresTempTarget(EpicGames.Core.FileReference,System.Boolean,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.String@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
NOTE: This function must mirror the functionality of TargetPlatformBase::RequiresTempTarget
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.RequiresTempTargetForCodePlugin(UnrealBuildTool.ProjectDescriptor,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.PluginInfo},System.String@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
NOTE: This function must mirror FPluginManager::RequiresTempTargetForCodePlugin
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.GetCodePluginsForTarget(UnrealBuildTool.ProjectDescriptor,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.Collections.Generic.HashSet{System.String},System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.PluginInfo},UnrealBuildTool.PluginReferenceDescriptor@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
NOTE: This function must mirror FPluginManager::GetCodePluginsForTarget
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.NativeProjects.ConfigureEnabledPluginForTarget(UnrealBuildTool.PluginReferenceDescriptor,UnrealBuildTool.ProjectDescriptor,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.Boolean,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.PluginInfo},System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.PluginInfo},UnrealBuildTool.PluginReferenceDescriptor@,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
NOTE: This function should mirror FPluginManager::ConfigureEnabledPluginForTarget
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ObsoleteOverrideAttribute">
|
|
<summary>
|
|
Attribute used to denote that a method should no longer be overriden. Used by RulesCompiler.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ObsoleteOverrideAttribute.Message">
|
|
<summary>
|
|
Message to display to the user if the method is overridden.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ObsoleteOverrideAttribute.#ctor(System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="message">Message to display to the user if the method is overridden</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PlatformExports">
|
|
<summary>
|
|
General platform support functions, exported for UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.IsPlatformAvailable(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Checks whether the given platform is available
|
|
</summary>
|
|
<param name="Platform">Platform to check</param>
|
|
<returns>True if the platform is available, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.GetRegisteredPlatforms">
|
|
<summary>
|
|
Gets a list of the registered platforms
|
|
</summary>
|
|
<returns>List of platforms</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.HasDefaultBuildConfig(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Checks whether the given project has a default build configuration
|
|
</summary>
|
|
<param name="ProjectFile">The project file</param>
|
|
<param name="Platform">Platform to check settings for</param>
|
|
<returns>True if the project uses the default build configuration</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.RequiresBuild(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Checks whether the given project requires a build because of platform needs
|
|
</summary>
|
|
<param name="ProjectFile">The project file</param>
|
|
<param name="Platform">Platform to check settings for</param>
|
|
<returns>True if the project requires a build for the platform</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.GetPlatformFolderNames">
|
|
<summary>
|
|
Returns an array of all platform folder names
|
|
</summary>
|
|
<returns>All platform folder names</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.GetIncludedFolderNames(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns an array of all platform folder names
|
|
</summary>
|
|
<param name="Platform">The platform to get the included folder names for</param>
|
|
<returns>All platform folder names</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.GetExcludedFolderNames(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns all the excluded folder names for a given platform
|
|
</summary>
|
|
<param name="Platform">The platform to get the excluded folder names for</param>
|
|
<returns>Array of folder names</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.CanUseXGE(UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Check whether the given platform supports XGE
|
|
</summary>
|
|
<param name="Platform">Platform to check</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the platform supports XGE</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.CanUseParallelExecutor(UnrealBuildTool.UnrealTargetPlatform,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Check whether the given platform supports the parallel executor in UAT
|
|
</summary>
|
|
<param name="Platform">Platform to check</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the platform supports the parallel executor in UAT</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.TryGetXgConsoleExecutable(System.String@)">
|
|
<summary>
|
|
Gets the path for the XGE console executable
|
|
</summary>
|
|
<param name="OutXgConsoleExe">On success, receives the path to the XGE console executable</param>
|
|
<returns>True if the path was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.PreventAutoSDKSwitching">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.SetRemoteIniPath(System.String)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Path"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PlatformExports.Initialize(System.String[],Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Initialize UBT in the context of another host process (presumably UAT)
|
|
</summary>
|
|
<param name="CommandLineArgs">Command Line arguments that UBT may need access to for initializing platforms</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if initialization was successful</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginDescriptorVersion">
|
|
<summary>
|
|
The version format for .uplugin files. This rarely changes now; plugin descriptors should maintain backwards compatibility automatically.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptorVersion.Invalid">
|
|
<summary>
|
|
Invalid
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptorVersion.Initial">
|
|
<summary>
|
|
Initial version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptorVersion.NameHash">
|
|
<summary>
|
|
Adding SampleNameHash
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptorVersion.ProjectPluginUnification">
|
|
<summary>
|
|
Unifying plugin/project files (since abandoned, but backwards compatibility maintained)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptorVersion.LatestPlusOne">
|
|
<summary>
|
|
This needs to be the last line, so we can calculate the value of Latest below
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptorVersion.Latest">
|
|
<summary>
|
|
The latest plugin descriptor version
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginDescriptor">
|
|
<summary>
|
|
In-memory representation of a .uplugin file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.FileVersion">
|
|
<summary>
|
|
Descriptor version number
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.Version">
|
|
<summary>
|
|
Version number for the plugin. The version number must increase with every version of the plugin, so that the system
|
|
can determine whether one version of a plugin is newer than another, or to enforce other requirements. This version
|
|
number is not displayed in front-facing UI. Use the VersionName for that.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.VersionName">
|
|
<summary>
|
|
Name of the version for this plugin. This is the front-facing part of the version number. It doesn't need to match
|
|
the version number numerically, but should be updated when the version number is increased accordingly.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.FriendlyName">
|
|
<summary>
|
|
Friendly name of the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.Description">
|
|
<summary>
|
|
Description of the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.Category">
|
|
<summary>
|
|
The name of the category this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.CreatedBy">
|
|
<summary>
|
|
The company or individual who created this plugin. This is an optional field that may be displayed in the user interface.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.CreatedByURL">
|
|
<summary>
|
|
Hyperlink URL string for the company or individual who created this plugin. This is optional.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.DocsURL">
|
|
<summary>
|
|
Documentation URL string.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.MarketplaceURL">
|
|
<summary>
|
|
Marketplace URL for this plugin. This URL will be embedded into projects that enable this plugin, so we can redirect to the marketplace if a user doesn't have it installed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.SupportURL">
|
|
<summary>
|
|
Support URL/email for this plugin.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.EngineVersion">
|
|
<summary>
|
|
Sets the version of the engine that this plugin is compatible with.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.DeprecatedEngineVersion">
|
|
<summary>
|
|
Sets the version of the engine at which this plugin has been deprecated.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bIsPluginExtension">
|
|
<summary>4
|
|
If true, this plugin from a platform extension extending another plugin */
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.SupportedTargetPlatforms">
|
|
<summary>
|
|
List of platforms supported by this plugin. This list will be copied to any plugin reference from a project file, to allow filtering entire plugins from staged builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.SupportedPrograms">
|
|
<summary>
|
|
List of programs supported by this plugin.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.Modules">
|
|
<summary>
|
|
List of all modules associated with this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.LocalizationTargets">
|
|
<summary>
|
|
List of all localization targets associated with this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.VersePath">
|
|
<summary>
|
|
The Verse path to the root of this plugin's content directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.VerseScope">
|
|
<summary>
|
|
Origin/visibility of Verse code in this plugin's Content/Verse folder
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.VerseVersion">
|
|
<summary>
|
|
The version of the Verse language that this plugin targets.
|
|
If no value is specified, the latest stable version is used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bEnabledByDefault">
|
|
<summary>
|
|
Whether this plugin should be enabled by default for all projects
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bCanContainContent">
|
|
<summary>
|
|
Can this plugin contain content?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bCanContainVerse">
|
|
<summary>
|
|
Can this plugin contain Verse code (either in content directory or in any of its modules)?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bIsBetaVersion">
|
|
<summary>
|
|
Marks the plugin as beta in the UI
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bIsExperimentalVersion">
|
|
<summary>
|
|
Marks the plugin as experimental in the UI
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bInstalled">
|
|
<summary>
|
|
Set for plugins which are installed
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bRequiresBuildPlatform">
|
|
<summary>
|
|
For plugins that are under a platform folder (eg. /IOS/), determines whether compiling the plugin requires the build platform and/or SDK to be available
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bIsSealed">
|
|
<summary>
|
|
When true, prevents other plugins from depending on this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bNoCode">
|
|
<summary>
|
|
When true, this plugin should not contain any code or modules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bExplicitlyLoaded">
|
|
<summary>
|
|
When true, this plugin's modules will not be loaded automatically nor will it's content be mounted automatically. It will load/mount when explicitly requested and LoadingPhases will be ignored
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.bHasExplicitPlatforms">
|
|
<summary>
|
|
When true, an empty SupportedTargetPlatforms is interpreted as 'no platforms' with the expectation that explicit platforms will be added in plugin platform extensions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.PreBuildSteps">
|
|
<summary>
|
|
Set of pre-build steps to execute, keyed by host platform name.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.PostBuildSteps">
|
|
<summary>
|
|
Set of post-build steps to execute, keyed by host platform name.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.Plugins">
|
|
<summary>
|
|
Additional plugins that this plugin depends on
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.DisallowedPlugins">
|
|
<summary>
|
|
Plugins that this plugin should never depend on
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginDescriptor.CachedJson">
|
|
<summary>
|
|
The JsonObject created from reading a .uplugin on disk or from parsing a json text
|
|
This preserves the order of all the fields from the source json as well as account for any custom fields.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.#ctor(EpicGames.Core.JsonObject,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Reads a plugin descriptor from a json object
|
|
</summary>
|
|
<param name="RawObject">The object to read from</param>
|
|
<param name="PluginPath"></param>
|
|
<returns>New plugin descriptor</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.FromFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Creates a plugin descriptor from a file on disk preserving all custom fields in the file.
|
|
</summary>
|
|
<param name="FileName">The filename to read</param>
|
|
<returns>New plugin descriptor</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.Save(System.String)">
|
|
<summary>
|
|
Saves the descriptor to disk. This only saves the default fields in a .uplugin and does not account for cusotm fields.
|
|
</summary>
|
|
<param name="FileName">The filename to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.Save2(System.String)">
|
|
<summary>
|
|
Saves the descriptor to disk preserving all custom fields that were read in.
|
|
</summary>
|
|
<param name="fileName">The filename to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.Write(EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Writes the plugin descriptor to an existing Json writer
|
|
</summary>
|
|
<param name="Writer">The writer to receive plugin data</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.Validate(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Produces any warnings and errors for the plugin descriptor
|
|
</summary>
|
|
<param name="FileName">File containing the plugin</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.SupportsTargetPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Determines if this reference enables the plugin for a given platform
|
|
</summary>
|
|
<param name="Platform">The platform to check</param>
|
|
<returns>True if the plugin should be enabled</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.GetSupportedTargetPlatformNames">
|
|
<summary>
|
|
Retrieve the list of supported target platforms as a string list
|
|
</summary>
|
|
<returns>String list of supported target platforms</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginDescriptor.IsAllowableMissingPlatform(System.String,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Indicates whether it is acceptable for the given platform to be missing
|
|
Typically for platform extensions that are not covered by NDA in third party plugins
|
|
</summary>
|
|
<param name="Platform"></param>
|
|
<param name="PluginFolder"></param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginReferenceDescriptor">
|
|
<summary>
|
|
Representation of a reference to a plugin from a project file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.Name">
|
|
<summary>
|
|
Name of the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.bEnabled">
|
|
<summary>
|
|
Whether it should be enabled by default
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.bOptional">
|
|
<summary>
|
|
Whether this plugin is optional, and the game should silently ignore it not being present
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.Description">
|
|
<summary>
|
|
Description of the plugin for users that do not have it installed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.MarketplaceURL">
|
|
<summary>
|
|
URL for this plugin on the marketplace, if the user doesn't have it installed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.PlatformAllowList">
|
|
<summary>
|
|
If enabled, list of platforms for which the plugin should be enabled (or all platforms if blank).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.PlatformDenyList">
|
|
<summary>
|
|
If enabled, list of platforms for which the plugin should be disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.TargetConfigurationAllowList">
|
|
<summary>
|
|
If enabled, list of target configurations for which the plugin should be enabled (or all target configurations if blank).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.TargetConfigurationDenyList">
|
|
<summary>
|
|
If enabled, list of target configurations for which the plugin should be disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.TargetAllowList">
|
|
<summary>
|
|
If enabled, list of targets for which the plugin should be enabled (or all targets if blank).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.TargetDenyList">
|
|
<summary>
|
|
If enabled, list of targets for which the plugin should be disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.SupportedTargetPlatforms">
|
|
<summary>
|
|
The list of supported platforms for this plugin. This field is copied from the plugin descriptor, and supplements the user's allowed/denied platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.bHasExplicitPlatforms">
|
|
<summary>
|
|
When true, empty SupportedTargetPlatforms and PlatformAllowList are interpreted as 'no platforms' with the expectation that explicit platforms will be added in plugin platform extensions
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginReferenceDescriptor.RequestedVersion">
|
|
<summary>
|
|
When set, specifies a specific version of the plugin that this references.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.#ctor(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InName">Name of the plugin</param>
|
|
<param name="InMarketplaceURL">The marketplace URL for plugins which are not installed</param>
|
|
<param name="bInEnabled">Whether the plugin is enabled</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.Write(EpicGames.Core.JsonWriter)">
|
|
<summary>
|
|
Construct a PluginReferenceDescriptor from a Json object
|
|
</summary>
|
|
<param name="Writer">The writer for output fields</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.WriteArray(EpicGames.Core.JsonWriter,System.String,UnrealBuildTool.PluginReferenceDescriptor[])">
|
|
<summary>
|
|
Write an array of module descriptors
|
|
</summary>
|
|
<param name="Writer">The Json writer to output to</param>
|
|
<param name="Name">Name of the array</param>
|
|
<param name="Plugins">Array of plugins</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.UpdateJson(EpicGames.Core.JsonObject,System.String,UnrealBuildTool.PluginReferenceDescriptor[])">
|
|
<summary>
|
|
Updates the json object with an array of plugin descriptors.
|
|
</summary>
|
|
<param name="InObject">The Json object to update.</param>
|
|
<param name="Name">Name of the array</param>
|
|
<param name="Plugins">Array of plugins</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.VerifyPlatformNames(System.String[])">
|
|
<summary>
|
|
Checks the given platform names array and logs a message about any that are not known. This may simply be due to not having the platform synced in Engine/Platforms/[PlatformName].
|
|
</summary>
|
|
<param name="PlatformNames"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.FromJsonObject(EpicGames.Core.JsonObject)">
|
|
<summary>
|
|
Construct a PluginReferenceDescriptor from a Json object
|
|
</summary>
|
|
<param name="RawObject">The Json object containing a plugin reference descriptor</param>
|
|
<returns>New PluginReferenceDescriptor object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.IsEnabledForPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Determines if this reference enables the plugin for a given platform
|
|
</summary>
|
|
<param name="Platform">The platform to check</param>
|
|
<returns>True if the plugin should be enabled</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.IsEnabledForTargetConfiguration(UnrealBuildTool.UnrealTargetConfiguration)">
|
|
<summary>
|
|
Determines if this reference enables the plugin for a given target configuration
|
|
</summary>
|
|
<param name="TargetConfiguration">The target configuration to check</param>
|
|
<returns>True if the plugin should be enabled</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.IsEnabledForTarget(UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Determines if this reference enables the plugin for a given target
|
|
</summary>
|
|
<param name="Target">The target to check</param>
|
|
<returns>True if the plugin should be enabled</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginReferenceDescriptor.IsSupportedTargetPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Determines if this reference is valid for the given target platform.
|
|
</summary>
|
|
<param name="Platform">The platform to check</param>
|
|
<returns>True if the plugin for this target platform</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginLoadedFrom">
|
|
<summary>
|
|
Where a plugin was loaded from
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginLoadedFrom.Engine">
|
|
<summary>
|
|
Plugin is built-in to the engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginLoadedFrom.Project">
|
|
<summary>
|
|
Project-specific plugin, stored within a game project directory
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginType">
|
|
<summary>
|
|
Where a plugin was loaded from. The order of this enum is important; in the case of name collisions, larger-valued types will take precedence. Plugins of the same type may not be duplicated.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginType.Engine">
|
|
<summary>
|
|
Plugin is built-in to the engine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginType.Project">
|
|
<summary>
|
|
Project-specific plugin, stored within a game project directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginType.External">
|
|
<summary>
|
|
Plugin found in an external directory (found in an AdditionalPluginDirectory listed in the project file, or referenced on the command line)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginType.Mod">
|
|
<summary>
|
|
Project-specific mod plugin
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginInfo">
|
|
<summary>
|
|
Information about a single plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.Name">
|
|
<summary>
|
|
Plugin name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.File">
|
|
<summary>
|
|
Path to the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.Directory">
|
|
<summary>
|
|
Path to the plugin's root directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.ChildFiles">
|
|
<summary>
|
|
Children plugin files that can be added to this plugin (platform extensions)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.Descriptor">
|
|
<summary>
|
|
The plugin descriptor
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.Type">
|
|
<summary>
|
|
The type of this plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginInfo.bExplicitPluginTarget">
|
|
<summary>
|
|
Used to indicate whether a plugin is being explicitly packaged via the -plugin command line
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginInfo.#ctor(EpicGames.Core.FileReference,UnrealBuildTool.PluginType)">
|
|
<summary>
|
|
Constructs a PluginInfo object
|
|
</summary>
|
|
<param name="InFile">Path to the plugin descriptor</param>
|
|
<param name="InType">The type of this plugin</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginInfo.IsEnabledByDefault(System.Boolean)">
|
|
<summary>
|
|
Determines whether the plugin should be enabled by default
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PluginInfo.LoadedFrom">
|
|
<summary>
|
|
Determines where the plugin was loaded from
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PluginSet">
|
|
<summary>
|
|
Represents a group of plugins all sharing the same name -- notionally all different versions of the same plugin.
|
|
Since UE can only manage a single plugin of a given name (to avoid module conflicts, etc.), this object
|
|
prioritizes and bubbles up a single "choice" plugin from the set -- see `ChoiceVersion`.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginSet.Name">
|
|
<summary>
|
|
Shared name that all the plugins in the set go by.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginSet.KnownVersions">
|
|
<summary>
|
|
Unordered list of all the discovered plugins matching the above name.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginSet.#ctor(UnrealBuildTool.PluginInfo)">
|
|
<summary>
|
|
Constructor which takes the specified PluginInfo and adds it to the set.
|
|
</summary>
|
|
<param name="FirstPlugin">The fist plugin discovered for this set -- will automatically be prioritized as the "choice" plugin.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PluginSet.Add(UnrealBuildTool.PluginInfo,System.Boolean)">
|
|
<summary>
|
|
Pushes the specified PluginInfo into the set, and optionally promotes it to the new "choice" version.
|
|
</summary>
|
|
<param name="Plugin">The new plugin to add to this set (its name should match this set's name)</param>
|
|
<param name="bPromoteToChoiceVersion">Whether or not to make this the new prioritized "choice" plugin in the set.</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.PluginSet.ChoiceVersion">
|
|
<summary>
|
|
The single plugin, out of the entire set, that we prioritize to be built and utilized by UE.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PluginSet.IndexOfChoiceVersion">
|
|
<summary>
|
|
An index that we use to identify which plugin in the list is the prioritized "choice" version.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Plugins">
|
|
<summary>
|
|
Class for enumerating plugin metadata
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Plugins.PluginInfoCache">
|
|
<summary>
|
|
Cache of plugins under each directory
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.InvalidateCaches_SLOW">
|
|
<summary>
|
|
Invalidate cached plugin data so that we can pickup new things
|
|
Warning: Will make subsequent plugin lookups and directory scans slow until the caches are repopulated
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.GetPlugin(System.String)">
|
|
<summary>
|
|
Add a means to retrieve a plugin to determine if it is present.
|
|
</summary>
|
|
<param name="PluginName">The name of the plugin.</param>
|
|
<returns>The cached plugin info, or null if not found.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.ToFilteredDictionary(System.Collections.Generic.IEnumerable{UnrealBuildTool.PluginInfo})">
|
|
<summary>
|
|
Returns a filtered list of plugins as a name:plugin dictionary to ensure that any game plugins override engine plugins with the same
|
|
name, and otherwise that no two plugins with the same name exist.
|
|
</summary>
|
|
<param name="Plugins">List of plugins to filter</param>
|
|
<returns>Filtered Dictionary of plugins</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.FilterPlugins(System.Collections.Generic.IEnumerable{UnrealBuildTool.PluginInfo})">
|
|
<summary>
|
|
Filters the list of plugins to ensure that any game plugins override engine plugins with the same name, and otherwise that no two
|
|
plugins with the same name exist.
|
|
</summary>
|
|
<param name="Plugins">List of plugins to filter</param>
|
|
<returns>Filtered list of plugins in the original order</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.ReadAvailablePlugins(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,System.Collections.Generic.List{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Read all the plugins available to a given project
|
|
</summary>
|
|
<param name="EngineDir">Path to the engine directory</param>
|
|
<param name="ProjectDir">Path to the project directory (or null)</param>
|
|
<param name="AdditionalDirectories">List of additional directories to scan for available plugins</param>
|
|
<returns>Sequence of PluginInfo objects, one for each discovered plugin</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.ReadEnginePlugins(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Read all the plugin descriptors under the given engine directory
|
|
</summary>
|
|
<param name="EngineDirectory">The parent directory to look in.</param>
|
|
<returns>Sequence of the found PluginInfo object.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.ReadProjectPlugins(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Read all the plugin descriptors under the given project directory
|
|
</summary>
|
|
<param name="ProjectDirectory">The parent directory to look in.</param>
|
|
<returns>Sequence of the found PluginInfo object.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.ReadAdditionalPlugins(EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Read all of the plugins found in the project specified additional plugin directories
|
|
</summary>
|
|
<param name="AdditionalDirectory">The additional directory to scan</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>List of the found PluginInfo objects</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.IsValidChildPluginSuffix(System.String)">
|
|
<summary>
|
|
Determines whether the given suffix is valid for a child plugin
|
|
</summary>
|
|
<param name="Suffix"></param>
|
|
<returns>Whether the suffix is appopriate</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.TryMergeWithParent(UnrealBuildTool.PluginInfo,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Attempt to merge a child plugin up into a parent plugin (via file naming scheme). Very little merging happens
|
|
but it does allow for platform extensions to extend a plugin with module files
|
|
</summary>
|
|
<param name="Child">Child plugin that needs to merge to a main, parent plugin</param>
|
|
<param name="Filename">Child plugin's filename, used to determine the parent's name</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.ReadPluginsFromDirectory(EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.PluginType)">
|
|
<summary>
|
|
Read all the plugin descriptors under the given directory
|
|
</summary>
|
|
<param name="RootDirectory">The directory to look in.</param>
|
|
<param name="Subdirectory">A subdirectory to look in in RootDirectory and any other Platform directories under Root</param>
|
|
<param name="Type">The plugin type</param>
|
|
<returns>Sequence of the found PluginInfo object.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.IsPluginEnabledForTarget(UnrealBuildTool.PluginInfo,UnrealBuildTool.ProjectDescriptor,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType)">
|
|
<summary>
|
|
Determine if a plugin is enabled for a given project
|
|
</summary>
|
|
<param name="Project">The project to check. May be null.</param>
|
|
<param name="Plugin">Information about the plugin</param>
|
|
<param name="Platform">The target platform</param>
|
|
<param name="Configuration">The target configuration</param>
|
|
<param name="TargetType">The type of target being built</param>
|
|
<returns>True if the plugin should be enabled for this project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Plugins.IsPluginCompiledForTarget(UnrealBuildTool.PluginInfo,UnrealBuildTool.ProjectDescriptor,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.TargetType,System.Boolean)">
|
|
<summary>
|
|
Determine if a plugin is enabled for a given project
|
|
</summary>
|
|
<param name="Project">The project to check. May be null.</param>
|
|
<param name="Plugin">Information about the plugin</param>
|
|
<param name="Platform">The target platform</param>
|
|
<param name="Configuration">The target configuration</param>
|
|
<param name="TargetType">The type of target being built</param>
|
|
<param name="bRequiresCookedData">Whether the target requires cooked data</param>
|
|
<returns>True if the plugin should be enabled for this project</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PrecompiledHeaderInstance">
|
|
<summary>
|
|
Information about a PCH instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.HeaderFile">
|
|
<summary>
|
|
The file to include to use this shared PCH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.DefinitionsFile">
|
|
<summary>
|
|
The definitions file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.CompileEnvironment">
|
|
<summary>
|
|
The compile environment for this shared PCH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.Output">
|
|
<summary>
|
|
The output files for the shared PCH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.Modules">
|
|
<summary>
|
|
List of modules using this instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.ImmutableDefinitions">
|
|
<summary>
|
|
These are definitions that are immutable and should never be #undef. There are a few exceptions and we make sure those are not ending up in this list
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.ParentPCHInstance">
|
|
<summary>
|
|
Parent PCH instance used in PCH chaining
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderInstance.DefinitionsDictionary">
|
|
<summary>
|
|
Dictionary of definitions use in the CppCompileEnvironment
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledHeaderInstance.#ctor(UnrealBuildBase.FileItem,UnrealBuildBase.FileItem,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.CPPOutput,System.Collections.Generic.HashSet{System.String})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledHeaderInstance.ToString">
|
|
<summary>
|
|
Return a string representation of this object for debugging
|
|
</summary>
|
|
<returns>String representation of the object</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PrecompiledHeaderTemplate">
|
|
<summary>
|
|
A template for creating a shared PCH. Instances of it are created depending on the configurations required.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderTemplate.Module">
|
|
<summary>
|
|
Module providing this PCH.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderTemplate.BaseCompileEnvironment">
|
|
<summary>
|
|
The base compile environment, including all the public compile environment that all consuming modules inherit.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderTemplate.HeaderFile">
|
|
<summary>
|
|
The header file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderTemplate.OutputDir">
|
|
<summary>
|
|
Output directory for instances of this PCH.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderTemplate.Instances">
|
|
<summary>
|
|
Instances of this PCH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledHeaderTemplate.ModuleDependencies">
|
|
<summary>
|
|
All the module dependencies this template has
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledHeaderTemplate.#ctor(UnrealBuildTool.UEBuildModuleCPP,UnrealBuildTool.CppCompileEnvironment,UnrealBuildBase.FileItem,EpicGames.Core.DirectoryReference,System.Collections.Generic.HashSet{UnrealBuildTool.UEBuildModule})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Module">The module with a valid shared PCH</param>
|
|
<param name="BaseCompileEnvironment">The compile environment to use</param>
|
|
<param name="HeaderFile">The header file to generate a PCH from</param>
|
|
<param name="OutputDir">Output directory for instances of this PCH</param>
|
|
<param name="ModuleDependencies">All the module dependencies this template has</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledHeaderTemplate.IsValidFor(UnrealBuildTool.CppCompileEnvironment)">
|
|
<summary>
|
|
Checks whether this template is valid for the given compile environment
|
|
</summary>
|
|
<param name="CompileEnvironment">Compile environment to check with</param>
|
|
<returns>True if the template is compatible with the given compile environment</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledHeaderTemplate.ToString">
|
|
<summary>
|
|
Return a string representation of this object for debugging
|
|
</summary>
|
|
<returns>String representation of the object</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PrecompiledManifest">
|
|
<summary>
|
|
Stores information about a compiled binary or module, including the build products and intermediate folders.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.PrecompiledManifest.OutputFiles">
|
|
<summary>
|
|
List of files produced by compiling the module. These are within the module output directory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledManifest.#ctor">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledManifest.Read(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Read a receipt from disk.
|
|
</summary>
|
|
<param name="Location">Filename to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledManifest.TryRead(EpicGames.Core.FileReference,UnrealBuildTool.PrecompiledManifest@)">
|
|
<summary>
|
|
Try to read a manifest from disk, failing gracefully if it can't be read.
|
|
</summary>
|
|
<param name="Location">Filename to read from</param>
|
|
<param name="Manifest">If successful, the manifest that was read</param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PrecompiledManifest.WriteIfModified(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Write the receipt to disk.
|
|
</summary>
|
|
<param name="Location">Output filename</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProgressWriter">
|
|
<summary>
|
|
Class to display an incrementing progress percentage. Handles progress markup and direct console output.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProgressWriter.bWriteMarkup">
|
|
<summary>
|
|
Global setting controlling whether to output markup
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProgressWriter.Logger">
|
|
<summary>
|
|
Logger for output
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProgressWriter.Message">
|
|
<summary>
|
|
The name to include with the status message
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProgressWriter.Status">
|
|
<summary>
|
|
The inner scope object
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProgressWriter.CurrentProgressString">
|
|
<summary>
|
|
The current progress message
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProgressWriter.#ctor(System.String,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InMessage">The message to display before the progress percentage</param>
|
|
<param name="bInUpdateStatus">Whether to write messages to the console</param>
|
|
<param name="InLogger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProgressWriter.Dispose">
|
|
<summary>
|
|
Write the terminating newline
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProgressWriter.Write(System.Int32,System.Int32)">
|
|
<summary>
|
|
Writes the current progress
|
|
</summary>
|
|
<param name="Numerator">Numerator for the progress fraction</param>
|
|
<param name="Denominator">Denominator for the progress fraction</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectDescriptorVersion">
|
|
<summary>
|
|
The version format for .uproject files. This rarely changes now; project descriptors should maintain backwards compatibility automatically.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptorVersion.Invalid">
|
|
<summary>
|
|
Invalid
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptorVersion.Initial">
|
|
<summary>
|
|
Initial version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptorVersion.NameHash">
|
|
<summary>
|
|
Adding SampleNameHash
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptorVersion.ProjectPluginUnification">
|
|
<summary>
|
|
Unifying plugin/project files (since abandoned, but backwards compatibility maintained)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptorVersion.LatestPlusOne">
|
|
<summary>
|
|
This needs to be the last line, so we can calculate the value of Latest below
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptorVersion.Latest">
|
|
<summary>
|
|
The latest plugin descriptor version
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ProjectDescriptor">
|
|
<summary>
|
|
In-memory representation of a .uproject file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.FileVersion">
|
|
<summary>
|
|
Descriptor version number.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.EngineAssociation">
|
|
<summary>
|
|
The engine to open this project with.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.Category">
|
|
<summary>
|
|
Category to show under the project browser
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.Description">
|
|
<summary>
|
|
Description to show in the project browser
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.Modules">
|
|
<summary>
|
|
List of all modules associated with this project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.Plugins">
|
|
<summary>
|
|
List of plugins for this project (may be enabled/disabled)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.AdditionalRootDirectories">
|
|
<summary>
|
|
Array of additional root directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.AdditionalPluginDirectories">
|
|
<summary>
|
|
List of additional plugin directories to scan for available plugins
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.TargetPlatforms">
|
|
<summary>
|
|
Array of platforms that this project is targeting
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.EpicSampleNameHash">
|
|
<summary>
|
|
A hash that is used to determine if the project was forked from a sample
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.InitSteps">
|
|
<summary>
|
|
Steps to execute before creating rules assemblies in this project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.PreBuildSteps">
|
|
<summary>
|
|
Steps to execute before building targets in this project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.PostBuildSteps">
|
|
<summary>
|
|
Steps to execute before building targets in this project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.IsEnterpriseProject">
|
|
<summary>
|
|
Indicates if this project is an Enterprise project
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ProjectDescriptor.DisableEnginePluginsByDefault">
|
|
<summary>
|
|
Indicates that enabled by default engine plugins should not be enabled unless explicitly enabled by the project or target files.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.#ctor">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.#ctor(EpicGames.Core.JsonObject,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="RawObject">Raw JSON object to parse</param>
|
|
<param name="BaseDir">Base directory for resolving relative paths</param>
|
|
<param name="JsonFilePath"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.FromFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Creates a plugin descriptor from a file on disk
|
|
</summary>
|
|
<param name="FileName">The filename to read</param>
|
|
<returns>New plugin descriptor</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.FromDirectory(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Creates a plugin descriptor based on a directory, searching for best uproject
|
|
</summary>
|
|
<param name="DirectoryName">The directory to search for a uproject</param>
|
|
<returns>New plugin descriptor</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.AddAdditionalPaths(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
If the descriptor has either additional plugin directories or additional root directories
|
|
then it is considered to have additional paths. The additional paths will be relative
|
|
to the provided directory.
|
|
</summary>
|
|
<param name="RootDirectories">The directory set to add the paths too.</param>
|
|
<param name="ProjectDir">The directory which is used to setup the additional paths</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.Save(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Saves the descriptor to disk
|
|
</summary>
|
|
<param name="FileName">The filename to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ProjectDescriptor.Write(EpicGames.Core.JsonWriter,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Writes the plugin descriptor to an existing Json writer
|
|
</summary>
|
|
<param name="Writer">The writer to receive plugin data</param>
|
|
<param name="BaseDir">Base directory to save paths relative to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RestrictedFolder">
|
|
<summary>
|
|
Names of restricted folders. Note: The name of each entry is used to search for/create folders
|
|
</summary>
|
|
<summary>
|
|
Values for RestrictedFolder
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.Id">
|
|
<summary>
|
|
Unique Id for this folder
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.StringRegistry">
|
|
<summary>
|
|
Mapping for unique ids
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.Names">
|
|
<summary>
|
|
Array of all restricted folder names
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.Values">
|
|
<summary>
|
|
Array of all restricted folders
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.PermittedReferences">
|
|
<summary>
|
|
Set of permitted references for each restricted folder. Determined via data-driven platform info.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.#ctor(System.Int32)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Id">Id of the string</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.FindOrAddByName(System.String)">
|
|
<summary>
|
|
Creates a restricted folder instance from a string
|
|
</summary>
|
|
<param name="Name">Name of the folder</param>
|
|
<returns>New restricted folder instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.op_Equality(UnrealBuildTool.RestrictedFolder,UnrealBuildTool.RestrictedFolder)">
|
|
<summary>
|
|
Tests for equality between two restricted folder instances
|
|
</summary>
|
|
<param name="A">First instance</param>
|
|
<param name="B">Second instance</param>
|
|
<returns>True if the two instances are equal</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.op_Inequality(UnrealBuildTool.RestrictedFolder,UnrealBuildTool.RestrictedFolder)">
|
|
<summary>
|
|
Tests for inequality between two restricted folder instances
|
|
</summary>
|
|
<param name="A">First instance</param>
|
|
<param name="B">Second instance</param>
|
|
<returns>True if the two instances are not equal</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.Equals(System.Object)">
|
|
<summary>
|
|
Tests whether two restricted folder instances are equal
|
|
</summary>
|
|
<param name="Other">The restricted folder to compare against</param>
|
|
<returns>True if the restricted folder is equal to the other instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.GetHashCode">
|
|
<summary>
|
|
Gets a hash code for this object
|
|
</summary>
|
|
<returns>Hash code for the object</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.GetPermittedReferences">
|
|
<summary>
|
|
Returns an array of folders which are allowed to be referenced from this restricted folder
|
|
</summary>
|
|
<returns>Collection of restricted folders</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.AddConfidentialPlatforms">
|
|
<summary>
|
|
Creates entries for all the confidential platforms. Should be called before returning any list of all folder values.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.GetNames">
|
|
<summary>
|
|
Gets an array of all the restricted folder names
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.GetValues">
|
|
<summary>
|
|
Ensures that we've added all the restricted folders, and return an array of them
|
|
</summary>
|
|
<returns>Array of restricted folder values</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolder.ToString">
|
|
<summary>
|
|
Return the string representation
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.EpicInternal">
|
|
<summary>
|
|
Legacy. Should not be used any more.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.CarefullyRedist">
|
|
<summary>
|
|
Can be used by UE but not required
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.LimitedAccess">
|
|
<summary>
|
|
Epic Employees and Contractors as well as some explicitly permitted external groups
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.NotForLicensees">
|
|
<summary>
|
|
Epic Employees and Contractors
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RestrictedFolder.NoRedist">
|
|
<summary>
|
|
Epic Employees only
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RestrictedFolders">
|
|
<summary>
|
|
Utility functions for getting restricted folder
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolders.FindRestrictedFolders(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Finds all the restricted folder names relative to a base directory
|
|
</summary>
|
|
<param name="BaseDir">The base directory to check against</param>
|
|
<param name="OtherDir">The file or directory to check</param>
|
|
<returns>Array of restricted folder names</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RestrictedFolders.FindPermittedRestrictedFolderReferences(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Finds all the permitted restricted folder references for a given path
|
|
</summary>
|
|
<param name="BaseDir">The base directory to check against</param>
|
|
<param name="OtherDir">The file or directory to check</param>
|
|
<returns>Array of restricted folder names</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetRulesValidationOptions">
|
|
<summary>
|
|
Controls how the target and SDK are validated in CreateTargetRulesInstance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRulesValidationOptions.ValidateTargetAndSDK">
|
|
<summary>
|
|
This will perform full target validation (allows the platform to update the target to make sure it's valid), and
|
|
SDK validation (makes sure SDK overrides are not conflicting).
|
|
This is the standard, default mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRulesValidationOptions.ValidateTargetOnly">
|
|
<summary>
|
|
This will validate the target only (see ValidateTargetAndSDK)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRulesValidationOptions.ValidateSDKOnly">
|
|
<summary>
|
|
This will validate the SDK only (see ValidateTargetAndSDK)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetRulesValidationOptions.ValidateNothing">
|
|
<summary>
|
|
This will perform neither of the validations
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RulesAssembly">
|
|
<summary>
|
|
Stores information about a compiled rules assembly and the types it contains
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.Scope">
|
|
<summary>
|
|
Outers scope for items created by this assembly. Used for chaining assemblies together.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.CompiledAssembly">
|
|
<summary>
|
|
The compiled assembly
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetSimpleAssemblyName">
|
|
<summary>
|
|
Returns the simple name of the assembly e.g. "UE5ProgramRules"
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetTypes">
|
|
<summary>
|
|
Returns all the types contained in the compiled rules assembly
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.BaseDirs">
|
|
<summary>
|
|
The base directories for this assembly
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.Plugins">
|
|
<summary>
|
|
All the plugins included in this assembly
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.ModuleNameToModuleFile">
|
|
<summary>
|
|
Maps module names to their actual xxx.Module.cs file on disk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.TargetNameToTargetFile">
|
|
<summary>
|
|
Maps target names to their actual xxx.Target.cs file on disk
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.ModuleFileToContext">
|
|
<summary>
|
|
Mapping from module file to its context.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.bContainsEngineModules">
|
|
<summary>
|
|
Whether this assembly contains engine modules. Used to set default values for bTreatAsEngineModule.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.DefaultBuildSettings">
|
|
<summary>
|
|
Whether to use backwards compatible default settings for module and target rules. This is enabled by default for game projects to support a simpler migration path, but
|
|
is disabled for engine modules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesAssembly.bReadOnly">
|
|
<summary>
|
|
Whether the modules and targets in this assembly are read-only
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.RulesAssembly.Parent">
|
|
<summary>
|
|
The parent rules assembly that this assembly inherits. Game assemblies inherit the engine assembly, and the engine assembly inherits nothing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.RulesAssembly.AssemblySourceFiles">
|
|
<summary>
|
|
The set of files that were compiled to create this assembly
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.RulesAssembly.PreprocessorDefines">
|
|
<summary>
|
|
Any preprocessor defines that were set when this assembly was created
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.#ctor(UnrealBuildTool.RulesScope,System.Collections.Generic.IReadOnlyList{EpicGames.Core.DirectoryReference},System.Collections.Generic.IReadOnlyList{UnrealBuildTool.PluginInfo},System.Collections.Generic.IReadOnlyDictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleRulesContext},System.Collections.Generic.IReadOnlyList{EpicGames.Core.FileReference},EpicGames.Core.FileReference,System.Boolean,System.Nullable{UnrealBuildTool.BuildSettingsVersion},System.Boolean,System.Boolean,System.Boolean,UnrealBuildTool.RulesAssembly,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor. Compiles a rules assembly from the given source files.
|
|
</summary>
|
|
<param name="Scope">The scope of items created by this assembly</param>
|
|
<param name="BaseDirs">The base directories for this assembly</param>
|
|
<param name="Plugins">All the plugins included in this assembly</param>
|
|
<param name="ModuleFileToContext">List of module files to compile</param>
|
|
<param name="TargetFiles">List of target files to compile</param>
|
|
<param name="AssemblyFileName">The output path for the compiled assembly</param>
|
|
<param name="bContainsEngineModules">Whether this assembly contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule.</param>
|
|
<param name="DefaultBuildSettings">Optional override for the default build settings version for modules created from this assembly.</param>
|
|
<param name="bReadOnly">Whether the modules and targets in this assembly are installed, and should be created with the bUsePrecompiled flag set</param>
|
|
<param name="bSkipCompile">Whether to skip compiling this assembly</param>
|
|
<param name="bForceCompile">Whether to always compile this assembly</param>
|
|
<param name="Parent">The parent rules assembly</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.IsReadOnly(EpicGames.Core.FileSystemReference)">
|
|
<summary>
|
|
Determines if the given path is read-only
|
|
</summary>
|
|
<param name="Location">The location to check</param>
|
|
<returns>True if the path is read-only, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetPreprocessorDefinitions">
|
|
<summary>
|
|
Finds all the preprocessor definitions that need to be set for the current engine.
|
|
</summary>
|
|
<returns>List of preprocessor definitions that should be set</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetAllModuleNames(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Fills a list with all the module names in this assembly (or its parent)
|
|
</summary>
|
|
<param name="ModuleNames">List to receive the module names</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetAllTargetNames(System.Collections.Generic.List{System.String},System.Boolean)">
|
|
<summary>
|
|
Fills a list with all the target names in this assembly
|
|
</summary>
|
|
<param name="TargetNames">List to receive the target names</param>
|
|
<param name="bIncludeParentAssembly">Whether to include targets in the parent assembly</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.TryGetFileNameFromType(System.Type,EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Tries to get the filename that declared the given type
|
|
</summary>
|
|
<param name="ExistingType"></param>
|
|
<param name="File"></param>
|
|
<returns>True if the type was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetModuleFileName(System.String)">
|
|
<summary>
|
|
Gets the source file containing rules for the given module
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<returns>The filename containing rules for this module, or an empty string if not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetModuleRulesType(System.String)">
|
|
<summary>
|
|
Gets the type defining rules for the given module
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<returns>The rules type for this module, or null if not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetModuleRulesTypeInternal(System.String)">
|
|
<summary>
|
|
Gets the type defining rules for the given module within this assembly
|
|
</summary>
|
|
<param name="ModuleName">The name of the module</param>
|
|
<returns>The rules type for this module, or null if not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetTargetFileName(System.String)">
|
|
<summary>
|
|
Gets the source file containing rules for the given target
|
|
</summary>
|
|
<param name="TargetName">The name of the target</param>
|
|
<returns>The filename containing rules for this target, or an empty string if not found</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.CreateModuleRules(System.String,UnrealBuildTool.ReadOnlyTargetRules,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates an instance of a module rules descriptor object for the specified module name
|
|
</summary>
|
|
<param name="ModuleName">Name of the module</param>
|
|
<param name="Target">Information about the target associated with this module</param>
|
|
<param name="ReferenceChain">Chain of references leading to this module</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Compiled module rule info</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.CreateTargetRulesInstance(System.String,UnrealBuildTool.TargetInfo,Microsoft.Extensions.Logging.ILogger,System.Boolean,UnrealBuildTool.TargetRulesValidationOptions)">
|
|
<summary>
|
|
Construct an instance of the given target rules
|
|
Will return null if the requested type name does not exist in the assembly
|
|
</summary>
|
|
<param name="TypeName">Type name of the target rules</param>
|
|
<param name="TargetInfo">Target configuration information to pass to the constructor</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="IsTestTarget">If building a low level tests target</param>
|
|
<param name="ValidationOptions">Controls validation of target and SDK</param>
|
|
<returns>Instance of the corresponding TargetRules or null if requested type name does not exist</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.CreateTargetRules(System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures,EpicGames.Core.FileReference,EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger,System.Boolean,UnrealBuildTool.TargetRulesValidationOptions,UnrealBuildTool.UnrealIntermediateEnvironment)">
|
|
<summary>
|
|
Creates a target rules object for the specified target name.
|
|
</summary>
|
|
<param name="TargetName">Name of the target</param>
|
|
<param name="Platform">Platform being compiled</param>
|
|
<param name="Configuration">Configuration being compiled</param>
|
|
<param name="Architectures">Architectures being built</param>
|
|
<param name="ProjectFile">Path to the project file for this target</param>
|
|
<param name="Arguments">Command line arguments for this target</param>
|
|
<param name="Logger"></param>
|
|
<param name="IsTestTarget">If building a low level test target</param>
|
|
<param name="ValidationOptions">Controls validation of target and SDK</param>
|
|
<param name="IntermediateEnvironment">Intermediate environment to use</param>
|
|
<returns>The build target rules for the specified target</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.GetTargetNameByType(UnrealBuildTool.TargetType,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines a target name based on the type of target we're trying to build
|
|
</summary>
|
|
<param name="Type">The type of target to look for</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="Configuration">The configuration being built</param>
|
|
<param name="ProjectFile">Project file for the target being built</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Name of the target for the given type</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.EnumeratePlugins">
|
|
<summary>
|
|
Enumerates all the plugins that are available
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.EnumeratePluginsInternal">
|
|
<summary>
|
|
Enumerates all the plugins that are available
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesAssembly.TryGetContextForModule(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Tries to find the ModuleRulesContext associated with a given module file
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RulesCompiler">
|
|
<summary>
|
|
Class which compiles (and caches) rules assemblies for different folders.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesCompiler.FrameworkAssemblyExtension">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesCompiler.DefaultEngineBuildSettingsVersion">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.AddModuleRulesWithContext(EpicGames.Core.DirectoryReference,UnrealBuildTool.ModuleRulesContext,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleRulesContext})">
|
|
<summary>
|
|
Find all the module rules files under a given directory
|
|
</summary>
|
|
<param name="BaseDirectory">The directory to search under</param>
|
|
<param name="ModuleContext">The module context for each found rules instance</param>
|
|
<param name="ModuleFileToContext">Map of module files to their context</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.AddEngineModuleRulesWithContext(EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.ModuleRulesContext,System.Nullable{EpicGames.Core.UHTModuleType},System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleRulesContext})">
|
|
<summary>
|
|
Find all the module rules files under a given directory
|
|
</summary>
|
|
<param name="BaseDirectory">The directory to search under</param>
|
|
<param name="SubDirectoryName">Name of the subdirectory to look under</param>
|
|
<param name="BaseModuleContext">The module context for each found rules instance</param>
|
|
<param name="DefaultUHTModuleType">The UHT module type</param>
|
|
<param name="ModuleFileToContext">Map of module files to their context</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesCompiler.EngineRulesAssembly">
|
|
<summary>
|
|
The cached rules assembly for engine modules and targets.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesCompiler.LoadedAssemblyMap">
|
|
<summary>
|
|
Map of assembly names we've already compiled and loaded to their Assembly and list of game folders. This is used to prevent
|
|
trying to recompile the same assembly when ping-ponging between different types of targets
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.CreateEngineRulesAssembly(System.Boolean,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates the engine rules assembly
|
|
</summary>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine</param>
|
|
<param name="bSkipCompile">Whether to skip compilation for this assembly</param>
|
|
<param name="bForceCompile">Whether to always compile this assembly</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>New rules assembly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.CreateEngineRulesAssemblyInternal(System.Collections.Generic.List{EpicGames.Core.DirectoryReference},System.String,System.Collections.Generic.IReadOnlyList{UnrealBuildTool.PluginInfo},System.Boolean,System.Boolean,System.Boolean,UnrealBuildTool.RulesAssembly,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a rules assembly
|
|
</summary>
|
|
<param name="RootDirectories">The root directories to create rules for</param>
|
|
<param name="AssemblyPrefix">A prefix for the assembly file name</param>
|
|
<param name="Plugins">List of plugins to include in this assembly</param>
|
|
<param name="bReadOnly">Whether the assembly should be marked as installed</param>
|
|
<param name="bSkipCompile">Whether to skip compilation for this assembly</param>
|
|
<param name="bForceCompile">Whether to always compile this assembly</param>
|
|
<param name="Parent">The parent rules assembly</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>New rules assembly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.CreateMarketplaceRulesAssembly(System.Collections.Generic.IReadOnlyList{UnrealBuildTool.PluginInfo},System.Boolean,System.Boolean,System.Boolean,UnrealBuildTool.RulesAssembly,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a rules assembly
|
|
</summary>
|
|
<param name="Plugins">List of plugins to include in this assembly</param>
|
|
<param name="bReadOnly">Whether the assembly should be marked as installed</param>
|
|
<param name="bSkipCompile">Whether to skip compilation for this assembly</param>
|
|
<param name="bForceCompile">Whether to always compile this assembly</param>
|
|
<param name="Parent">The parent rules assembly</param>
|
|
<param name="Logger"></param>
|
|
<returns>New rules assembly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(EpicGames.Core.FileReference,System.Boolean,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a rules assembly with the given parameters.
|
|
</summary>
|
|
<param name="ProjectFileName">The project file to create rules for. Null for the engine.</param>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine</param>
|
|
<param name="bSkipCompile">Whether to skip compilation for this assembly</param>
|
|
<param name="bForceCompile">Whether to always compile this assembly</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>New rules assembly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.CreatePluginRulesAssembly(EpicGames.Core.FileReference,System.Boolean,System.Boolean,UnrealBuildTool.RulesAssembly,System.Boolean,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a rules assembly with the given parameters.
|
|
</summary>
|
|
<param name="PluginFileName">The plugin file to create rules for</param>
|
|
<param name="bSkipCompile">Whether to skip compilation for this assembly</param>
|
|
<param name="bForceCompile">Whether to always compile this assembly</param>
|
|
<param name="Parent">The parent rules assembly</param>
|
|
<param name="bBuildPluginAsLocal">Whether the plugin should be built as though it is a local plugin.</param>
|
|
<param name="bContainsEngineModules">Whether the plugin contains engine modules. Used to initialize the default value for ModuleRules.bTreatAsEngineModule.</param>
|
|
<param name="Logger">Logger for ouptut</param>
|
|
<returns>The new rules assembly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.CreateTargetRulesAssembly(EpicGames.Core.FileReference,System.String,System.Boolean,System.Boolean,System.Boolean,EpicGames.Core.FileReference,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Compile a rules assembly for the current target
|
|
</summary>
|
|
<param name="ProjectFile">The project file being compiled</param>
|
|
<param name="TargetName">The target being built</param>
|
|
<param name="bSkipRulesCompile">Whether to skip compiling any rules assemblies</param>
|
|
<param name="bForceRulesCompile">Whether to always compile all rules assemblies</param>
|
|
<param name="bUsePrecompiled">Whether to use a precompiled engine build</param>
|
|
<param name="ForeignPlugin">Foreign plugin to be compiled</param>
|
|
<param name="bBuildPluginAsLocal">Whether the plugin should be built as though it is a local plugin</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>The compiled rules assembly</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.FindModuleRulesForPlugins(System.Collections.Generic.IReadOnlyList{UnrealBuildTool.PluginInfo},UnrealBuildTool.ModuleRulesContext,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleRulesContext})">
|
|
<summary>
|
|
Finds all the module rules for plugins under the given directory.
|
|
</summary>
|
|
<param name="Plugins">The list of plugins to search modules for</param>
|
|
<param name="DefaultContext">The default context for any files that are enumerated</param>
|
|
<param name="ModuleFileToContext">Dictionary which is filled with mappings from the module file to its corresponding context</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.FindTestRulesForPlugins(System.Collections.Generic.IReadOnlyList{UnrealBuildTool.PluginInfo},UnrealBuildTool.ModuleRulesContext,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleRulesContext},System.Collections.Generic.List{EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Finds all the module and target rules for plugins' tests.
|
|
</summary>
|
|
<param name="Plugins">The list of plugins to search test rules for</param>
|
|
<param name="DefaultContext">The default context for any files that are enumerated</param>
|
|
<param name="ModuleFileToContext">Dictionary which is filled with mappings from the module file to its corresponding context</param>
|
|
<param name="TargetFiles">List of target files to add test target rules to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.FindModuleRulesForPluginInFolder(UnrealBuildTool.PluginInfo,System.String,UnrealBuildTool.ModuleRulesContext,System.Collections.Generic.Dictionary{EpicGames.Core.FileReference,UnrealBuildTool.ModuleRulesContext})">
|
|
<summary>
|
|
Finds all the module rules for a given plugin in a specified folder.
|
|
</summary>
|
|
<param name="Plugin">The plugin to search module rules for</param>
|
|
<param name="Folder">The folder relative to the plugin root to look into, usually "Source" or "Tests"</param>
|
|
<param name="DefaultContext">The default context for any files that are enumerated</param>
|
|
<param name="ModuleFileToContext">Dictionary which is filled with mappings from the module file to its corresponding context</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesCompiler.GetFileNameFromType(System.Type)">
|
|
<summary>
|
|
Gets the filename that declares the given type.
|
|
</summary>
|
|
<param name="ExistingType">The type to search for.</param>
|
|
<returns>The filename that declared the given type, or null</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesDocumentation.TryGetXmlComment(System.Xml.XmlDocument,System.Reflection.FieldInfo,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
Gets the XML comment for a particular field
|
|
</summary>
|
|
<param name="Documentation">The XML documentation</param>
|
|
<param name="Field">The member to search for</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Lines">Receives the description for the requested field</param>
|
|
<returns>True if a comment was found for the field</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesDocumentation.TryGetXmlComment(System.Xml.XmlDocument,System.Reflection.PropertyInfo,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
Gets the XML comment for a particular field
|
|
</summary>
|
|
<param name="Documentation">The XML documentation</param>
|
|
<param name="Property">The member to search for</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Lines">Receives the description for the requested field</param>
|
|
<returns>True if a comment was found for the field</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesDocumentation.TryGetXmlComment(System.Xml.XmlDocument,System.Reflection.MemberInfo,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
Gets the XML comment for a particular field
|
|
</summary>
|
|
<param name="Documentation">The XML documentation</param>
|
|
<param name="Member">The member to search for (field or property)</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Lines">Receives the description for the requested member</param>
|
|
<returns>True if a comment was found for the member</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesDocumentation.TryGetXmlComment(System.Xml.XmlDocument,System.String,Microsoft.Extensions.Logging.ILogger,System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
Gets the XML comment for a particular field
|
|
</summary>
|
|
<param name="Documentation">The XML documentation</param>
|
|
<param name="MemberName">The member to search for</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Lines">Receives the description for the requested field</param>
|
|
<returns>True if a comment was found for the field</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RulesScope">
|
|
<summary>
|
|
Represents a layer within the rules hierarchy. Any module is created within a certain scope, and may only reference modules in an equal or parent scope (eg. engine modules cannot reference project modules).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesScope.Name">
|
|
<summary>
|
|
Name of this scope
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RulesScope.Parent">
|
|
<summary>
|
|
The parent scope
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesScope.#ctor(System.String,UnrealBuildTool.RulesScope)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Name">Name of this scope</param>
|
|
<param name="Parent">The parent scope</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesScope.Contains(UnrealBuildTool.RulesScope)">
|
|
<summary>
|
|
Checks whether this scope contains another scope
|
|
</summary>
|
|
<param name="Other">The other scope to check</param>
|
|
<returns>True if this scope contains the other scope</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RulesScope.FormatHierarchy">
|
|
<summary>
|
|
Formats the hierarchy of scopes
|
|
</summary>
|
|
<returns>String representing the hierarchy of scopes</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ScopedTimer">
|
|
<summary>
|
|
Scoped timer, start is in the constructor, end in Dispose. Best used with using(ScopedTimer Timer = new ScopedTimer()). Suports nesting.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ScopedTimer.#ctor(System.String,Microsoft.Extensions.Logging.ILogger,Microsoft.Extensions.Logging.LogLevel,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Name">Name of the block being measured</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="InLevel">Verbosity for output messages</param>
|
|
<param name="bIncreaseIndent">Whether gobal indent should be increased or not; set to false when running a scope in parallel. Message will still be printed indented relative to parent scope.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ScopedTimer.Dispose">
|
|
<summary>
|
|
Prints out the timing message
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SingleInstanceMutex">
|
|
<summary>
|
|
System-wide mutex allowing only one instance of the program to run at a time
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SingleInstanceMutex.GlobalMutex">
|
|
<summary>
|
|
The global mutex instance
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SingleInstanceMutex.#ctor(System.String,System.Boolean)">
|
|
<summary>
|
|
Constructor. Attempts to acquire the global mutex
|
|
</summary>
|
|
<param name="MutexName">Name of the mutex to acquire</param>
|
|
<param name="bWaitMutex"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SingleInstanceMutex.GetUniqueMutexForPath(System.String,System.String)">
|
|
<summary>
|
|
Gets the name of a mutex unique for the given path
|
|
</summary>
|
|
<param name="Name">Base name of the mutex</param>
|
|
<param name="UniquePath">Path to identify a unique mutex</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SingleInstanceMutex.Dispose">
|
|
<summary>
|
|
Release the mutex and dispose of the object
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.HeaderUnitType">
|
|
<summary>
|
|
The header unit type markup is used for multiple things:
|
|
1. To figure out if a header can be compiled by itself or not. Many includes are included in the middle of other includes and those can never be compiled by themselves
|
|
This markup is used by both msvc header unit feature and IWYU toolchain
|
|
2. Tell if the header even supports being part of a header unit. If it does not support it will also prevent all includes including it from producing a header unit
|
|
This is how to markup in headers to provide above info:
|
|
// HEADER_UNIT_SKIP - Here you can write why this file can't be compiled standalone
|
|
// HEADER_UNIT_UNSUPPORTED - Here you can write why this file can't be part of header units.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileMetadataCache">
|
|
<summary>
|
|
Caches information about C++ source files; whether they contain reflection markup, what the first included header is, and so on.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileMetadataCache.SourceFileInfo">
|
|
<summary>
|
|
Source(cpp/c) file info
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.SourceFileInfo.LastWriteTimeUtc">
|
|
<summary>
|
|
Last write time of the file when the data was cached
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.SourceFileInfo.IncludeText">
|
|
<summary>
|
|
Contents of the include directive
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.SourceFileInfo.InlinedFileNames">
|
|
<summary>
|
|
List of files this particular file is inlining
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileMetadataCache.HeaderFileInfo">
|
|
<summary>
|
|
Header file info
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.HeaderFileInfo.LastWriteTimeUtc">
|
|
<summary>
|
|
Last write time of the file when the data was cached
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.HeaderFileInfo.bContainsMarkup">
|
|
<summary>
|
|
Whether or not the file contains reflection markup
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.HeaderFileInfo.bUsesAPIDefine">
|
|
<summary>
|
|
Whether or not the file has types that use DLL export/import defines
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.HeaderFileInfo.Includes">
|
|
<summary>
|
|
List of includes that header contains
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.CurrentVersion">
|
|
<summary>
|
|
The current file version
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.Location">
|
|
<summary>
|
|
Location of this dependency cache
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.BaseDirectory">
|
|
<summary>
|
|
Directory for files to cache dependencies for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.Parent">
|
|
<summary>
|
|
The parent cache.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.FileToSourceFileInfo">
|
|
<summary>
|
|
Map from file item to source file info
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.FileToHeaderFileInfo">
|
|
<summary>
|
|
Map from file item to header file info
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.FileToSourceFile">
|
|
<summary>
|
|
Map from file item to source file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.bModified">
|
|
<summary>
|
|
Whether the cache has been modified and needs to be saved
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.Logger">
|
|
<summary>
|
|
Logger for output
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.ReflectionMarkupRegex">
|
|
<summary>
|
|
Regex that matches C++ code with UObject declarations which we will need to generated code for.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.InlineReflectionMarkupRegex">
|
|
<summary>
|
|
Regex that matches #include UE_INLINE_GENERATED_CPP_BY_NAME(****) statements.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.IncludeRegex">
|
|
<summary>
|
|
Regex that matches #include statements.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.ImportRegex">
|
|
<summary>
|
|
Regex that matches #import directives in mm files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileMetadataCache.Caches">
|
|
<summary>
|
|
Static cache of all constructed dependency caches
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.#ctor(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.SourceFileMetadataCache,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructs a dependency cache. This method is private; call CppDependencyCache.Create() to create a cache hierarchy for a given project.
|
|
</summary>
|
|
<param name="Location">File to store the cache</param>
|
|
<param name="BaseDir">Base directory for files that this cache should store data for</param>
|
|
<param name="Parent">The parent cache to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetSourceFileInfo(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Returns a SourceFileInfo struct for a file (and parse the file if not already cached)
|
|
</summary>
|
|
<param name="SourceFile">The file to parse</param>
|
|
<returns>SourceFileInfo for file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.ParseFirstInclude(UnrealBuildBase.FileItem,System.String[])">
|
|
<summary>
|
|
Parse the first include directive from a source file
|
|
</summary>
|
|
<param name="SourceFile">The source file to parse</param>
|
|
<param name="FileToSourceFileFileText">The source file contents</param>
|
|
<returns>The first include directive</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.ParseHeader(UnrealBuildTool.SourceFileMetadataCache.HeaderFileInfo,System.String[])">
|
|
<summary>
|
|
Read entire header file to find markup and includes
|
|
</summary>
|
|
<returns>A HeaderInfo struct containing information about header</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetFirstInclude(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Gets the first included file from a source file
|
|
</summary>
|
|
<param name="SourceFile">The source file to parse</param>
|
|
<returns>Text from the first include directive. Null if the file did not contain any include directives.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetSourceFile(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Finds or adds a SourceFile class for the given file
|
|
</summary>
|
|
<param name="File">File to fetch the source file data for</param>
|
|
<returns>SourceFile instance corresponding to the given source file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetListOfInlinedGeneratedCppFiles(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Returns a list of inlined generated cpps that this source file contains.
|
|
</summary>
|
|
<param name="SourceFile">The source file to parse</param>
|
|
<returns>List of marked files this source file contains</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.ContainsReflectionMarkup(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Determines whether the given file contains reflection markup
|
|
</summary>
|
|
<param name="HeaderFile">The source file to parse</param>
|
|
<returns>True if the file contains reflection markup</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.UsesAPIDefine(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Determines whether the given file uses the *_API define
|
|
</summary>
|
|
<param name="HeaderFile">The source file to parse</param>
|
|
<returns>True if the file uses the *_API define</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetHeaderUnitType(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Returns header unit type for a header file (and parse the file if not already cached)
|
|
</summary>
|
|
<param name="HeaderFile">The header file to parse</param>
|
|
<returns>Header unit type</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetHeaderIncludes(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Returns all #includes existing inside a header file (and parse the file if not already cached)
|
|
</summary>
|
|
<param name="HeaderFile">The header file to parse</param>
|
|
<returns>List of includes</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.CreateHierarchy(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Creates a cache hierarchy for a particular target
|
|
</summary>
|
|
<param name="ProjectFile">Project file for the target being built</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Dependency cache hierarchy for the given project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.GetFilesToClean(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Enumerates all the locations of metadata caches for the given target
|
|
</summary>
|
|
<param name="ProjectFile">Project file for the target being built</param>
|
|
<returns>Dependency cache hierarchy for the given project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.FindOrAddCache(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.SourceFileMetadataCache,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Reads a cache from the given location, or creates it with the given settings
|
|
</summary>
|
|
<param name="Location">File to store the cache</param>
|
|
<param name="BaseDirectory">Base directory for files that this cache should store data for</param>
|
|
<param name="Parent">The parent cache to use</param>
|
|
<param name="Logger"></param>
|
|
<returns>Reference to a dependency cache with the given settings</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.SaveAll">
|
|
<summary>
|
|
Save all the caches that have been modified
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.Read">
|
|
<summary>
|
|
Reads data for this dependency cache from disk
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileMetadataCache.Write">
|
|
<summary>
|
|
Writes data for this dependency cache to disk
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileSearch.FindModuleSourceFiles(EpicGames.Core.FileReference,System.Boolean,System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference})">
|
|
Finds mouse source files
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileSearch.FindFiles(EpicGames.Core.DirectoryReference,System.Collections.Generic.List{System.String},System.Boolean,System.Collections.Generic.HashSet{EpicGames.Core.DirectoryReference})">
|
|
<summary>
|
|
Fills in a project file with source files discovered in the specified list of paths
|
|
</summary>
|
|
<param name="DirectoryToSearch">Directory to search</param>
|
|
<param name="SubdirectoryNamesToExclude">Directory base names to ignore when searching subdirectories. Can be null.</param>
|
|
<param name="SearchSubdirectories">True to include subdirectories, otherwise we only search the list of base directories</param>
|
|
<param name="SearchedDirectories">If non-null, is updated with a list of the directories searched</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ISourceFileWorkingSet">
|
|
<summary>
|
|
Defines an interface which allows querying the working set. Files which are in the working set are excluded from unity builds, to improve iterative compile times.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISourceFileWorkingSet.Contains(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Checks if the given file is part of the working set
|
|
</summary>
|
|
<param name="File">File to check</param>
|
|
<returns>True if the file is part of the working set, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.EmptySourceFileWorkingSet">
|
|
<summary>
|
|
Implementation of ISourceFileWorkingSet which does not contain any files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EmptySourceFileWorkingSet.Dispose">
|
|
<summary>
|
|
Dispose of the current instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.EmptySourceFileWorkingSet.Contains(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Checks if the given file is part of the working set
|
|
</summary>
|
|
<param name="File">File to check</param>
|
|
<returns>True if the file is part of the working set, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.PerforceSourceFileWorkingSet">
|
|
<summary>
|
|
Queries the working set for files tracked by Perforce.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PerforceSourceFileWorkingSet.Dispose">
|
|
<summary>
|
|
Dispose of the current instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.PerforceSourceFileWorkingSet.Contains(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Checks if the given file is part of the working set
|
|
</summary>
|
|
<param name="File">File to check</param>
|
|
<returns>True if the file is part of the working set, false otherwise</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.GitSourceFileWorkingSet">
|
|
<summary>
|
|
Queries the working set for files tracked by Git.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.#ctor(System.String,EpicGames.Core.DirectoryReference,UnrealBuildTool.GitSourceFileWorkingSet,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="GitPath">Path to the Git executable</param>
|
|
<param name="RootDir">Root directory to run queries from (typically the directory containing the .git folder, to ensure all subfolders can be searched)</param>
|
|
<param name="Inner">An inner working set. This allows supporting multiple Git repositories (one containing the engine, another containing the project, for example)</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.TerminateBackgroundProcess">
|
|
<summary>
|
|
Terminates the background process.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.WaitForBackgroundProcess">
|
|
<summary>
|
|
Waits for the background to terminate.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.Dispose">
|
|
<summary>
|
|
Dispose of this object
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.Contains(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Checks if the given file is part of the working set
|
|
</summary>
|
|
<param name="File">File to check</param>
|
|
<returns>True if the file is part of the working set, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.OutputDataReceived(System.Object,System.Diagnostics.DataReceivedEventArgs)">
|
|
<summary>
|
|
Parse output text from Git
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.ErrorDataReceived(System.Object,System.Diagnostics.DataReceivedEventArgs)">
|
|
<summary>
|
|
Handle error output text from Git
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.GitSourceFileWorkingSet.AddPath(System.String)">
|
|
<summary>
|
|
Add a path to the working set
|
|
</summary>
|
|
<param name="Path">Path to be added</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SourceFileWorkingSet">
|
|
<summary>
|
|
Utility class for ISourceFileWorkingSet
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileWorkingSet.Provider">
|
|
<summary>
|
|
Sets the provider to use for determining the working set.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileWorkingSet.RepositoryPath">
|
|
<summary>
|
|
Sets the path to use for the repository. Interpreted relative to the Unreal Engine root directory (the folder above the Engine folder) -- if relative.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.SourceFileWorkingSet.GitPath">
|
|
<summary>
|
|
Sets the path to use for the Git executable. Defaults to "git" (assuming it is in the PATH).
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SourceFileWorkingSet.Create(EpicGames.Core.DirectoryReference,System.Collections.Generic.IEnumerable{EpicGames.Core.DirectoryReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Create an ISourceFileWorkingSet instance suitable for the given project or root directory
|
|
</summary>
|
|
<param name="RootDir">The root directory</param>
|
|
<param name="ProjectDirs">The project directories</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Working set instance for the given directory</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Subnet">
|
|
<summary>
|
|
Represents an IP subnet
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Subnet.Prefix">
|
|
<summary>
|
|
The prefix address
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Subnet.MaskBits">
|
|
<summary>
|
|
Number of bits that need to match in an IP address for this subnet
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Subnet.PrefixBytes">
|
|
<summary>
|
|
Bytes corresponding to the prefix address
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Subnet.#ctor(System.Net.IPAddress,System.Int32)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Prefix">The prefix IP address</param>
|
|
<param name="MaskBits">Number of bits to match for this subnet</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Subnet.Parse(System.String)">
|
|
<summary>
|
|
Parses a subnet from a string
|
|
</summary>
|
|
<param name="Text">The string to parse</param>
|
|
<returns>New subnet that was parsed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Subnet.Contains(System.Net.IPAddress)">
|
|
<summary>
|
|
Checks if this subnet contains the given address
|
|
</summary>
|
|
<param name="Address">IP address to test</param>
|
|
<returns>True if the subnet contains this address</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Subnet.Contains(System.Byte[])">
|
|
<summary>
|
|
Checks if this subnet contains the given address bytes
|
|
</summary>
|
|
<param name="Bytes">Bytes of the IP address to text</param>
|
|
<returns>True if the subnet contains this address</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Subnet.ToString">
|
|
<summary>
|
|
Formats this subnet as text
|
|
</summary>
|
|
<returns>String representation of the subnet</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SupportedConfigurationsAttribute">
|
|
<summary>
|
|
Attribute which can be applied to a TargetRules-dervied class to indicate which configurations it supports
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.SupportedConfigurationsAttribute.Configurations">
|
|
<summary>
|
|
Array of supported platforms
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SupportedConfigurationsAttribute.#ctor(UnrealBuildTool.UnrealTargetConfiguration[])">
|
|
<summary>
|
|
Initialize the attribute with a list of configurations
|
|
</summary>
|
|
<param name="configurations">Variable-length array of configuration arguments</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SupportedPlatformGroupsAttribute">
|
|
<summary>
|
|
Attribute which can be applied to a TargetRules-dervied class to indicate which platforms it supports
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SupportedPlatformGroupsAttribute.#ctor(System.String[])">
|
|
<summary>
|
|
Initialize the attribute with a list of platform groups
|
|
</summary>
|
|
<param name="platformGroups">Variable-length array of platform group arguments</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SupportedPlatformsAttribute">
|
|
<summary>
|
|
Attribute which can be applied to a TargetRules-dervied class to indicate which platforms it supports
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.SupportedPlatformsAttribute.Platforms">
|
|
<summary>
|
|
Array of supported platforms
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SupportedPlatformsAttribute.#ctor(System.String[])">
|
|
<summary>
|
|
Initialize the attribute with a list of platforms
|
|
</summary>
|
|
<param name="platforms">Variable-length array of platform arguments</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SupportedPlatformsAttribute.#ctor(UnrealBuildTool.UnrealPlatformClass)">
|
|
<summary>
|
|
Initialize the attribute with all the platforms in a given category
|
|
</summary>
|
|
<param name="category">Category of platforms to add</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.SupportedTargetTypesAttribute">
|
|
<summary>
|
|
Attribute which can be applied to a TargetRules-dervied class to indicate which target types it supports
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.SupportedTargetTypesAttribute.TargetTypes">
|
|
<summary>
|
|
Array of supported target types
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.SupportedTargetTypesAttribute.#ctor(UnrealBuildTool.TargetType[])">
|
|
<summary>
|
|
Initialize the attribute with a list of target types
|
|
</summary>
|
|
<param name="targetTypes">Variable-length array of target type arguments</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefileSourceFileInfo.InlineGenCppHash">
|
|
<summary>
|
|
Hash of all the gen.cpp files being inlined in this source file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileSourceFileInfo.CalculateInlineGenCppHash(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Helper function to calculate a hash for the passed in inline gen.cpp file names
|
|
</summary>
|
|
<param name="InlinedGenCppNames">Gen.cpp file names</param>
|
|
<returns>Hash of file names</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddAction(UnrealBuildTool.IExternalAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.String,System.Boolean)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.CreateIntermediateTextFile(UnrealBuildBase.FileItem,System.Collections.Generic.IEnumerable{System.String},System.Boolean)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddSourceDir(UnrealBuildBase.DirectoryItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddSourceFiles(UnrealBuildBase.DirectoryItem,UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddHeaderFiles(UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddDiagnostic(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddFileToWorkingSet(UnrealBuildBase.FileItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.AddCandidateForWorkingSet(UnrealBuildBase.FileItem)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefileBuilder.SetOutputItemsForModule(System.String,UnrealBuildBase.FileItem[])">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetMakefile">
|
|
<summary>
|
|
Cached list of actions that need to be executed to build a target, along with the information needed to determine whether they are valid.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.CurrentVersion">
|
|
<summary>
|
|
The version number to write
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.CreateTimeUtc">
|
|
<summary>
|
|
The time at which the makefile was created
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ModifiedTimeUtc">
|
|
<summary>
|
|
The time at which the makefile was modified
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.Diagnostics">
|
|
<summary>
|
|
Additional diagnostic output to print before building this target (toolchain version, etc...)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ExternalMetadata">
|
|
<summary>
|
|
Any additional information about the build environment which the platform can use to invalidate the makefile
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ExecutableFile">
|
|
<summary>
|
|
The main executable output by this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ReceiptFile">
|
|
<summary>
|
|
Path to the receipt file for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ProjectIntermediateDirectory">
|
|
<summary>
|
|
The project intermediate directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ProjectIntermediateDirectoryNoArch">
|
|
<summary>
|
|
The project intermediate directory without architecture info
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.TargetType">
|
|
<summary>
|
|
Type of the target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.IsTestTarget">
|
|
<summary>
|
|
Is test target?
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ConfigValueTracker">
|
|
<summary>
|
|
Map of config file keys to values. Makefile will be invalidated if any of these change.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.bDeployAfterCompile">
|
|
<summary>
|
|
Whether the target should be deployed after being built
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.UbtPlugins">
|
|
<summary>
|
|
Collection of all located UBT C# plugins regardless of if they are in an enabled plugin (project file)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.EnabledUbtPlugins">
|
|
<summary>
|
|
Collection of UBT C# plugins contained in enabled plugins (project file)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.EnabledUhtPlugins">
|
|
<summary>
|
|
Collection of UHT C# plugins contained in enabled plugins (target assembly file)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.AdditionalArguments">
|
|
<summary>
|
|
The array of command-line arguments. The makefile will be invalidated whenever these change.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.UHTAdditionalArguments">
|
|
<summary>
|
|
The array of command-line arguments passed to UnrealHeaderTool.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.PreBuildScripts">
|
|
<summary>
|
|
Scripts which should be run before building anything
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.PreBuildTargets">
|
|
<summary>
|
|
Targets which should be build before building anything
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.Actions">
|
|
<summary>
|
|
Every action in the action graph
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.EnvironmentVariables">
|
|
<summary>
|
|
Environment variables that we'll need in order to invoke the platform's compiler and linker
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.OutputItems">
|
|
<summary>
|
|
The final output items for all target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ModuleNameToOutputItems">
|
|
<summary>
|
|
Maps module names to output items
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.HotReloadModuleNames">
|
|
<summary>
|
|
List of game module names, for hot-reload
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.SourceDirectories">
|
|
<summary>
|
|
List of all source directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.DirectoryToSourceFiles">
|
|
<summary>
|
|
Set of all source directories. Any files being added or removed from these directories will invalidate the makefile.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.HeaderFiles">
|
|
<summary>
|
|
Set of all known header files, changes will not invalidate the makefile but are used to determine if a header is included in the target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.WorkingSet">
|
|
<summary>
|
|
The set of source files that UnrealBuildTool determined to be part of the programmer's "working set". Used for adaptive non-unity builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.CandidatesForWorkingSet">
|
|
<summary>
|
|
Set of files which are currently not part of the working set, but could be.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.UObjectModules">
|
|
<summary>
|
|
Maps each target to a list of UObject module info structures
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.UObjectModuleHeaders">
|
|
<summary>
|
|
Used to map names of modules to their .Build.cs filename
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ConfigSettings">
|
|
<summary>
|
|
List of config settings in generated config files
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.PluginFiles">
|
|
<summary>
|
|
List of all plugin names. The makefile will be considered invalid if any of these changes, or new plugins are added.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.ExternalDependencies">
|
|
<summary>
|
|
Set of external (ie. user-owned) files which will cause the makefile to be invalidated if modified after
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.InternalDependencies">
|
|
<summary>
|
|
Set of internal (eg. response files, unity files) which will cause the makefile to be invalidated if modified.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetMakefile.MemoryPerActionGB">
|
|
<summary>
|
|
TargetRules-set memory estimate per action. Used to control the number of parallel actions that are spawned.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TargetMakefile.SourceAndHeaderFiles">
|
|
<summary>
|
|
Enumerable of all source and header files tracked by this makefile.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.#ctor(System.String,EpicGames.Core.FileReference,EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.TargetType,UnrealBuildTool.ConfigValueTracker,System.Boolean,EpicGames.Core.FileReference[],EpicGames.Core.FileReference[],EpicGames.Core.FileReference[])">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="ExternalMetadata">External build metadata from the platform</param>
|
|
<param name="ExecutableFile">Path to the executable or primary output binary for this target</param>
|
|
<param name="ReceiptFile">Path to the receipt file</param>
|
|
<param name="ProjectIntermediateDirectory">Path to the project intermediate directory</param>
|
|
<param name="ProjectIntermediateDirectoryNoArch">Path to the project intermediate directory</param>
|
|
<param name="TargetType">The type of target</param>
|
|
<param name="ConfigValueTracker">Set of dependencies on config files</param>
|
|
<param name="bDeployAfterCompile">Whether to deploy the target after compiling</param>
|
|
<param name="UbtPlugins">Collection of UBT plugins</param>
|
|
<param name="EnabledUbtPlugins">Collection of UBT plugins</param>
|
|
<param name="EnabledUhtPlugins">Collection of UBT plugins for UHT</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.#ctor(EpicGames.Core.BinaryArchiveReader,System.DateTime)">
|
|
<summary>
|
|
Constructor. Reads a makefile from disk.
|
|
</summary>
|
|
<param name="Reader">The archive to read from</param>
|
|
<param name="LastWriteTimeUtc">Last modified time for the makefile</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.Write(EpicGames.Core.BinaryArchiveWriter)">
|
|
<summary>
|
|
Write the makefile to the given archive
|
|
</summary>
|
|
<param name="Writer">The archive to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.Save(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Saves a makefile to disk
|
|
</summary>
|
|
<param name="Location">Path to save the makefile to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.Load(EpicGames.Core.FileReference,EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,System.String[],Microsoft.Extensions.Logging.ILogger,System.String@)">
|
|
<summary>
|
|
Loads a makefile from disk
|
|
</summary>
|
|
<param name="MakefilePath">Path to the makefile to load</param>
|
|
<param name="ProjectFile">Path to the project file</param>
|
|
<param name="Platform">Platform for this makefile</param>
|
|
<param name="Arguments">Command line arguments for this target</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="ReasonNotLoaded">If the function returns null, this string will contain the reason why</param>
|
|
<returns>The loaded makefile, or null if it failed for some reason. On failure, the 'ReasonNotLoaded' variable will contain information about why</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.IsValidForSourceFiles(UnrealBuildTool.TargetMakefile,EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.ISourceFileWorkingSet,Microsoft.Extensions.Logging.ILogger,System.String@)">
|
|
<summary>
|
|
Checks if the makefile is valid for the current set of source files. This is done separately to the Load() method to allow pre-build steps to modify source files.
|
|
</summary>
|
|
<param name="Makefile">The makefile that has been loaded</param>
|
|
<param name="ProjectFile">Path to the project file</param>
|
|
<param name="Platform">The platform being built</param>
|
|
<param name="WorkingSet">The current working set of source files</param>
|
|
<param name="Logger">Logger for output diagnostics</param>
|
|
<param name="ReasonNotLoaded">If the makefile is not valid, is set to a message describing why</param>
|
|
<returns>True if the makefile is valid, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.ContainsSourceFilesOrHeaders(UnrealBuildBase.DirectoryItem,System.Collections.Generic.IReadOnlySet{System.String},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Determines if a directory, or any subdirectory of it, contains new source files or headers
|
|
</summary>
|
|
<param name="Directory">Directory to search through</param>
|
|
<param name="ExcludedFolderNames">Set of directory names to exclude</param>
|
|
<param name="Logger">Logger for output diagnostics</param>
|
|
<returns>True if the directory contains any source files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.FindFilesWithMarkup(UnrealBuildBase.DirectoryItem,UnrealBuildTool.SourceFileMetadataCache,System.Collections.Generic.IReadOnlySet{System.String},System.Collections.Concurrent.ConcurrentBag{UnrealBuildBase.FileItem},EpicGames.Core.ThreadPoolWorkQueue)">
|
|
<summary>
|
|
Finds all the source files under a directory that contain reflection markup
|
|
</summary>
|
|
<param name="Directory">The directory to search</param>
|
|
<param name="MetadataCache">Cache of source file metadata</param>
|
|
<param name="ExcludedFolderNames">Set of folder names to ignore when recursing the directory tree</param>
|
|
<param name="FilesWithMarkup">Receives the set of files which contain reflection markup</param>
|
|
<param name="Queue">Queue to add sub-tasks to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetMakefile.GetLocation(EpicGames.Core.FileReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArchitectures,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealIntermediateEnvironment)">
|
|
<summary>
|
|
Gets the location of the makefile for particular target
|
|
</summary>
|
|
<param name="ProjectFile">Project file for the build</param>
|
|
<param name="TargetName">Name of the target being built</param>
|
|
<param name="Platform">The platform that the target is being built for</param>
|
|
<param name="Architectures">The architectures the target is being built for (can be blank to signify a default)</param>
|
|
<param name="Configuration">The configuration being built</param>
|
|
<param name="IntermediateEnvironment">Intermediate environment to use</param>
|
|
<returns>Path to the makefile</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildProductType">
|
|
<summary>
|
|
Type of a build product
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.Executable">
|
|
<summary>
|
|
An executable file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.DynamicLibrary">
|
|
<summary>
|
|
A dynamically loaded module.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.SymbolFile">
|
|
<summary>
|
|
A symbol file. Not required for the executable to run.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.MapFile">
|
|
<summary>
|
|
A map file. Not required for the executable to run.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.RequiredResource">
|
|
<summary>
|
|
A resource file which was generated by the build and is required for the executable to run.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.BuildResource">
|
|
<summary>
|
|
A build resource which was generated by the build, but is not required for the executable to run.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProductType.Package">
|
|
<summary>
|
|
A package which can be deployed on device (eg. *.apk for Android, *.stub for iOS)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.BuildProduct">
|
|
<summary>
|
|
A file that was created as part of the build process
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProduct.Path">
|
|
<summary>
|
|
Path to the file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.BuildProduct.Type">
|
|
<summary>
|
|
Type of the build product.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildProduct.#ctor">
|
|
<summary>
|
|
Private constructor, for serialization.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildProduct.#ctor(EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="InPath">Path to the build product</param>
|
|
<param name="InType">Type of the build product</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildProduct.#ctor(UnrealBuildTool.BuildProduct)">
|
|
<summary>
|
|
Copy constructor.
|
|
</summary>
|
|
<param name="Other">Build product to copy settings from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.BuildProduct.ToString">
|
|
<summary>
|
|
Convert this object to a string, for debugging.
|
|
</summary>
|
|
<returns>Path to this build product</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.StagedFileType">
|
|
<summary>
|
|
How a file may be staged
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StagedFileType.UFS">
|
|
<summary>
|
|
Only accessed through Unreal filesystem functions; may be included in a PAK file.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StagedFileType.NonUFS">
|
|
<summary>
|
|
Must be kept as part of the loose filesystem.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StagedFileType.DebugNonUFS">
|
|
<summary>
|
|
Debug file which must be kept as part of the loose filesystem.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.StagedFileType.SystemNonUFS">
|
|
<summary>
|
|
System file which must be kept as part of the loose filesystem. System files are not subject to being automatic remapping or renaming by the platform layer.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RuntimeDependency">
|
|
<summary>
|
|
Information about a file which is required by the target at runtime, and must be moved around with it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RuntimeDependency.Path">
|
|
<summary>
|
|
The file that should be staged. Should use $(EngineDir) and $(ProjectDir) variables as a root, so that the target can be relocated to different machines.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RuntimeDependency.Type">
|
|
<summary>
|
|
How to stage this file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependency.#ctor">
|
|
<summary>
|
|
Private constructor, for serialization.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependency.#ctor(EpicGames.Core.FileReference,UnrealBuildTool.StagedFileType)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InPath">Path to the runtime dependency</param>
|
|
<param name="InType">How to stage the given path</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependency.#ctor(UnrealBuildTool.RuntimeDependency)">
|
|
<summary>
|
|
Copy constructor
|
|
</summary>
|
|
<param name="InOther">Runtime dependency to copy settings from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependency.ToString">
|
|
<summary>
|
|
Convert this object to a string for debugging
|
|
</summary>
|
|
<returns>String representation of the object</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RuntimeDependencyList">
|
|
<summary>
|
|
List of runtime dependencies, with convenience methods for adding new items
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependencyList.#ctor">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependencyList.#ctor(System.Collections.Generic.IEnumerable{UnrealBuildTool.RuntimeDependency})">
|
|
<summary>
|
|
Copy constructor
|
|
</summary>
|
|
<param name="Other">Sequence of runtime dependencies to initialize with</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RuntimeDependencyList.Add(EpicGames.Core.FileReference,UnrealBuildTool.StagedFileType)">
|
|
<summary>
|
|
Add a runtime dependency to the list
|
|
</summary>
|
|
<param name="InPath">Path to the runtime dependency. May include wildcards.</param>
|
|
<param name="InType">How to stage this file</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ReceiptProperty">
|
|
<summary>
|
|
Arbitrary property name/value which metadata from the build scripts can be passed on to downstream tasks
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReceiptProperty.Name">
|
|
<summary>
|
|
Property name
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ReceiptProperty.Value">
|
|
<summary>
|
|
Value of the property
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ReceiptProperty.#ctor(System.String,System.String)">
|
|
<summary>
|
|
Construct a property with the given name and value
|
|
</summary>
|
|
<param name="InName">Name of the property</param>
|
|
<param name="InValue">Value of the property</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TargetReceipt">
|
|
<summary>
|
|
Stores a record of a built target, with all metadata that other tools may need to know about the build.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.ProjectFile">
|
|
<summary>
|
|
Path to the project file for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.ProjectDir">
|
|
<summary>
|
|
The project directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.TargetName">
|
|
<summary>
|
|
The name of this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.Platform">
|
|
<summary>
|
|
Which platform the target is compiled for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.Architectures">
|
|
<summary>
|
|
Which platform the target is compiled for
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.Configuration">
|
|
<summary>
|
|
Which configuration this target is compiled in
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.TargetType">
|
|
<summary>
|
|
The type of the target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.IsTestTarget">
|
|
<summary>
|
|
Whether it's a low level tests target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.Version">
|
|
<summary>
|
|
Version information for this target.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.Launch">
|
|
<summary>
|
|
The exectuable to launch for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.LaunchCmd">
|
|
<summary>
|
|
The console subsystem/commmandlet exectuable to launch for this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.BuildProducts">
|
|
<summary>
|
|
The build products which are part of this target
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.RuntimeDependencies">
|
|
<summary>
|
|
All the runtime dependencies that this target relies on
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.PluginNameToEnabledState">
|
|
<summary>
|
|
All plugins that were either enabled or disabled via the target rules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.BuildPlugins">
|
|
<summary>
|
|
All plugins that were built via the target rules.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TargetReceipt.AdditionalProperties">
|
|
<summary>
|
|
Additional build properties passed through from the module rules
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.#ctor(EpicGames.Core.FileReference,System.String,UnrealBuildTool.TargetType,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.BuildVersion,UnrealBuildTool.UnrealArchitectures,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="InProjectFile">Path to the project file for this target</param>
|
|
<param name="InTargetName">The name of the target being compiled</param>
|
|
<param name="InTargetType">The type of target</param>
|
|
<param name="InPlatform">Platform for the target being compiled</param>
|
|
<param name="InConfiguration">Configuration of the target being compiled</param>
|
|
<param name="InVersion">Version information for the target</param>
|
|
<param name="InArchitectures">Architecture information for the target</param>
|
|
<param name="InIsTestTarget">Whether it's a target for low level tests</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.AddBuildProduct(EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType)">
|
|
<summary>
|
|
Adds a build product to the receipt. Does not check whether it already exists.
|
|
</summary>
|
|
<param name="Path">Path to the build product.</param>
|
|
<param name="Type">Type of build product.</param>
|
|
<returns>The BuildProduct object that was created</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.Merge(UnrealBuildTool.TargetReceipt)">
|
|
<summary>
|
|
Merges another receipt to this one.
|
|
</summary>
|
|
<param name="Other">Receipt which should be merged</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.InsertPathVariables(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Inserts variables to make a file relative to $(EngineDir) or $(ProjectDir)
|
|
</summary>
|
|
<param name="File">The file to insert variables into.</param>
|
|
<param name="EngineDir">Value of the $(EngineDir) variable.</param>
|
|
<param name="ProjectDir">Value of the $(ProjectDir) variable.</param>
|
|
<returns>Converted path for the file.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.ExpandPathVariables(System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Inserts variables to make a file relative to $(EngineDir) or $(ProjectDir)
|
|
</summary>
|
|
<param name="Path">The path to insert variables into.</param>
|
|
<param name="EngineDir">Value of the $(EngineDir) variable.</param>
|
|
<param name="ProjectDir">Value of the $(ProjectDir) variable.</param>
|
|
<returns>Converted path for the file.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.GetDefaultPath(EpicGames.Core.DirectoryReference,System.String,UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealTargetConfiguration,UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Returns the standard path to the build receipt for a given target
|
|
</summary>
|
|
<param name="BaseDir">Base directory for the target being built; either the project directory or engine directory.</param>
|
|
<param name="TargetName">The target being built</param>
|
|
<param name="Platform">The target platform</param>
|
|
<param name="Configuration">The target configuration</param>
|
|
<param name="BuildArchitectures">The architecture being built</param>
|
|
<returns>Path to the receipt for this target</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.GetStageTypeFromBuildProductType(UnrealBuildTool.BuildProduct)">
|
|
<summary>
|
|
Determine whether a BuildProduct Type is NonUFS or DebugNonUFS
|
|
</summary>
|
|
<param name="BuildProduct">The build product to check</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.HasValueForAdditionalProperty(System.String,System.String)">
|
|
<summary>
|
|
Checks the Additional properties for one with the given name that matches the given value
|
|
</summary>
|
|
<param name="PropertyName">Property name to search for</param>
|
|
<param name="Value">Value to compare against (with StringComparison.InvariantCultureIgnoreCase)</param>
|
|
<returns>True if any property with PropertyName has a value matching Value</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.Read(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Read a receipt from disk.
|
|
</summary>
|
|
<param name="Location">Filename to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.Read(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Read a receipt from disk.
|
|
</summary>
|
|
<param name="Location">Filename to read from</param>
|
|
<param name="EngineDir">Engine directory for expanded variables</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.TryRead(EpicGames.Core.FileReference,UnrealBuildTool.TargetReceipt@)">
|
|
<summary>
|
|
Try to read a receipt from disk, failing gracefully if it can't be read.
|
|
</summary>
|
|
<param name="Location">Filename to read from</param>
|
|
<param name="Receipt">If successful, the receipt that was read</param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.TryRead(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.TargetReceipt@)">
|
|
<summary>
|
|
Try to read a receipt from disk, failing gracefully if it can't be read.
|
|
</summary>
|
|
<param name="Location">Filename to read from</param>
|
|
<param name="EngineDir">Engine directory for expanded paths</param>
|
|
<param name="Receipt">If successful, the receipt that was read</param>
|
|
<returns>True if successful</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.Write(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Write the receipt to disk.
|
|
</summary>
|
|
<param name="Location">Output filename</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TargetReceipt.Write(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Write the receipt to disk.
|
|
</summary>
|
|
<param name="Location">Output filename</param>
|
|
<param name="EngineDir">Engine directory for expanded paths</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TelemetryEvent.EventName">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TelemetryCompletedEvent.EventName">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TelemetryExecutorEvent.EventName">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TelemetryService">
|
|
<summary>
|
|
Telemetry service for UnrealBuildTool
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TelemetryService.RecordEvent(UnrealBuildTool.TelemetryEvent)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TelemetryService.FlushEvents">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TelemetryService.Dispose(System.Boolean)">
|
|
<summary>
|
|
Dispose
|
|
</summary>
|
|
<param name="disposing"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TelemetryService.Dispose">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ITimelineEvent">
|
|
<summary>
|
|
Public interface for a timeline scope. Should be disposed to exit the scope.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Timeline">
|
|
<summary>
|
|
Tracks simple high-level timing data
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Timeline.Event">
|
|
<summary>
|
|
A marker in the timeline
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Timeline.Event.Name">
|
|
<summary>
|
|
Name of the marker
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Timeline.Event.StartTime">
|
|
<summary>
|
|
Time at which the event ocurred
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Timeline.Event.FinishTime">
|
|
<summary>
|
|
Time at which the event ended
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Timeline.Event.Span">
|
|
<summary>
|
|
The trace span for external tracing
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.Event.#ctor(System.String,System.TimeSpan,System.Nullable{System.TimeSpan})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Name">Event name</param>
|
|
<param name="StartTime">Time of the event</param>
|
|
<param name="FinishTime">Finish time for the event. May be null.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.Event.Finish">
|
|
<summary>
|
|
Finishes the current event
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.Event.Dispose">
|
|
<summary>
|
|
Disposes of the current event
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Timeline.Stopwatch">
|
|
<summary>
|
|
The stopwatch used for timing
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Timeline.Events">
|
|
<summary>
|
|
The recorded events
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Timeline.Elapsed">
|
|
<summary>
|
|
Property for the total time elapsed
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.Start">
|
|
<summary>
|
|
Start the stopwatch
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.AddEvent(System.String)">
|
|
<summary>
|
|
Records a timeline marker with the given name
|
|
</summary>
|
|
<param name="Name">The marker name</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.ScopeEvent(System.String)">
|
|
<summary>
|
|
Enters a scope event with the given name. Should be disposed to terminate the scope.
|
|
</summary>
|
|
<param name="Name">Name of the event</param>
|
|
<returns>Event to track the length of the event</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.Print(System.TimeSpan,Microsoft.Extensions.Logging.LogLevel,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Prints this information to the log
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.UpdateLastEventTime(System.TimeSpan@,System.TimeSpan,System.TimeSpan,System.Collections.Generic.List{UnrealBuildTool.Timeline.Event},Microsoft.Extensions.Logging.LogLevel,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Updates the last event time
|
|
</summary>
|
|
<param name="LastTime"></param>
|
|
<param name="NewTime"></param>
|
|
<param name="MaxUnknownTime"></param>
|
|
<param name="OuterEvents"></param>
|
|
<param name="Verbosity"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.Print(System.TimeSpan,System.Nullable{System.TimeSpan},System.String,System.Collections.Generic.List{UnrealBuildTool.Timeline.Event},Microsoft.Extensions.Logging.LogLevel,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Prints an individual event to the log
|
|
</summary>
|
|
<param name="StartTime">Start time for the event</param>
|
|
<param name="FinishTime">Finish time for the event. May be null.</param>
|
|
<param name="Label">Event name</param>
|
|
<param name="OuterEvents">List of all the start times for parent events</param>
|
|
<param name="Verbosity">Verbosity for the output</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Timeline.FormatTime(System.TimeSpan)">
|
|
<summary>
|
|
Formats a timespan in milliseconds
|
|
</summary>
|
|
<param name="Time">The time to format</param>
|
|
<returns>Formatted timespan</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TimingDataType">
|
|
<summary>
|
|
Types of timing data events.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TimingDataType.None">
|
|
<summary>
|
|
No type assigned.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TimingDataType.Aggregate">
|
|
<summary>
|
|
This event represents an aggregate of summary events.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TimingDataType.Summary">
|
|
<summary>
|
|
This event represents a summary of related include, class, and function events, usually
|
|
summarizing a single compilation unit or part of a compilation unit.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TimingDataType.Include">
|
|
<summary>
|
|
Timing related to compiling include files.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TimingDataType.Class">
|
|
<summary>
|
|
Timing related to compiling classes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TimingDataType.Function">
|
|
<summary>
|
|
Timing related to compiling functions.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TimingData">
|
|
<summary>
|
|
Class used to capture timing data from events like those generated by MSVC when timing data
|
|
is being generated.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TimingData.#ctor(System.String,UnrealBuildTool.TimingDataType)">
|
|
<summary>
|
|
Constructs a new instance of <see cref="T:UnrealBuildTool.TimingData"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TimingData.#ctor(System.IO.BinaryReader)">
|
|
<summary>
|
|
Constructs a new instance of <see cref="T:UnrealBuildTool.TimingData"/> using data from a <see cref="T:System.IO.BinaryReader"/>.
|
|
</summary>
|
|
<param name="Reader">The <see cref="T:System.IO.BinaryReader"/> to get the data from.</param>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.Name">
|
|
<summary>
|
|
The name of the event being represented, such as a file or category name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.Type">
|
|
<summary>
|
|
The type of timing data this event represents.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.Count">
|
|
<summary>
|
|
Gets the number of times this event was encountered.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.ExclusiveDuration">
|
|
<summary>
|
|
Gets the amount of time, in milliseconds, that the event took to complete disregarding its sub-events.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.InclusiveDuration">
|
|
<summary>
|
|
Gets the amount of time, in milliseconds, that the event took including its sub-events.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.Parent">
|
|
<summary>
|
|
If this event is a sub-event, the parent is the event it is the sub-event to.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.TimingData.Children">
|
|
<summary>
|
|
Any sub-events of this event.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TimingData.AddChild(UnrealBuildTool.TimingData)">
|
|
<summary>
|
|
Adds a sub-event (child) to this event if it doesn't exist, or increase the duration by the
|
|
duration of the provided event.
|
|
</summary>
|
|
<param name="ChildData">The sub-event to add to this event.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TimingData.Clone">
|
|
<summary>
|
|
Creates a deep clone of this event.
|
|
</summary>
|
|
<returns>A deep clone of this event.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TimingData.Write(System.IO.BinaryWriter)">
|
|
<summary>
|
|
Writes a binary representation of this event and its sub-events.
|
|
</summary>
|
|
<param name="Writer">The <see cref="T:System.IO.BinaryWriter"/> to write the binary representation to.</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ToolModeOptions">
|
|
<summary>
|
|
Systems that need to be configured to execute a tool mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.None">
|
|
<summary>
|
|
Do not initialize anything
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.StartPrefetchingEngine">
|
|
<summary>
|
|
Start prefetching metadata for the engine folder as early as possible
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.XmlConfig">
|
|
<summary>
|
|
Initializes the XmlConfig system
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.BuildPlatforms">
|
|
<summary>
|
|
Registers build platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.BuildPlatformsHostOnly">
|
|
<summary>
|
|
Registers build platforms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.BuildPlatformsForValidation">
|
|
<summary>
|
|
Registers build platforms for validation
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.SingleInstance">
|
|
<summary>
|
|
Only allow a single instance running in the branch at once
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.ShowExecutionTime">
|
|
<summary>
|
|
Print out the total time taken to execute
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ToolModeOptions.UseStartupTraceListener">
|
|
<summary>
|
|
Capture logs as early as possible in a StartupTraceListener object
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ToolModeAttribute">
|
|
<summary>
|
|
Attribute used to specify options for a UBT mode.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolModeAttribute.Name">
|
|
<summary>
|
|
Name of this mode
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.ToolModeAttribute.Options">
|
|
<summary>
|
|
Options for executing this mode
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ToolModeAttribute.#ctor(System.String,UnrealBuildTool.ToolModeOptions)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="name">Name of the mode</param>
|
|
<param name="options">Options for this mode</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ToolMode">
|
|
<summary>
|
|
Base class for standalone UBT modes. Different modes can be invoked using the -Mode=[Name] argument on the command line, where [Name] is determined by
|
|
the ToolModeAttribute on a ToolMode derived class. The log system will be initialized before calling the mode, but little else.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ToolMode.ExecuteAsync(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Entry point for this command.
|
|
</summary>
|
|
<param name="Arguments">List of command line arguments</param>
|
|
<param name="Logger"></param>
|
|
<returns>Exit code for the process</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TopologicalSorter`1">
|
|
<summary>
|
|
Helper class implementing the standard topological sorting algorithm for directed graphs.
|
|
It generates a flattened sequence of nodes in the order that respects all the given dependencies
|
|
between nodes (edges). So, if we have edges A -> B and B -> C, A will be always before B and C, and
|
|
B will be before C.
|
|
|
|
In many cases there are more than one possible solutions. This helper just generates one of them.
|
|
The algorithm only works for directed acyclic graphs, as otherwise it's impossible to order the nodes.
|
|
In this implementation we can choose how cycles should be handled (CycleHandling member). By default
|
|
sorting fails, but we may set the class to arbitrarily break cycles and complete the task.
|
|
</summary>
|
|
<typeparam name="T">Type of node objects</typeparam>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TopologicalSorter`1.CycleMode">
|
|
<summary>
|
|
Enumeration indicating how graph cycles should be handled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.CycleMode.Fail">
|
|
<summary>
|
|
Fail sorting on the first cycle encountered (the algorithmically correct solution).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.CycleMode.Break">
|
|
<summary>
|
|
Break cycles at the point they are detected (allows the algorithm to always complete but may skip some edges).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.CycleMode.BreakWithInfo">
|
|
<summary>
|
|
Break cycles at the point they are detected (same as Break but outputs warning logs with information about the cycles).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.CycleHandling">
|
|
<summary>
|
|
Determines what should be done when a cycle in the graph is encountered.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.Logger">
|
|
<summary>
|
|
UBT's logger object. Necessary if we want to get diagnostics, especially when BreakWithInfo is used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.NodeToString">
|
|
<summary>
|
|
Functor returning a node's name. Necessary for some logging diagnostics, especially when BreakWithInfo is used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.Nodes">
|
|
<summary>
|
|
List of all graph nodes (each user-provided node T is wrapped in an internal GraphNode).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.Callstack">
|
|
<summary>
|
|
When traversing the graph, it represents all the nodes visited in the current sequence.
|
|
For instance, if we go from node A to K and then X, Callstack will store A, K, X.
|
|
It's only needed for diagnostic purposes i.e. when we find a cycle we use Callstack
|
|
to output all the cycle's nodes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.Result">
|
|
<summary>
|
|
The resulting sequence of nodes (T, provided by the user) in the topological order.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.#ctor(System.Collections.Generic.List{System.Tuple{`0,`0}})">
|
|
<summary>
|
|
Initialize the sorter object and create the internal graph representation.
|
|
The list of all the graph nodes doesn't need to be provided because it's internally generated
|
|
from Edges (union of all edges' Item1 and Item2.
|
|
</summary>
|
|
<param name="Edges">List of connections between nodes</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.Sort">
|
|
<summary>
|
|
Sort the graph to generate a flat sequence of nodes respecting all graph dependencies.
|
|
</summary>
|
|
<returns>True on success, false if failed (most likely a cycle encountered)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.GetResult">
|
|
<summary>
|
|
Get the list of sorted nodes (valid after successfully calling Sort).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.Visit(UnrealBuildTool.TopologicalSorter{`0}.GraphNode)">
|
|
<summary>
|
|
Process a single node.
|
|
</summary>
|
|
<param name="Node"></param>
|
|
<returns>True on success, false if failed (most likely a cycle encountered)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.CreateGraph(System.Collections.Generic.List{System.Tuple{`0,`0}})">
|
|
<summary>
|
|
Create the internal graph structure for the provided list of edges.
|
|
</summary>
|
|
<param name="Edges">List of tuples representing connections between nodes</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.ClearNodesStates">
|
|
<summary>
|
|
Clear the state (in-progress, done) of all graph nodes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.HandleCycle(UnrealBuildTool.TopologicalSorter{`0}.GraphNode)">
|
|
<summary>
|
|
Member executed when a graph cycle is encountered.
|
|
</summary>
|
|
<param name="Node"></param>
|
|
<returns>True if operation should continue, false if a cycle is considered an error</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.GetNodesInCycle">
|
|
<summary>
|
|
Returns all nodes being part of a cycle (call valid only if we've really detected a cycle).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.TopologicalSorter`1.GetNodesInCycleString">
|
|
<summary>
|
|
Returns a string with a list of names of nodes forming a graph cycle (call valid only if we've really detected a cycle).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TopologicalSorter`1.Mark">
|
|
<summary>
|
|
Graph node's state wrt the traversal.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.TopologicalSorter`1.GraphNode">
|
|
<summary>
|
|
Internal helper representing a graph node (wrapping the user-provided node and storing internal state).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.GraphNode.Data">
|
|
<summary>
|
|
User-provided node object.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.GraphNode.Links">
|
|
<summary>
|
|
List of graph nodes we can visit starting from this one.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.TopologicalSorter`1.GraphNode.Mark">
|
|
<summary>
|
|
Traversal state (in-progress, done).
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UniqueStringRegistry">
|
|
<summary>
|
|
Maps a unique string to an integer
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.#ctor">
|
|
<summary>
|
|
Default constructor
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.HasString(System.String)">
|
|
<summary>
|
|
See if string is in registry
|
|
</summary>
|
|
<returns>True if string is present in registry</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.FindOrAddByName(System.String)">
|
|
<summary>
|
|
Add string if missing and/or lookup
|
|
</summary>
|
|
<returns>String instance id</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.GetStringNames">
|
|
<summary>
|
|
Get list of strings
|
|
</summary>
|
|
<returns>String list</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.GetStringIds">
|
|
<summary>
|
|
Get list of string ids
|
|
</summary>
|
|
<returns>String id list</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.GetStringForId(System.Int32)">
|
|
<summary>
|
|
Get string given instance id
|
|
</summary>
|
|
<returns>String</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.HasAlias(System.String)">
|
|
<summary>
|
|
See if alias exists in registry
|
|
</summary>
|
|
<returns>True if alias exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.FindExistingAlias(System.String)">
|
|
<summary>
|
|
Get instance id of alias
|
|
</summary>
|
|
<returns>Instance id of alias</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UniqueStringRegistry.FindOrAddAlias(System.String,System.String)">
|
|
<summary>
|
|
Add alias if missing and/or lookup
|
|
</summary>
|
|
<returns>Instance id of alias</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Unity.ModulePrefix">
|
|
<summary>
|
|
Prefix used for all dynamically created Unity modules
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Unity.FileCollection">
|
|
<summary>
|
|
A class which represents a list of files and the sum of their lengths.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.Unity.FileCollection.VirtualLength">
|
|
The length of this file collection, plus any additional virtual space needed for bUseAdapativeUnityBuild.
|
|
See the comment above AddVirtualFile() below for more information.
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.FileCollection.AddVirtualFile(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Doesn't actually add a file, but instead reserves space. This is used with "bUseAdaptiveUnityBuild", to prevent
|
|
other compiled unity blobs in the module's numbered set from having to be recompiled after we eject source files
|
|
one of that module's unity blobs. Basically, it can prevent dozens of files from being recompiled after the first
|
|
time building after your working set of source files changes
|
|
</summary>
|
|
<param name="File">The virtual file to add to the collection</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Unity.UnityFileBuilder">
|
|
<summary>
|
|
A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and
|
|
(perhaps) begin a new one.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.UnityFileBuilder.#ctor(System.Int32)">
|
|
<summary>
|
|
Constructs a new UnityFileBuilder.
|
|
</summary>
|
|
<param name="InSplitLength">The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.UnityFileBuilder.AddFile(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Adds a file to the current unity file. If splitting is required and the total size of the
|
|
unity file exceeds the split limit, then a new file is automatically started.
|
|
</summary>
|
|
<param name="File">The file to add.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.UnityFileBuilder.AddVirtualFile(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Doesn't actually add a file, but instead reserves space, then splits the unity blob normally as if it
|
|
was a real file that was added. See the comment above FileCollection.AddVirtualFile() for more info.
|
|
</summary>
|
|
<param name="File">The file to add virtually. Only the size of the file is tracked.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.UnityFileBuilder.EndCurrentUnityFile">
|
|
<summary>
|
|
Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.UnityFileBuilder.GetUnityFiles">
|
|
<summary>
|
|
Returns the list of built unity files. The UnityFileBuilder is unusable after this.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Unity.GenerateUnityCPPs(UnrealBuildTool.ReadOnlyTargetRules,System.Collections.Generic.List{UnrealBuildBase.FileItem},System.Collections.Generic.List{UnrealBuildBase.FileItem},UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.ISourceFileWorkingSet,System.String,EpicGames.Core.DirectoryReference,UnrealBuildTool.IActionGraphBuilder,System.Collections.Generic.Dictionary{UnrealBuildBase.FileItem,UnrealBuildBase.FileItem},System.Collections.Generic.List{UnrealBuildBase.FileItem}@,System.Collections.Generic.List{UnrealBuildBase.FileItem}@,System.Int32)">
|
|
<summary>
|
|
Given a set of C++ files, generates another set of C++ files that #include all the original
|
|
files, the goal being to compile the same code in fewer translation units.
|
|
The "unity" files are written to the IntermediateDirectory.
|
|
</summary>
|
|
<param name="Target">The target we're building</param>
|
|
<param name="CPPFiles">The C++ files to #include.</param>
|
|
<param name="HeaderFiles">The header files that might correspond to the C++ files.</param>
|
|
<param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
|
|
<param name="WorkingSet">Interface to query files which belong to the working set</param>
|
|
<param name="BaseName">Base name to use for the Unity files</param>
|
|
<param name="IntermediateDirectory">Intermediate directory for unity cpp files</param>
|
|
<param name="Graph">The makefile being built</param>
|
|
<param name="SourceFileToUnityFile">Receives a mapping of source file to unity file</param>
|
|
<param name="NormalFiles">Receives the files to compile using the normal configuration.</param>
|
|
<param name="AdaptiveFiles">Receives the files to compile using the adaptive unity configuration.</param>
|
|
<param name="NumIncludedBytesPerUnityCPP">An approximate number of bytes of C++ code to target for inclusion in a single unified C++ file.</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPluginLanguage.XDoc">
|
|
The merged XML program to run
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPluginLanguage.XMLDefaultNameSpace">
|
|
XML namespace
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPluginLanguage.bGlobalTrace">
|
|
Trace flag to enable debugging
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPluginLanguage.ProjectFile">
|
|
Project file reference
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPluginLanguage.UPLContext.BoolVariables">
|
|
Variable state
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealPluginLanguage.UPLContext.bTrace">
|
|
Local context trace
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCacheIni_UPL">
|
|
<summary>
|
|
Equivalent of FConfigCacheIni_UPL. Parses ini files. This version reads ALL sections since ConfigCacheIni_UPL does NOT
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCacheIni_UPL.IniParsingException">
|
|
<summary>
|
|
Exception when parsing ini files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCacheIni_UPL.Command">
|
|
<summary>
|
|
command class for being able to create config caches over and over without needing to read the ini files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCacheIni_UPL.IniValues">
|
|
<summary>
|
|
List of values (or a single value)
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCacheIni_UPL.IniSection">
|
|
<summary>
|
|
Ini section (map of keys and values)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCacheIni_UPL.bIsMergingConfigs">
|
|
<summary>
|
|
True if we are loading a hierarchy of config files that should be merged together
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ConfigCacheIni_UPL.Sections">
|
|
<summary>
|
|
All sections parsed from ini file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.#ctor(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor. Parses a single ini file. No Platform settings, no engine hierarchy. Do not use this with ini files that have hierarchy!
|
|
</summary>
|
|
<param name="Filename">The ini file to load</param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.#ctor(System.String,System.String,Microsoft.Extensions.Logging.ILogger,System.String)">
|
|
<summary>
|
|
Constructor. Parses ini hierarchy for the specified project. No Platform settings.
|
|
</summary>
|
|
<param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
|
|
<param name="ProjectDirectory">Project path</param>
|
|
<param name="Logger">Logger for </param>
|
|
<param name="EngineDirectory"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.#ctor(System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Constructor. Parses ini hierarchy for the specified project. No Platform settings.
|
|
</summary>
|
|
<param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
|
|
<param name="ProjectDirectory">Project path</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="EngineDirectory"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.#ctor(UnrealBuildTool.UnrealTargetPlatform,System.String,System.String,Microsoft.Extensions.Logging.ILogger,System.String)">
|
|
<summary>
|
|
Constructor. Parses ini hierarchy for the specified platform and project.
|
|
</summary>
|
|
<param name="ProjectDirectory">Project path</param>
|
|
<param name="Platform">Target platform</param>
|
|
<param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
|
|
<param name="Logger"></param>
|
|
<param name="EngineDirectory"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.#ctor(UnrealBuildTool.UnrealTargetPlatform,System.String,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.DirectoryReference,System.Boolean,UnrealBuildTool.ConfigCacheIni_UPL)">
|
|
<summary>
|
|
Constructor. Parses ini hierarchy for the specified platform and project.
|
|
</summary>
|
|
<param name="ProjectDirectory">Project path</param>
|
|
<param name="Platform">Target platform</param>
|
|
<param name="BaseIniName">Ini name (Engine, Editor, etc)</param>
|
|
<param name="Logger"></param>
|
|
<param name="EngineDirectory"></param>
|
|
<param name="EngineOnly"></param>
|
|
<param name="BaseCache"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.FindSection(System.String)">
|
|
<summary>
|
|
Finds a section in INI
|
|
</summary>
|
|
<param name="SectionName"></param>
|
|
<returns>Found section or null</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetList(System.String,System.String,UnrealBuildTool.ConfigCacheIni_UPL.IniValues@)">
|
|
<summary>
|
|
Finds values associated with the specified key (does not copy the list)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetArray(System.String,System.String,System.Collections.Generic.List{System.String}@)">
|
|
<summary>
|
|
Gets all values associated with the specified key
|
|
</summary>
|
|
<param name="SectionName">Section where the key is located</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Copy of the list containing all values associated with the specified key</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetString(System.String,System.String,System.String@)">
|
|
<summary>
|
|
Gets a single string value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetBool(System.String,System.String,System.Boolean@)">
|
|
<summary>
|
|
Gets a single bool value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetInt32(System.String,System.String,System.Int32@)">
|
|
<summary>
|
|
Gets a single Int32 value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetGUID(System.String,System.String,System.Guid@)">
|
|
<summary>
|
|
Gets a single GUID value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetSingle(System.String,System.String,System.Single@)">
|
|
<summary>
|
|
Gets a single float value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetDouble(System.String,System.String,System.Double@)">
|
|
<summary>
|
|
Gets a single double value associated with the specified key.
|
|
</summary>
|
|
<param name="SectionName">Section name</param>
|
|
<param name="Key">Key name</param>
|
|
<param name="Value">Value associated with the specified key. If the key has more than one value, only the first one is returned</param>
|
|
<returns>True if the key exists</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ConfigCacheIni_UPL.ParseAction">
|
|
<summary>
|
|
List of actions that can be performed on a single line from ini file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetActionForLine(System.String@)">
|
|
<summary>
|
|
Checks what action should be performed on a single line from ini file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.ParseIniFile(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Loads and parses ini file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.ParseKeyValuePair(System.String,EpicGames.Core.FileReference,System.Int32,System.String@,System.String@)">
|
|
<summary>
|
|
Splits a line into key and value
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.ProcessKeyValuePair(UnrealBuildTool.ConfigCacheIni_UPL.IniSection,System.String,System.String,UnrealBuildTool.ConfigCacheIni_UPL.ParseAction)">
|
|
<summary>
|
|
Processes parsed key/value pair
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.FindOrAddSection(System.String,EpicGames.Core.FileReference,System.Int32)">
|
|
<summary>
|
|
Finds an existing section or adds a new one
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.EnumerateEngineIniFileNames(EpicGames.Core.DirectoryReference,System.String)">
|
|
<summary>
|
|
Returns a list of INI filenames for the engine
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.EnumerateCrossPlatformIniFileNames(EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.Boolean)">
|
|
<summary>
|
|
Returns a list of INI filenames for the given project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ConfigCacheIni_UPL.GetIniPlatformName(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns the platform name to use as part of platform-specific config files
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.Utils">
|
|
<summary>
|
|
Utility functions
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ParseCommandLineFlag(System.String[],System.String,System.Int32@)">
|
|
<summary>
|
|
Searches for a flag in a set of command-line arguments.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Utils.EnvironmentVariableRegex">
|
|
<summary>
|
|
Regular expression to match $(ENV) and/ or %ENV% environment variables.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ResolveEnvironmentVariable(System.String)">
|
|
<summary>
|
|
Resolves $(ENV) and/ or %ENV% to the value of the environment variable in the passed in string.
|
|
</summary>
|
|
<param name="InString">String to resolve environment variable in.</param>
|
|
<returns>String with environment variable expanded/ resolved.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ExpandVariables(System.String,System.Collections.Generic.Dictionary{System.String,System.String},System.Boolean)">
|
|
<summary>
|
|
Expands variables in $(VarName) format in the given string. Variables are retrieved from the given dictionary, or through the environment of the current process.
|
|
Any unknown variables are ignored.
|
|
</summary>
|
|
<param name="InputString">String to search for variable names</param>
|
|
<param name="AdditionalVariables">Lookup of variable names to values</param>
|
|
<param name="bUseAdditionalVariablesOnly">If true, then Environment.GetEnvironmentVariable will not be used if the var is not found in AdditionalVariables</param>
|
|
<returns>String with all variables replaced</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.MakePathSafeToUseWithCommandLine(System.String)">
|
|
<summary>
|
|
Makes sure path can be used as a command line param (adds quotes if it contains spaces)
|
|
</summary>
|
|
<param name="InPath">Path to convert</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.MakePathSafeToUseWithCommandLine(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Makes sure path can be used as a command line param (adds quotes if it contains spaces)
|
|
</summary>
|
|
<param name="InPath">Path to convert</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.EscapeShellArgument(System.String)">
|
|
<summary>
|
|
Escapes whitespace in the given command line argument with a backslash. Used on Unix-like platforms for command line arguments in shell commands.
|
|
</summary>
|
|
<param name="Argument">The argument to escape </param>
|
|
<returns>Escaped shell argument</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ReadAllText(System.String)">
|
|
<summary>
|
|
This is a faster replacement of File.ReadAllText. Code snippet based on code
|
|
and analysis by Sam Allen
|
|
http://dotnetperls.com/Content/File-Handling.aspx
|
|
</summary>
|
|
<param name="SourceFile"> Source file to fully read and convert to string</param>
|
|
<returns>Textual representation of file.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetEnvironmentVariable(System.String,System.Boolean)">
|
|
<summary>
|
|
Reads the specified environment variable
|
|
</summary>
|
|
<param name="VarName"> the environment variable to read</param>
|
|
<param name="bDefault">the default value to use if missing</param>
|
|
<returns>the value of the environment variable if found and the default value if missing</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetStringEnvironmentVariable(System.String,System.String)">
|
|
<summary>
|
|
Reads the specified environment variable
|
|
</summary>
|
|
<param name="VarName"> the environment variable to read</param>
|
|
<param name="Default">the default value to use if missing</param>
|
|
<returns>the value of the environment variable if found and the default value if missing</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetEnvironmentVariable(System.String,System.Double)">
|
|
<summary>
|
|
Reads the specified environment variable
|
|
</summary>
|
|
<param name="VarName"> the environment variable to read</param>
|
|
<param name="Default">the default value to use if missing</param>
|
|
<returns>the value of the environment variable if found and the default value if missing</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetEnvironmentVariable(System.String,System.String)">
|
|
<summary>
|
|
Reads the specified environment variable
|
|
</summary>
|
|
<param name="VarName"> the environment variable to read</param>
|
|
<param name="Default">the default value to use if missing</param>
|
|
<returns>the value of the environment variable if found and the default value if missing</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcess(System.Diagnostics.Process)">
|
|
<summary>
|
|
Try to launch a local process, and produce a friendly error message if it fails.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndLogOutput(System.Diagnostics.ProcessStartInfo,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Runs a local process and pipes the output to the log
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.LocalProcessOutput(System.Diagnostics.DataReceivedEventArgs,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Output a line of text from a local process. Implemented as a separate function to give a useful function name in the UAT log prefix.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndPrintfOutput(System.Diagnostics.ProcessStartInfo,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Runs a local process and pipes the output to a file
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndLogOutput(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Runs a local process and pipes the output to the log
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndReturnStdOut(System.String,System.String)">
|
|
<summary>
|
|
Runs a command line process, and returns simple StdOut output. This doesn't handle errors or return codes
|
|
</summary>
|
|
<returns>The entire StdOut generated from the process as a single trimmed string</returns>
|
|
<param name="Command">Command to run</param>
|
|
<param name="Args">Arguments to Command</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndReturnStdOut(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Runs a command line process, and returns simple StdOut output. This doesn't handle errors or return codes
|
|
</summary>
|
|
<returns>The entire StdOut generated from the process as a single trimmed string</returns>
|
|
<param name="Command">Command to run</param>
|
|
<param name="Args">Arguments to Command</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndReturnStdOut(System.String,System.String,System.Int32@)">
|
|
<summary>
|
|
Runs a command line process, and returns simple StdOut output.
|
|
</summary>
|
|
<returns>The entire StdOut generated from the process as a single trimmed string</returns>
|
|
<param name="Command">Command to run</param>
|
|
<param name="Args">Arguments to Command</param>
|
|
<param name="ExitCode">The return code from the process after it exits</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndReturnStdOut(System.String,System.String,System.Int32@,System.Boolean)">
|
|
<summary>
|
|
Runs a command line process, and returns simple StdOut output.
|
|
</summary>
|
|
<returns>The entire StdOut generated from the process as a single trimmed string</returns>
|
|
<param name="Command">Command to run</param>
|
|
<param name="Args">Arguments to Command</param>
|
|
<param name="ExitCode">The return code from the process after it exits</param>
|
|
<param name="LogOutput">Whether to also log standard output and standard error</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.RunLocalProcessAndReturnStdOut(System.String,System.String,Microsoft.Extensions.Logging.ILogger,System.Int32@)">
|
|
<summary>
|
|
Runs a command line process, and returns simple StdOut output.
|
|
</summary>
|
|
<returns>The entire StdOut generated from the process as a single trimmed string</returns>
|
|
<param name="Command">Command to run</param>
|
|
<param name="Args">Arguments to Command</param>
|
|
<param name="Logger">Logger for output. No output if null.</param>
|
|
<param name="ExitCode">The return code from the process after it exits</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetPlatformsInClass(UnrealBuildTool.UnrealPlatformClass)">
|
|
<summary>
|
|
Find all the platforms in a given class
|
|
</summary>
|
|
<param name="Class">Class of platforms to return</param>
|
|
<returns>Array of platforms in the given class</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetPlatformsInGroup(UnrealBuildTool.UnrealPlatformGroup)">
|
|
<summary>
|
|
Retrieve the list of platforms in this group (if any)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.MakeListOfUnsupportedPlatforms(System.Collections.Generic.List{UnrealBuildTool.UnrealTargetPlatform},System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Given a list of supported platforms, returns a list of names of platforms that should not be supported
|
|
</summary>
|
|
<param name="SupportedPlatforms">List of supported platforms</param>
|
|
<param name="bIncludeUnbuildablePlatforms">If true, add platforms that are present but not available for compiling</param>
|
|
<param name="Logger"></param>
|
|
|
|
<returns>List of unsupported platforms in string format</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.CleanDirectorySeparators(System.String,System.Char)">
|
|
<summary>
|
|
Takes a path string and makes all of the path separator characters consistent. Also removes unnecessary multiple separators.
|
|
</summary>
|
|
<param name="FilePath">File path with potentially inconsistent slashes</param>
|
|
<param name="UseDirectorySeparatorChar">The directory separator to use</param>
|
|
<returns>File path with consistent separators</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.CollapseRelativeDirectories(System.String)">
|
|
<summary>
|
|
Correctly collapses any ../ or ./ entries in a path.
|
|
</summary>
|
|
<param name="InPath">The path to be collapsed</param>
|
|
<returns>true if the path could be collapsed, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.MakePathRelativeTo(System.String,System.String,System.Boolean)">
|
|
<summary>
|
|
Given a file path and a directory, returns a file path that is relative to the specified directory
|
|
</summary>
|
|
<param name="SourcePath">File path to convert</param>
|
|
<param name="RelativeToDirectory">The directory that the source file path should be converted to be relative to. If this path is not rooted, it will be assumed to be relative to the current working directory.</param>
|
|
<param name="AlwaysTreatSourceAsDirectory">True if we should treat the source path like a directory even if it doesn't end with a path separator</param>
|
|
<returns>Converted relative path</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.DisplayProgress(System.Int32,System.Int32,System.Int32@)">
|
|
<summary>
|
|
Backspaces the specified number of characters, then displays a progress percentage value to the console
|
|
</summary>
|
|
<param name="Numerator">Progress numerator</param>
|
|
<param name="Denominator">Progress denominator</param>
|
|
<param name="NumCharsToBackspaceOver">Number of characters to backspace before writing the text. This value will be updated with the length of the new progress string. The first time progress is displayed, you should pass 0 for this value.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ReadClass``1(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Reads a class using XML serialization
|
|
</summary>
|
|
<typeparam name="T">The type to read</typeparam>
|
|
<param name="FileName">The XML file to read from</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>New deserialized instance of type T</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteClass``1(``0,System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Serialize an object to an XML file
|
|
</summary>
|
|
<typeparam name="T">Type of the object to serialize</typeparam>
|
|
<param name="Data">Object to write</param>
|
|
<param name="FileName">File to write to</param>
|
|
<param name="DefaultNameSpace">Default namespace for the output elements</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the file was written successfully</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.IsValidProcess(System.Diagnostics.Process)">
|
|
<summary>
|
|
Returns true if the specified Process has been created, started and remains valid (i.e. running).
|
|
</summary>
|
|
<param name="p">Process object to test</param>
|
|
<returns>True if valid, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetFilenameWithoutAnyExtensions(System.String)">
|
|
<summary>
|
|
Removes multi-dot extensions from a filename (i.e. *.automation.csproj)
|
|
</summary>
|
|
<param name="Filename">Filename to remove the extensions from</param>
|
|
<returns>Clean filename.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetPathWithoutExtension(System.String)">
|
|
<summary>
|
|
Returns Filename with path but without extension.
|
|
</summary>
|
|
<param name="Filename">Filename</param>
|
|
<returns>Path to the file with its extension removed.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.IsFileUnderDirectory(System.String,System.String)">
|
|
<summary>
|
|
Returns true if the specified file's path is located under the specified directory, or any of that directory's sub-folders. Does not care whether the file or directory exist or not. This is a simple string-based check.
|
|
</summary>
|
|
<param name="FilePath">The path to the file</param>
|
|
<param name="Directory">The directory to check to see if the file is located under (or any of this directory's subfolders)</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ImplementsInterface``1(System.Type)">
|
|
<summary>
|
|
Checks if given type implements given interface.
|
|
</summary>
|
|
<typeparam name="InterfaceType">Interface to check.</typeparam>
|
|
<param name="TestType">Type to check.</param>
|
|
<returns>True if TestType implements InterfaceType. False otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetUserSettingDirectory">
|
|
<summary>
|
|
Returns the User Settings Directory path. This matches FPlatformProcess::UserSettingsDir().
|
|
NOTE: This function may return null. Some accounts (eg. the SYSTEM account on Windows) do not have a personal folder, and Jenkins
|
|
runs using this account by default.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetLogicalProcessorCount">
|
|
<summary>
|
|
Gets the number of logical cores. We use this rather than Environment.ProcessorCount when possible to handle machines with > 64 cores (the single group limit available to the .NET framework).
|
|
</summary>
|
|
<returns>The number of logical cores.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetPhysicalProcessorCount">
|
|
<summary>
|
|
Gets the number of physical cores, excluding hyper threading.
|
|
</summary>
|
|
<returns>The number of physical cores, or -1 if it could not be obtained</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.IsAsymmetricalProcessor">
|
|
<summary>
|
|
Gets if the processos has asymmetrical cores (Windows only)
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetAvailableMemoryBytes">
|
|
<summary>
|
|
Gets the total memory bytes available, based on what is known to the garbage collector.
|
|
</summary>
|
|
<remarks>This will return a max of 2GB for a 32bit application.</remarks>
|
|
<returns>The total memory available, in bytes.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetTotalSystemMemoryBytes">
|
|
<summary>
|
|
Gets the total system memory in bytes based on what is known to the garbage collector.
|
|
</summary>
|
|
<remarks>This will return a max of 2GB for a 32bit application.</remarks>
|
|
<returns>The total system memory free, in bytes.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetFreeMemoryBytes">
|
|
<summary>
|
|
Gets the total memory bytes free, based on what is known to the garbage collector.
|
|
</summary>
|
|
<remarks>This will return a max of 2GB for a 32bit application.</remarks>
|
|
<returns>The total memory free, in bytes.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetTotalCpuUtilization(System.Single@)">
|
|
<summary>
|
|
Gives the current CPU utilization.
|
|
</summary>
|
|
<param name="Utilization">Percentage of CPU utilization currently.</param>
|
|
<returns>Whether or not it was successful in getting the CPU utilization.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetMaxActionsToExecuteInParallel(System.Int32,System.Double,System.Boolean,System.Int64)">
|
|
<summary>
|
|
Determines the maximum number of actions to execute in parallel, taking into account the resources available on this machine.
|
|
</summary>
|
|
<param name="MaxProcessorCount">How many actions to execute in parallel. When 0 a default will be chosen based on system resources</param>
|
|
<param name="ProcessorCountMultiplier">Physical processor count multiplier for local execution. Can be below 1 to reserve CPU for other tasks.</param>
|
|
<param name="ConsiderLogicalCores">Consider logical cores when determing max actions to execute in parallel. Unused if ProcessorCountMultiplier is not 1.0.</param>
|
|
<param name="MemoryPerActionBytes">Limit max number of actions based on total system memory.</param>
|
|
<returns>Max number of actions to execute in parallel</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ExecuteCustomBuildSteps(EpicGames.Core.FileReference[],Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Executes a list of custom build step scripts
|
|
</summary>
|
|
<param name="ScriptFiles">List of script files to execute</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the steps succeeded, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.ParseArgumentList(System.String)">
|
|
<summary>
|
|
Parses a command line into a list of arguments
|
|
</summary>
|
|
<param name="CommandLine">The command line to parse</param>
|
|
<returns>List of output arguments</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.FormatCommandLine(System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Formats a list of arguments as a command line, inserting quotes as necessary
|
|
</summary>
|
|
<param name="Arguments">List of arguments to format</param>
|
|
<returns>Command line string</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(EpicGames.Core.FileReference,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="Location">Location of the file</param>
|
|
<param name="Contents">New contents of the file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(EpicGames.Core.FileReference,System.String,System.StringComparison,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="Location">Location of the file</param>
|
|
<param name="Contents">New contents of the file</param>
|
|
<param name="Comparison">The type of string comparison to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(EpicGames.Core.FileReference,System.Collections.Generic.IEnumerable{System.String},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="Location">Location of the file</param>
|
|
<param name="ContentLines">New contents of the file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(EpicGames.Core.FileReference,System.Collections.Generic.IEnumerable{System.String},System.StringComparison,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="Location">Location of the file</param>
|
|
<param name="ContentLines">New contents of the file</param>
|
|
<param name="Comparison">The type of string comparison to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.Utils.WriteFileIfChangedRecord">
|
|
<summary>
|
|
Record each file that has been requested written, with the number of times the file has been written
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(UnrealBuildBase.FileItem,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="FileItem">Location of the file</param>
|
|
<param name="Contents">New contents of the file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(UnrealBuildBase.FileItem,System.String,System.StringComparison,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="FileItem">Location of the file</param>
|
|
<param name="Contents">New contents of the file</param>
|
|
<param name="Comparison">The type of string comparison to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(UnrealBuildBase.FileItem,System.Collections.Generic.IEnumerable{System.String},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="FileItem">Location of the file</param>
|
|
<param name="ContentLines">New contents of the file</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.WriteFileIfChanged(UnrealBuildBase.FileItem,System.Collections.Generic.IEnumerable{System.String},System.StringComparison,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes a file if the contents have changed
|
|
</summary>
|
|
<param name="FileItem">Location of the file</param>
|
|
<param name="ContentLines">New contents of the file</param>
|
|
<param name="Comparison">The type of string comparison to use</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetEncodingForString(System.String)">
|
|
<summary>
|
|
Determines the appropriate encoding for a string: either ASCII or UTF-8.
|
|
If the string length is equivalent to the encoded length, then no non-ASCII characters were present in the string.
|
|
Don't write BOM as it messes with clang when loading response files.
|
|
</summary>
|
|
<param name="Str">The string to test.</param>
|
|
<returns>Either System.Text.Encoding.ASCII or System.Text.Encoding.UTF8, depending on whether or not the string contains non-ASCII characters.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.GetEncodingForStrings(System.Collections.Generic.IEnumerable{System.String})">
|
|
<summary>
|
|
Determines the appropriate encoding for a list of strings: either ASCII or UTF-8.
|
|
If the string length is equivalent to the encoded length, then no non-ASCII characters were present in the string.
|
|
Don't write BOM as it messes with clang when loading response files.
|
|
</summary>
|
|
<param name="Strings">The string to test.</param>
|
|
<returns>Either System.Text.Encoding.ASCII or System.Text.Encoding.UTF8, depending on whether or not the strings contains non-ASCII characters.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.Utils.TryCreateSymlink(System.String,System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Attempts to create a symbolic link at location specified by Path pointing to location specified by PathToTarget.
|
|
Soft symlinks are available since Windows 10 build 14972 without elevated privileges if developer mode is enabled.
|
|
Hard links are available since Windows 8 for NTFS/NFS file systems.
|
|
</summary>
|
|
<param name="Path">Path to create the symbolic link at.</param>
|
|
<param name="PathToTarget">Path to which the symbolic link should point to.</param>
|
|
<param name="Logger">Logger for output.</param>
|
|
<returns>True if symlink was created, false if failed.</returns>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.VerseVMBytecode.Argument.CppTypeName">
|
|
<summary>
|
|
If this is an immediate operand, the value will be embedded in the opcode itself.
|
|
This should be set to the the string name of the underlying operand native type.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VerseVMBytecodeGenerator">
|
|
<summary>
|
|
Generates bytecode and bytecode helpers for the VerseVM.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VerseVMBytecodeGenerator.Generate(Microsoft.Extensions.Logging.ILogger,EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Entrypoint to generate the bytecode. Generated code will go in Directory.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfig">
|
|
<summary>
|
|
Functions for manipulating the XML config cache
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfig.InputFile">
|
|
<summary>
|
|
An input config file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfig.InputFile.Location">
|
|
<summary>
|
|
Location of the file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfig.InputFile.FolderName">
|
|
<summary>
|
|
Which folder to display the config file under in the generated project files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.InputFile.#ctor(EpicGames.Core.FileReference,System.String)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="location"></param>
|
|
<param name="folderName"></param>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfig.CacheFile">
|
|
<summary>
|
|
The cache file that is being used
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfig.s_values">
|
|
<summary>
|
|
Parsed config values
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfig.s_cachedSchemaSerializer">
|
|
<summary>
|
|
Cached serializer for the XML schema
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.ReadConfigFiles(EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Initialize the config system with the given types
|
|
</summary>
|
|
<param name="overrideCacheFile">Force use of the cached XML config without checking if it's valid (useful for remote builds)</param>
|
|
<param name="projectRootDirectory">Read XML configuration with a Project directory</param>
|
|
<param name="logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.FindConfigurableTypes">
|
|
<summary>
|
|
Find all the configurable types in the current assembly
|
|
</summary>
|
|
<returns>List of configurable types</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.HasXmlConfigFileAttribute(System.Type)">
|
|
<summary>
|
|
Determines whether the given type has a field with an XmlConfigFile attribute
|
|
</summary>
|
|
<param name="type">The type to check</param>
|
|
<returns>True if the type has a field with the XmlConfigFile attribute</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.GetSchemaLocation(EpicGames.Core.DirectoryReference)">
|
|
<summary>
|
|
Find the location of the XML config schema
|
|
</summary>
|
|
<param name="projectRootDirecory">Optional project root directory</param>
|
|
<returns>The location of the schema file</returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfig.InputFiles">
|
|
<summary>
|
|
Initialize the list of input files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.CreateDefaultConfigFile(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Create a default config file at the given location
|
|
</summary>
|
|
<param name="location">Location to read from</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.ApplyTo(System.Object)">
|
|
<summary>
|
|
Applies config values to the given object
|
|
</summary>
|
|
<param name="targetObject">The object instance to be configured</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.InstanceValue(System.Object,System.Type)">
|
|
<summary>
|
|
Instances a value for assignment to a target object
|
|
</summary>
|
|
<param name="value">The value to instance</param>
|
|
<param name="valueType">The type of value</param>
|
|
<returns>New instance of the given value, if necessary</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.TryGetValue(System.Type,System.String,System.Object@)">
|
|
<summary>
|
|
Gets a config value for a single value, without writing it to an instance of that class
|
|
</summary>
|
|
<param name="targetType">Type to find config values for</param>
|
|
<param name="name">Name of the field to receive</param>
|
|
<param name="value">On success, receives the value of the field</param>
|
|
<returns>True if the value was read, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.FindConfigurableFields(System.Collections.Generic.IEnumerable{System.Type},System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.XmlConfigData.TargetMember}})">
|
|
<summary>
|
|
Find all the configurable fields in the given types by searching for XmlConfigFile attributes.
|
|
</summary>
|
|
<param name="configTypes">Array of types to search</param>
|
|
<param name="categoryToFields">Dictionaries populated with category -> name -> field mappings on return</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.CreateSchema(System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.XmlConfigData.TargetMember}})">
|
|
<summary>
|
|
Creates a schema from attributes in the given types
|
|
</summary>
|
|
<param name="categoryToFields">Lookup for all field settings</param>
|
|
<returns>New schema instance</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.CreateSchemaFieldElement(System.String,System.Type)">
|
|
<summary>
|
|
Creates an XML schema element for reading a value of the given type
|
|
</summary>
|
|
<param name="name">Name of the field</param>
|
|
<param name="type">Type of the field</param>
|
|
<returns>New schema element representing the field</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.WriteSchema(System.Xml.Schema.XmlSchema,EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Writes a schema to the given location. Avoids writing it if the file is identical.
|
|
</summary>
|
|
<param name="schema">The schema to be written</param>
|
|
<param name="location">Location to write to</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.TryGetNullableStructType(System.Type,System.Type@)">
|
|
<summary>
|
|
Tests whether a type is a nullable struct, and extracts the inner type if it is
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.TryReadFile(EpicGames.Core.FileReference,System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.XmlConfigData.TargetMember}},System.Collections.Generic.Dictionary{System.Type,System.Collections.Generic.Dictionary{UnrealBuildTool.XmlConfigData.TargetMember,UnrealBuildTool.XmlConfigData.ValueInfo}},System.Xml.Schema.XmlSchema,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Reads an XML config file and merges it to the given cache
|
|
</summary>
|
|
<param name="location">Location to read from</param>
|
|
<param name="categoryToFields">Lookup for configurable fields by category</param>
|
|
<param name="typeToValues">Map of types to fields and their associated values</param>
|
|
<param name="schema">Schema to validate against</param>
|
|
<param name="logger">Logger for output</param>
|
|
<returns>True if the file was read successfully</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.ParseValue(System.Type,System.String)">
|
|
<summary>
|
|
Parse the value for a field from its text based representation in an XML file
|
|
</summary>
|
|
<param name="fieldType">The type of field being read</param>
|
|
<param name="text">Text to parse</param>
|
|
<returns>The object that was parsed</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.IsCacheUpToDate(EpicGames.Core.FileReference,EpicGames.Core.FileReference[])">
|
|
<summary>
|
|
Checks that the given cache file exists and is newer than the given input files, and attempts to read it. Verifies that the resulting cache was created
|
|
from the same input files in the same order.
|
|
</summary>
|
|
<param name="cacheFile">Path to the config cache file</param>
|
|
<param name="inputFiles">The expected set of input files in the cache</param>
|
|
<returns>True if the cache was valid and could be read, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.WriteDocumentation(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Generates documentation files for the available settings, by merging the XML documentation from the compiler.
|
|
</summary>
|
|
<param name="outputFile">The documentation file to write</param>
|
|
<param name="logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.WriteDocumentationUDN(EpicGames.Core.FileReference,System.Xml.XmlDocument,System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.XmlConfigData.TargetMember}},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes out documentation in UDN format
|
|
</summary>
|
|
<param name="outputFile">The output file</param>
|
|
<param name="inputDocumentation">The XML documentation for this assembly</param>
|
|
<param name="categoryToFields">Map of string to types to fields</param>
|
|
<param name="logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfig.WriteDocumentationHTML(EpicGames.Core.FileReference,System.Xml.XmlDocument,System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.Dictionary{System.String,UnrealBuildTool.XmlConfigData.TargetMember}},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Writes out documentation in HTML format
|
|
</summary>
|
|
<param name="outputFile">The output file</param>
|
|
<param name="inputDocumentation">The XML documentation for this assembly</param>
|
|
<param name="categoryToFields">Map of string to types to fields</param>
|
|
<param name="logger">Logger for output</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigData">
|
|
<summary>
|
|
Stores parsed values from XML config files which can be applied to a configurable type. Can be serialized to disk in binary form as a cache.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfigData.SerializationVersion">
|
|
<summary>
|
|
The current cache serialization version
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.InputFiles">
|
|
<summary>
|
|
List of input files. Stored to allow checking cache validity.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigData.TargetMember">
|
|
<summary>
|
|
Abstract description of a target data member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.TargetMember.MemberInfo">
|
|
<summary>
|
|
Returns Reflection.MemberInfo describing the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.TargetMember.Type">
|
|
<summary>
|
|
Returns Reflection.Type of the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.TargetMember.IsStatic">
|
|
<summary>
|
|
Indicates whether the target class member is static or not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.TargetMember.SetValue">
|
|
<summary>
|
|
Returns the value setter of the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.TargetMember.GetValue">
|
|
<summary>
|
|
Returns the value getter of the target class member.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigData.TargetField">
|
|
<summary>
|
|
Description of a field member.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigData.TargetProperty">
|
|
<summary>
|
|
Description of a property member.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigData.TypeToValues">
|
|
<summary>
|
|
Stores a mapping from type -> member -> value, with all the config values for configurable fields.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigData.#ctor(EpicGames.Core.FileReference[],System.Collections.Generic.Dictionary{System.Type,UnrealBuildTool.XmlConfigData.ValueInfo[]})">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="inputFiles"></param>
|
|
<param name="typeToValues"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigData.TryRead(EpicGames.Core.FileReference,System.Collections.Generic.IEnumerable{System.Type},UnrealBuildTool.XmlConfigData@)">
|
|
<summary>
|
|
Attempts to read a previous block of config values from disk
|
|
</summary>
|
|
<param name="location">The file to read from</param>
|
|
<param name="types">Array of valid types. Used to resolve serialized type names to concrete types.</param>
|
|
<param name="data">On success, receives the parsed data</param>
|
|
<returns>True if the data was read and is valid</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigData.GetTargetMemberWithAttribute``1(System.Type,System.String)">
|
|
<summary>
|
|
Find a data member (field or property) with the given name and attribute and returns TargetMember wrapper created for it.
|
|
</summary>
|
|
<typeparam name="T">Attribute a member has to have to be considered.</typeparam>
|
|
<param name="type">Type which members are to be searched</param>
|
|
<param name="memberName">Name of a member (field or property) to find.</param>
|
|
<returns>TargetMember wrapper or null if no member has been found.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigData.Write(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Writes the coalesced config hierarchy to disk
|
|
</summary>
|
|
<param name="location">File to write to</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigFile">
|
|
<summary>
|
|
Implementation of XmlDocument which preserves line numbers for its elements
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfigFile.RootElementName">
|
|
<summary>
|
|
Root element for the XML document
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfigFile.SchemaNamespaceURI">
|
|
<summary>
|
|
Namespace for the XML schema
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfigFile._file">
|
|
<summary>
|
|
The file being read
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfigFile._lineInfo">
|
|
<summary>
|
|
Interface to the LineInfo on the active XmlReader
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.XmlConfigFile._bHasErrors">
|
|
<summary>
|
|
Set to true if the reader encounters an error
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigFile.#ctor(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Private constructor. Use XmlConfigFile.TryRead to read an XML config file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigFile.CreateElement(System.String,System.String,System.String)">
|
|
<summary>
|
|
Overrides XmlDocument.CreateElement() to construct ScriptElements rather than XmlElements
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigFile.TryRead(EpicGames.Core.FileReference,System.Xml.Schema.XmlSchema,Microsoft.Extensions.Logging.ILogger,UnrealBuildTool.XmlConfigFile@)">
|
|
<summary>
|
|
Loads a script document from the given file
|
|
</summary>
|
|
<param name="file">The file to load</param>
|
|
<param name="schema">The schema to validate against</param>
|
|
<param name="logger">Logger for output</param>
|
|
<param name="outConfigFile">If successful, the document that was read</param>
|
|
<returns>True if the document could be read, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigFile.ValidationEvent(System.Object,System.Xml.Schema.ValidationEventArgs)">
|
|
<summary>
|
|
Callback for validation errors in the document
|
|
</summary>
|
|
<param name="sender">Standard argument for ValidationEventHandler</param>
|
|
<param name="args">Standard argument for ValidationEventHandler</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigFileElement">
|
|
<summary>
|
|
Implementation of XmlElement which preserves line numbers
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigFileElement.File">
|
|
<summary>
|
|
The file containing this element
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigFileElement.LineNumber">
|
|
<summary>
|
|
The line number containing this element
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.XmlConfigFileElement.#ctor(EpicGames.Core.FileReference,System.Int32,System.String,System.String,System.String,UnrealBuildTool.XmlConfigFile)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.XmlConfigFileAttribute">
|
|
<summary>
|
|
Marks a field as being serializable from a config file
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigFileAttribute.Category">
|
|
<summary>
|
|
The category for this config value. Optional; defaults to the declaring type name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigFileAttribute.Name">
|
|
<summary>
|
|
Name of the key to read. Optional; defaults to the field name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigFileAttribute.Deprecated">
|
|
<summary>
|
|
Use this field to indicate that the XML attribute has been deprecated, and that a warning should
|
|
be shown to the user if it is used.
|
|
A deprecated field should also be marked with the [Obsolete] attribute.
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.XmlConfigFileAttribute.NewAttributeName">
|
|
<summary>
|
|
If the attribute has been deprecated because it has been renamed, this field can be used to apply the
|
|
value used for this field to another.
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.AppleToolChainSettings">
|
|
<summary>
|
|
Helper class for managing Xcode paths, versions, etc. Helps to differentiate between Apple xcode platforms
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.AppleToolChainSettings.XcodeDeveloperDir">
|
|
<summary>
|
|
Which developer directory to root from? If this is "xcode-select", UBT will query for the currently selected Xcode
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleToolChainSettings.ToolchainDir">
|
|
<summary>
|
|
Directory for the developer binaries
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleToolChainSettings.TargetOSName">
|
|
<summary>
|
|
A portion of the target "tuple"
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleToolChainSettings.SDKVersion">
|
|
<summary>
|
|
The version of the iOS SDK to target at build time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleToolChainSettings.SDKVersionFloat">
|
|
<summary>
|
|
The version in a floating point value for easy comparison
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.AppleToolChainSettings.SDKDir">
|
|
<summary>
|
|
Cache SDK dir for device and simulator (for non-Mac)
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChainSettings.#ctor(System.String,System.String,System.String,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor, called by platform sybclasses
|
|
</summary>
|
|
<param name="OSPrefix">SDK name (like "MacOSX")</param>
|
|
<param name="SimulatorOSPrefix">Sinulator SDK name (like "iPhoneOSSimulator")</param>
|
|
<param name="TargetOSName">Platform name used in the -target parameter</param>
|
|
<param name="bVerbose"></param>
|
|
<param name="Logger"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChainSettings.GetSDKPath(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Get the path to the SDK diretory in xcode for the given architecture
|
|
</summary>
|
|
<param name="Architecture"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChainSettings.GetTargetTuple(UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Gets the string used by xcode to taget a platform and version (will return something like "arm64-apple-ios17.0-simulator"
|
|
</summary>
|
|
<param name="Architecture"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChainSettings.SelectXcode(System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Find the Xcode developer directory
|
|
</summary>
|
|
<param name="bVerbose"></param>
|
|
<param name="Logger"></param>
|
|
<exception cref="T:UnrealBuildTool.BuildException"></exception>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.AppleToolChainInfo.QueryArchiverVersionString">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.FormatArchitectureArg(UnrealBuildTool.UnrealArchitectures)">
|
|
<summary>
|
|
Takes an architecture string as provided by UBT for the target and formats it for Clang. Supports
|
|
multiple architectures joined with '+'
|
|
</summary>
|
|
<param name="InArchitectures"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.UpdateVersionFile(UnrealBuildTool.LinkEnvironment,UnrealBuildBase.FileItem,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Writes a versions.xcconfig file for xcode to pull in when making an app plist
|
|
</summary>
|
|
<param name="LinkEnvironment"></param>
|
|
<param name="Prerequisite">FileItem describing the Prerequisite that this will this depends on (executable or similar) </param>
|
|
<param name="Graph">List of actions to be executed. Additional actions will be added to this list.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GetActualProjectDirectory(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
If the project is a UnrealGame project, Target.ProjectDirectory refers to the engine dir, not the actual dir of the project. So this method gets the
|
|
actual directory of the project whether it is a UnrealGame project or not.
|
|
</summary>
|
|
<returns>The actual project directory.</returns>
|
|
<param name="ProjectFile">The path to the project file</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.EscapePreprocessorDefinition(System.String)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GetCompileArguments_WarningsAndErrors(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GetCompileArguments_Optimizations(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GetCompileArguments_Debugging(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GetCompileArguments_Analyze(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GetCompileArguments_Global(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.AppleToolChain.GenerateRunOnlyXcodeProject(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetPlatform,System.String,System.Boolean,Microsoft.Extensions.Logging.ILogger,EpicGames.Core.DirectoryReference@)">
|
|
<summary>
|
|
Genearate an run-only Xcode project, that is not meant to be used for anything else besides code-signing/running/etc of the native .app bundle
|
|
</summary>
|
|
<param name="UProjectFile">Location of .uproject file (or null for the engine project</param>
|
|
<param name="Platform">The platform to generate a project for</param>
|
|
<param name="TargetName">The name of the target being built, so we can generate a more minimal project</param>
|
|
<param name="bForDistribution">True if this is making a bild for uploading to app store</param>
|
|
<param name="Logger">Logging object</param>
|
|
<param name="GeneratedProjectFile">Returns the .xcworkspace that was made</param>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ClangSpecificFileAction">
|
|
<summary>
|
|
Single
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangSpecificFileActionSerializer.Read(EpicGames.Core.BinaryArchiveReader)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangSpecificFileActionSerializer.Write(EpicGames.Core.BinaryArchiveWriter,UnrealBuildTool.ClangSpecificFileAction)">
|
|
<inheritdoc/>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.ClangToolChainOptions">
|
|
<summary>
|
|
Common option flags for the Clang toolchains.
|
|
Usage of these flags is currently inconsistent between various toolchains.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.None">
|
|
<summary>
|
|
No custom options
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableAddressSanitizer">
|
|
<summary>
|
|
Enable address sanitzier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableHWAddressSanitizer">
|
|
<summary>
|
|
Enable hardware address sanitzier
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableThreadSanitizer">
|
|
<summary>
|
|
Enable thread sanitizer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enable undefined behavior sanitizer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableMinimalUndefinedBehaviorSanitizer">
|
|
<summary>
|
|
Enable minimal undefined behavior sanitizer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableMemorySanitizer">
|
|
<summary>
|
|
Enable memory sanitizer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableSharedSanitizer">
|
|
<summary>
|
|
Enable Shared library for the Sanitizers otherwise defaults to Statically linked
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableLinkTimeOptimization">
|
|
<summary>
|
|
Enables link time optimization (LTO). Link times will significantly increase.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableThinLTO">
|
|
<summary>
|
|
Enable thin LTO
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.TuneDebugInfoForLLDB">
|
|
<summary>
|
|
Enable tuning of debug info for LLDB
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.PreservePSYM">
|
|
<summary>
|
|
Whether or not to preserve the portable symbol file produced by dump_syms
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.OutputDylib">
|
|
<summary>
|
|
(Apple toolchains) Whether we're outputting a dylib instead of an executable
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.GenerateSymbols">
|
|
<summary>
|
|
Enables the creation of custom symbol files used for runtime symbol resolution.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableDeadStripping">
|
|
<summary>
|
|
Enables dead code/data stripping and common code folding.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.ModularBuild">
|
|
<summary>
|
|
Indicates that the target is a moduler build i.e. Target.LinkType == TargetLinkType.Modular
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.DisableDumpSyms">
|
|
<summary>
|
|
Disable Dump Syms step for faster iteration
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.UseAutoRTFMCompiler">
|
|
<summary>
|
|
Indicates that the AutoRTFM Clang compiler should be used instead of the standard clang compiler
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.EnableLibFuzzer">
|
|
<summary>
|
|
Enable LibFuzzer
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.OptimizeForDebugging">
|
|
<summary>
|
|
Modify code generation to help with debugging optimized builds e.g. by extending lifetimes of local variables.
|
|
It may slightly reduce performance. Thus, it's meant to be used during development only.
|
|
Supported only on some platforms.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.ClangToolChainOptions.CompressDebugFile">
|
|
<summary>
|
|
Enables compressing the debug sections if the platform supports this
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.ClangToolChainInfo.#ctor(EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor for ClangToolChainInfo
|
|
</summary>
|
|
<param name="BasePath">The base path to the clang sdk root, if available</param>
|
|
<param name="Clang">The path to the compiler</param>
|
|
<param name="Archiver">The path to the archiver</param>
|
|
<param name="Logger">Logging interface</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.ClangToolChainInfo.QueryClangVersion">
|
|
<summary>
|
|
Lazily query the clang version. Will only be executed once.
|
|
</summary>
|
|
<returns>The version of clang</returns>
|
|
<exception cref="T:UnrealBuildTool.BuildException"></exception>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.ClangToolChainInfo.QueryClangVersionString">
|
|
<summary>
|
|
Lazily query the clang version output. Will only be executed once.
|
|
</summary>
|
|
<returns>The standard output when running Clang --version</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.ClangToolChainInfo.QueryArchiverVersionString">
|
|
<summary>
|
|
Lazily query the archiver version output. Will only be executed once.
|
|
</summary>
|
|
<returns>The standard output when running Archiver --version</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.EscapePreprocessorDefinition(System.String)">
|
|
<summary>
|
|
Sanitizes a preprocessor definition argument if needed.
|
|
</summary>
|
|
<param name="Definition">A string in the format "foo=bar" or "foo".</param>
|
|
<returns>An escaped string</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.CompilerVersionGreaterOrEqual(System.Int32,System.Int32,System.Int32)">
|
|
<summary>
|
|
Checks if compiler version matches the requirements
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.CompilerVersionLessThan(System.Int32,System.Int32,System.Int32)">
|
|
<summary>
|
|
Checks if compiler version matches the requirements
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_WarningsAndErrors(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Common compile arguments that control which warnings are enabled.
|
|
https://clang.llvm.org/docs/DiagnosticsReference.html
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_FPSemantics(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Compile arguments for FP semantics
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_Optimizations(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Compile arguments for optimization settings, such as profile guided optimization and link time optimization
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_Debugging(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Compile arguments for debug settings
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompilerArguments_Sanitizers(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Compile arguments for sanitizers
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_AdditionalArgs(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Additional compile arguments.
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_Analyze(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Compile arguments for running clang-analyze.
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_Global(UnrealBuildTool.CppCompileEnvironment,System.Collections.Generic.List{System.String})">
|
|
<summary>
|
|
Common compile arguments for all files in a module.
|
|
Override and call base.GetCompileArguments_Global() in derived classes.
|
|
</summary>
|
|
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.GetCompileArguments_FileType(UnrealBuildTool.CppCompileEnvironment,UnrealBuildBase.FileItem,EpicGames.Core.DirectoryReference,System.Collections.Generic.List{System.String},UnrealBuildTool.Action,UnrealBuildTool.CPPOutput)">
|
|
<summary>
|
|
Compile arguments for specific files in a module. Also updates Action and CPPOutput results.
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="SourceFile"></param>
|
|
<param name="OutputDir"></param>
|
|
<param name="Arguments"></param>
|
|
<param name="CompileAction"></param>
|
|
<param name="CompileResult"></param>
|
|
<returns>Path to the target file (such as .o)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ClangToolChain.AddExtraToolArguments(System.Collections.Generic.IList{System.String})">
|
|
<summary>
|
|
Used by other tools to get the extra arguments to run vanilla clang for a particular platform.
|
|
</summary>
|
|
<param name="ExtraArguments">List of extra arguments to add to.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCCompileTargets(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Get CPU Instruction set targets for ISPC.
|
|
</summary>
|
|
<param name="Platform">Which OS platform to target.</param>
|
|
<param name="Arch">Which architecture inside an OS platform to target. Only used for Android currently.</param>
|
|
<returns>List of instruction set targets passed to ISPC compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCOSTarget(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get OS target for ISPC.
|
|
</summary>
|
|
<param name="Platform">Which OS platform to target.</param>
|
|
<returns>OS string passed to ISPC compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCArchTarget(UnrealBuildTool.UnrealTargetPlatform,UnrealBuildTool.UnrealArch)">
|
|
<summary>
|
|
Get CPU architecture target for ISPC.
|
|
</summary>
|
|
<param name="Platform">Which OS platform to target.</param>
|
|
<param name="Arch">Which architecture inside an OS platform to target. Only used for Android currently.</param>
|
|
<returns>Arch string passed to ISPC compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCCpuTarget(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get CPU target for ISPC.
|
|
</summary>
|
|
<param name="Platform">Which OS platform to target.</param>
|
|
<returns>CPU string passed to ISPC compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCHostCompilerPath(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get host compiler path for ISPC.
|
|
</summary>
|
|
<param name="HostPlatform">Which OS build platform is running on.</param>
|
|
<returns>Path to ISPC compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCHostBytecodeCompilerPath(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get the host bytecode-to-obj compiler path for ISPC. Only used for platforms that support compiling ISPC to LLVM bytecode
|
|
</summary>
|
|
<param name="HostPlatform">Which OS build platform is running on.</param>
|
|
<returns>Path to bytecode to obj compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCHostCompilerVersion(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns the version of the ISPC compiler for the specified platform. If GetISPCHostCompilerPath() doesn't return a valid path
|
|
this will return a -1 version.
|
|
</summary>
|
|
<param name="platform">Which OS build platform is running on.</param>
|
|
<returns>Version reported by the ISPC compiler</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCObjectFileFormat(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get object file format for ISPC.
|
|
</summary>
|
|
<param name="Platform">Which OS build platform is running on.</param>
|
|
<returns>Object file suffix</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.GetISPCObjectFileSuffix(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Get object file suffix for ISPC.
|
|
</summary>
|
|
<param name="Platform">Which OS build platform is running on.</param>
|
|
<returns>Object file suffix</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.NormalizeCommandLinePath(EpicGames.Core.FileSystemReference)">
|
|
<summary>
|
|
Normalize a path for use in a command line, making it relative to Engine/Source if under the root directory
|
|
</summary>
|
|
<param name="Reference">The FileSystemReference to normalize</param>
|
|
<returns>Normalized path as a string</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.ISPCToolChain.NormalizeCommandLinePath(UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Normalize a path for use in a command line, making it relative if under the Root Directory
|
|
</summary>
|
|
<param name="Item">The FileItem to normalize</param>
|
|
<returns>Normalized path as a string</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RemoteMapping">
|
|
<summary>
|
|
Stores information about how a local directory maps to a remote directory
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.RemoteMac">
|
|
<summary>
|
|
Handles uploading and building on a remote Mac
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.ServerName">
|
|
<summary>
|
|
These two variables will be loaded from the XML config file in XmlConfigLoader.Init().
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.UserName">
|
|
<summary>
|
|
The remote username.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.SshPrivateKey">
|
|
<summary>
|
|
If set, instead of looking for RemoteToolChainPrivate.key in the usual places (Documents/Unreal, Engine/UnrealBuildTool/SSHKeys or Engine/Build/SSHKeys), this private key will be used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.RsyncAuthentication">
|
|
<summary>
|
|
The authentication used for Rsync (for the -e rsync flag).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.SshAuthentication">
|
|
<summary>
|
|
The authentication used for SSH (probably similar to RsyncAuthentication).
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.ServerPort">
|
|
<summary>
|
|
Save the specified port so that RemoteServerName is the machine address only
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.RsyncExe">
|
|
<summary>
|
|
Path to Rsync
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.SshExe">
|
|
<summary>
|
|
Path to SSH
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.ProjectFile">
|
|
<summary>
|
|
The project being built. Settings will be read from config files in this project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.ProjectDescriptor">
|
|
<summary>
|
|
The project descriptor for the project being built.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.AdditionalPaths">
|
|
<summary>
|
|
A set of directories containing additional paths to be built.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.RemoteBaseDir">
|
|
<summary>
|
|
The base directory on the remote machine
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.Mappings">
|
|
<summary>
|
|
Mappings from local directories to remote directories
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.CommonSshArguments">
|
|
<summary>
|
|
Arguments that are used by every Ssh call
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.BasicRsyncArguments">
|
|
<summary>
|
|
Arguments that are used by every Rsync call
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.RemoteMac.CommonRsyncArguments">
|
|
<summary>
|
|
Arguments that are used by directory Rsync call
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.#ctor(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,System.String,System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="ProjectFile">Project to read settings from</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="RemoteIniPath">Remote ini path, or null to use UnrealBuildTool.GetRemoteIniPath()</param>
|
|
<param name="bIsPrimary">Is the primary Remote Mac or not. True by default.</param>
|
|
<param name="bPrepareForSecondaryMac">Added arguments when preparing a secondary Mac for debug. False by default.</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.TryGetSshPrivateKey(EpicGames.Core.FileReference@)">
|
|
<summary>
|
|
Attempts to get the SSH private key from the standard locations
|
|
</summary>
|
|
<param name="OutPrivateKey">If successful, receives the location of the private key that was found</param>
|
|
<returns>True if a private key was found, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.ExpandVariables(System.String)">
|
|
<summary>
|
|
Expand all the variables in the given string
|
|
</summary>
|
|
<param name="Input">The input string</param>
|
|
<returns>String with any variables expanded</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.FlushRemote(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Flush the remote machine, removing all existing files
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.HandlesTargetPlatform(UnrealBuildTool.UnrealTargetPlatform)">
|
|
<summary>
|
|
Returns true if the remote executor supports this target platform
|
|
</summary>
|
|
<param name="Platform">The platform to check</param>
|
|
<returns>True if the remote mac handles this target platform</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.Clean(UnrealBuildTool.TargetDescriptor,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Clean a target remotely
|
|
</summary>
|
|
<param name="TargetDesc">Descriptor for the target to build</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
<returns>True if the build succeeded, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.Build(UnrealBuildTool.TargetDescriptor,EpicGames.Core.FileReference,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Build a target remotely
|
|
</summary>
|
|
<param name="TargetDesc">Descriptor for the target to build</param>
|
|
<param name="RemoteLogFile">Path to store the remote log file</param>
|
|
<param name="bSkipPreBuildTargets">If true then any PreBuildTargets will be skipped</param>
|
|
<param name="Logger">Logger for diagnostic output</param>
|
|
<returns>True if the build succeeded, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.CreateTempDirectory(UnrealBuildTool.TargetDescriptor)">
|
|
<summary>
|
|
Creates a temporary directory for the given target
|
|
</summary>
|
|
<param name="TargetDesc">The target descriptor</param>
|
|
<returns>Directory to use for temporary files</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.GetRemoteArgumentsForTarget(UnrealBuildTool.TargetDescriptor,System.Collections.Generic.List{EpicGames.Core.FileReference})">
|
|
<summary>
|
|
Translate the arguments for a target descriptor for the remote machine
|
|
</summary>
|
|
<param name="TargetDesc">The target descriptor</param>
|
|
<param name="LocalManifestFiles">Manifest files to be output from this target</param>
|
|
<return>List of remote arguments</return>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.RunAssetCatalogTool(UnrealBuildTool.UnrealTargetPlatform,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Runs the actool utility on a directory to create an Assets.car file
|
|
</summary>
|
|
<param name="Platform">The target platform</param>
|
|
<param name="InputDir">Input directory containing assets</param>
|
|
<param name="OutputFile">Path to the Assets.car file to produce</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.PrepareToDebug(System.String,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Prepare the remotely built iOS or tvOS client to de debugged on Mac
|
|
</summary>
|
|
<param name="CookedDataDirectory">Where the content has been previously cooked</param>
|
|
<param name="ProjectFile">The project file</param>
|
|
<param name="Logger">The logger</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.RetrieveFilesGeneratedOnPrimaryMac(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger,System.String)">
|
|
<summary>
|
|
Retrieves data from the primary Mac to the Windows machine
|
|
</summary>
|
|
<param name="ProjectFile">The project file</param>
|
|
<param name="Logger">The logger</param>
|
|
<param name="ClientPlatform">The platfrom for the client (typically iOS or tvOS)</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.UploadToSecondaryMac(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Upload retrieved data from the primary Mac from the Windows machine to the secondary Mac
|
|
</summary>
|
|
<param name="ProjectFile">The project file</param>
|
|
<param name="Logger">The logger</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.GetLocalPath(System.String)">
|
|
<summary>
|
|
Convers a remote path into local form
|
|
</summary>
|
|
<param name="RemotePath">The remote filename</param>
|
|
<returns>Local filename corresponding to the remote path</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.GetRemotePath(EpicGames.Core.FileSystemReference)">
|
|
<summary>
|
|
Converts a local path into a remote one
|
|
</summary>
|
|
<param name="LocalPath">The local path to convert</param>
|
|
<returns>Equivalent remote path</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.GetRemotePath(System.String)">
|
|
<summary>
|
|
Converts a local path into a remote one
|
|
</summary>
|
|
<param name="LocalPath">The local path to convert</param>
|
|
<returns>Equivalent remote path</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.GetLocalCygwinPath(EpicGames.Core.FileSystemReference)">
|
|
<summary>
|
|
Gets the local path in Cygwin format (eg. /cygdrive/C/...)
|
|
</summary>
|
|
<param name="InPath">Local path</param>
|
|
<returns>Path in cygwin format</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.EscapeShellArgument(System.String)">
|
|
<summary>
|
|
Escapes spaces and brackets in a shell command argument
|
|
</summary>
|
|
<param name="Argument">The argument to escape</param>
|
|
<returns>The escaped argument</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.UploadFile(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Upload a single file to the remote
|
|
</summary>
|
|
<param name="LocalFile">The file to upload</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.UploadFiles(EpicGames.Core.DirectoryReference,System.String,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Upload a single file to the remote
|
|
</summary>
|
|
<param name="LocalDirectory">The base directory to copy</param>
|
|
<param name="RemoteDirectory">The remote directory</param>
|
|
<param name="LocalFileList">The file to upload</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.UploadDirectory(EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Upload a single directory to the remote
|
|
</summary>
|
|
<param name="LocalDirectory">The local directory to upload</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.UploadDirectory(EpicGames.Core.DirectoryReference,System.String,System.Collections.Generic.List{EpicGames.Core.FileReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Uploads a directory to the remote using a specific filter list
|
|
</summary>
|
|
<param name="LocalDirectory">The local directory to copy from</param>
|
|
<param name="RemoteDirectory">The remote directory to copy to</param>
|
|
<param name="FilterLocations">List of paths to filter</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.UploadWorkspace(EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Upload all the files in the workspace for the current project
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.DownloadFile(EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Downloads a single file from the remote
|
|
</summary>
|
|
<param name="LocalFile">The file to download</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.DownloadFiles(System.Collections.Generic.IEnumerable{EpicGames.Core.FileReference},Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Download multiple files from the remote Mac
|
|
</summary>
|
|
<param name="Files">List of local files to download</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.RemoteDirectoryExists(EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Checks whether a directory exists on the remote machine
|
|
</summary>
|
|
<param name="LocalDirectory">Path to the directory on the local machine</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>True if the remote directory exists</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.DownloadDirectory(EpicGames.Core.DirectoryReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Download a directory from the remote Mac
|
|
</summary>
|
|
<param name="LocalDirectory">Directory to download</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.Rsync(System.String,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Execute Rsync
|
|
</summary>
|
|
<param name="Arguments">Arguments for the Rsync command</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<returns>Exit code from Rsync</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.RsyncOutput(System.Diagnostics.DataReceivedEventArgs,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Handles data output by rsync
|
|
</summary>
|
|
<param name="Args">The received data</param>e
|
|
<param name="bStdErr">whether the data was received on stderr</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.Execute(EpicGames.Core.DirectoryReference,System.String,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Execute a command on the remote in the remote equivalent of a local directory
|
|
</summary>
|
|
<param name="WorkingDir"></param>
|
|
<param name="Command"></param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="bSilent"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.Execute(System.String,System.String,Microsoft.Extensions.Logging.ILogger,System.Boolean)">
|
|
<summary>
|
|
Execute a remote command, capturing the output text
|
|
</summary>
|
|
<param name="WorkingDirectory">The remote working directory</param>
|
|
<param name="Command">Command to be executed</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="bSilent">If true, logging is suppressed</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.SshOutput(System.Diagnostics.DataReceivedEventArgs,System.Boolean,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Handler for output from running remote SSH commands
|
|
</summary>
|
|
<param name="Args"></param>
|
|
<param name="bStdErr">whether the data was received on stderr</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.ExecuteAndCaptureOutput(System.String,Microsoft.Extensions.Logging.ILogger,System.Text.StringBuilder@)">
|
|
<summary>
|
|
Execute a remote command, capturing the output text
|
|
</summary>
|
|
<param name="Command">Command to be executed</param>
|
|
<param name="Logger">Logger for output</param>
|
|
<param name="Output">Receives the output text</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.RemoteMac.ConvertRemotePathsToLocal(System.String)">
|
|
<summary>
|
|
Converts any remote paths within the given string to local format
|
|
</summary>
|
|
<param name="Text">The text containing strings to convert</param>
|
|
<returns>The string with paths converted to local format</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.LinkImportLibrary(UnrealBuildTool.LinkEnvironment,UnrealBuildTool.IActionGraphBuilder)">
|
|
<summary>
|
|
Allows a toolchain to decide to create an import library if needed for this Environment
|
|
</summary>
|
|
<param name="LinkEnvironment"></param>
|
|
<param name="Graph"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.GetResponseFileName(UnrealBuildTool.CppCompileEnvironment,UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Get the name of the response file for the current compile environment and output file
|
|
</summary>
|
|
<param name="CompileEnvironment"></param>
|
|
<param name="OutputFile"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.GetResponseFileName(UnrealBuildTool.LinkEnvironment,UnrealBuildBase.FileItem)">
|
|
<summary>
|
|
Get the name of the response file for the current linker environment and output file
|
|
</summary>
|
|
<param name="LinkEnvironment"></param>
|
|
<param name="OutputFile"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.ShouldAddDebugFileToReceipt(EpicGames.Core.FileReference,UnrealBuildTool.BuildProductType)">
|
|
<summary>
|
|
Adds a build product and its associated debug file to a receipt.
|
|
</summary>
|
|
<param name="OutputFile">Build product to add</param>
|
|
<param name="OutputType">The type of build product</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.GetExtraLinkFileExtension">
|
|
<summary>
|
|
This is the extension of the file that is added as extra link object. It can be an obj file but also a dynamic list.. depends on the platform
|
|
</summary>
|
|
<returns>The extension (without dot)</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.RunToolAndCaptureOutput(EpicGames.Core.FileReference,System.String,System.String)">
|
|
<summary>
|
|
Runs the provided tool and argument. Returns the output, using a rexex capture if one is provided
|
|
</summary>
|
|
<param name="Command">Full path to the tool to run</param>
|
|
<param name="ToolArg">Argument that will be passed to the tool</param>
|
|
<param name="Expression">null, or a Regular expression to capture in the output</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UEToolChain.RunToolAndCaptureVersion(EpicGames.Core.FileReference,System.String,System.String)">
|
|
<summary>
|
|
Runs the provided tool and argument and parses the output to retrieve the version
|
|
</summary>
|
|
<param name="Command">Full path to the tool to run</param>
|
|
<param name="VersionArg">Argument that will result in the version string being shown (it's ok this is a byproduct of a command that returns an error)</param>
|
|
<param name="VersionExpression">Regular expression to capture the version. By default we look for four integers separated by periods, with the last two optional</param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildTool.StartTimeUtc">
|
|
<summary>
|
|
Save the application startup time. This can be used as the timestamp for build makefiles, to determine a base time after which any
|
|
modifications should invalidate it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.IsRecursive">
|
|
<summary>
|
|
Whether this is a recursive run of of the application
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.SessionIdentifier">
|
|
<summary>
|
|
Unique id to track this session
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.BuildMode">
|
|
<summary>
|
|
The mode of this instance
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.ApplicationResult">
|
|
<summary>
|
|
The result of running the application
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.InitialEnvironment">
|
|
<summary>
|
|
The environment at boot time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.EngineSourceDirectory">
|
|
<summary>
|
|
The full name of the Engine/Source directory
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.CachedOriginalCompilationRootDirectory">
|
|
<summary>
|
|
Cached copy of the source root directory that was used to compile the installed engine
|
|
Used to remap source code paths when debugging.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.WritableEngineDirectory">
|
|
<summary>
|
|
Writable engine directory. Uses the user's settings folder for installed builds.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.EngineProgramSavedDirectory">
|
|
<summary>
|
|
The engine programs directory
|
|
</summary>
|
|
</member>
|
|
<member name="P:UnrealBuildTool.UnrealBuildTool.OriginalCompilationRootDirectory">
|
|
<summary>
|
|
The original root directory that was used to compile the installed engine
|
|
Used to remap source code paths when debugging.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.RemoteIniPath">
|
|
<summary>
|
|
The Remote Ini directory. This should always be valid when compiling using a remote server.
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.IsProjectInstalled">
|
|
<summary>
|
|
Returns true if UnrealBuildTool is running using an installed project (ie. a mod kit)
|
|
</summary>
|
|
<returns>True if running using an installed project</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.GetInstalledProjectFile">
|
|
<summary>
|
|
Gets the installed project file
|
|
</summary>
|
|
<returns>Location of the installed project file</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.IsFileInstalled(EpicGames.Core.FileReference)">
|
|
<summary>
|
|
Checks whether the given file is under an installed directory, and should not be overridden
|
|
</summary>
|
|
<param name="File">File to test</param>
|
|
<returns>True if the file is part of the installed distribution, false otherwise</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.GetUBTPath">
|
|
<summary>
|
|
Gets the absolute path to the UBT assembly.
|
|
</summary>
|
|
<returns>A string containing the path to the UBT assembly.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.GetRemoteIniPath">
|
|
<summary>
|
|
The Unreal remote tool ini directory. This should be valid if compiling using a remote server
|
|
</summary>
|
|
<returns>The directory path</returns>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.UnrealBuildTool.GlobalOptions">
|
|
<summary>
|
|
Global options for UBT (any modes)
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bGetHelp">
|
|
<summary>
|
|
User asked for help
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.LogOutputLevel">
|
|
<summary>
|
|
The amount of detail to write to the log
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.LogFileName">
|
|
<summary>
|
|
Specifies the path to a log file to write. Note that the default mode (eg. building, generating project files) will create a log file by default if this not specified.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.TraceWrites">
|
|
<summary>
|
|
Log all attempts to write to the specified file
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bLogTimestamps">
|
|
<summary>
|
|
Whether to include timestamps in the log
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bLogFromMsBuild">
|
|
<summary>
|
|
Whether to format messages in MsBuild format
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bShouldSuppressSDKWarnings">
|
|
<summary>
|
|
Whether or not to suppress warnings of missing SDKs from warnings to LogEventType.Log in UEBuildPlatformSDK.cs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bWriteProgressMarkup">
|
|
<summary>
|
|
Whether to write progress markup in a format that can be parsed by other programs
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bNoMutex">
|
|
<summary>
|
|
Whether to ignore the mutex
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bWaitMutex">
|
|
<summary>
|
|
Whether to wait for the mutex rather than aborting immediately
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.RemoteIni">
|
|
<summary>
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.Mode">
|
|
<summary>
|
|
The mode to execute
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bBackupLogFiles">
|
|
<summary>
|
|
Whether to backup an existing log file, rather than overwriting it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.LogFileBackupCount">
|
|
<summary>
|
|
The number of log file backups to preserve. Older backups will be deleted.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.TempDirectory">
|
|
<summary>
|
|
If set TMP\TEMP will be overidden to this directory, each process will create a unique subdirectory in this folder.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.bDeleteTempDirectory">
|
|
<summary>
|
|
If set the application temp directory will be deleted on exit, only when running with a single instance mutex.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.TelemetryProviders">
|
|
<summary>
|
|
Providers to load opt-in telemetry connection information from ini. If unset, or the provider categories do not contain connection info, no telemetry will be sent.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.CmdTelemetryProviders">
|
|
<summary>
|
|
Additional command line providers to load opt-in telemetry connection information from ini.
|
|
</summary>
|
|
</member>
|
|
<member name="F:UnrealBuildTool.UnrealBuildTool.GlobalOptions.TelemetrySession">
|
|
<summary>
|
|
Session identifier for this run of UBT, if unset defaults to a random Guid
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.GlobalOptions.#ctor(EpicGames.Core.CommandLineArguments)">
|
|
<summary>
|
|
Initialize the options with the given command line arguments
|
|
</summary>
|
|
<param name="Arguments"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.GetModes">
|
|
<summary>
|
|
Get all the valid Modes
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.PrintUsage">
|
|
<summary>
|
|
Print (incomplete) usage information
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.GetExtraArgsFromEnvVar">
|
|
<summary>
|
|
Read extra command-line arguments from an environment variable
|
|
Double-quote any argument containing whitespace, as they are split by just that.
|
|
</summary>
|
|
<returns>Extra arguments</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.CancelKeyPressAsync(System.Object,System.ConsoleCancelEventArgs)">
|
|
<summary>
|
|
Event handler for the Console.CancelKeyPress event
|
|
</summary>
|
|
<param name="sender"></param>
|
|
<param name="e"></param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.UnrealBuildTool.Main(System.String[])">
|
|
<summary>
|
|
Main entry point. Parses any global options and initializes the logging system, then invokes the appropriate command.
|
|
NB: That the entry point is deliberately NOT async, since we have a single-instance mutex that cannot be disposed from a different thread.
|
|
</summary>
|
|
<param name="ArgumentsArray">Command line arguments</param>
|
|
<returns>Zero on success, non-zero on error</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSPlatform.SetUpEnvironment(UnrealBuildTool.ReadOnlyTargetRules,UnrealBuildTool.CppCompileEnvironment,UnrealBuildTool.LinkEnvironment)">
|
|
<summary>
|
|
Setup the target environment for building
|
|
</summary>
|
|
<param name="Target">Settings for the target being compiled</param>
|
|
<param name="CompileEnvironment">The compile environment for this target</param>
|
|
<param name="LinkEnvironment">The link environment for this target</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSPlatform.CreateToolChain(UnrealBuildTool.ReadOnlyTargetRules)">
|
|
<summary>
|
|
Creates a toolchain instance for the given platform.
|
|
</summary>
|
|
<param name="Target">The target being built</param>
|
|
<returns>New toolchain instance.</returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSPlatformFactory.RegisterBuildPlatforms(Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Register the platform with the UEBuildPlatform class
|
|
</summary>
|
|
</member>
|
|
<member name="T:UnrealBuildTool.VisionOSExports">
|
|
<summary>
|
|
Public VisionOS functions exposed to UAT
|
|
</summary>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSExports.PrepForUATPackageOrDeploy(UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.FileReference,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.Boolean,System.Boolean,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="Config"></param>
|
|
<param name="ProjectFile"></param>
|
|
<param name="InProjectName"></param>
|
|
<param name="InProjectDirectory"></param>
|
|
<param name="Executable"></param>
|
|
<param name="InEngineDir"></param>
|
|
<param name="bForDistribution"></param>
|
|
<param name="CookFlavor"></param>
|
|
<param name="bIsDataDeploy"></param>
|
|
<param name="bCreateStubIPA"></param>
|
|
<param name="BuildReceiptFileName"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSExports.GeneratePList(EpicGames.Core.FileReference,UnrealBuildTool.UnrealTargetConfiguration,EpicGames.Core.DirectoryReference,System.Boolean,System.String,System.Boolean,System.String,EpicGames.Core.DirectoryReference,EpicGames.Core.DirectoryReference,EpicGames.Core.FileReference,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="ProjectFile"></param>
|
|
<param name="Config"></param>
|
|
<param name="ProjectDirectory"></param>
|
|
<param name="bIsUnrealGame"></param>
|
|
<param name="GameName"></param>
|
|
<param name="bIsClient"></param>
|
|
<param name="ProjectName"></param>
|
|
<param name="InEngineDir"></param>
|
|
<param name="AppDirectory"></param>
|
|
<param name="BuildReceiptFileName"></param>
|
|
<param name="Logger"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSProjectGenerator.#ctor(EpicGames.Core.CommandLineArguments,Microsoft.Extensions.Logging.ILogger)">
|
|
<summary>
|
|
Constructor
|
|
</summary>
|
|
<param name="Arguments">Command line arguments passed to the project generator</param>
|
|
<param name="Logger">Logger for output</param>
|
|
</member>
|
|
<member name="M:UnrealBuildTool.VisionOSProjectGenerator.GetPlatforms">
|
|
<summary>
|
|
Enumerate all the platforms that this generator supports
|
|
</summary>
|
|
</member>
|
|
<member name="T:JsonExtensions.DeprecatedFieldHelpers">
|
|
<summary>
|
|
Extension methods for JsonObject to provide some deprecated field helpers
|
|
</summary>
|
|
</member>
|
|
<member name="M:JsonExtensions.DeprecatedFieldHelpers.TryGetStringArrayFieldWithDeprecatedFallback(EpicGames.Core.JsonObject,System.String,System.String,System.String[]@)">
|
|
<summary>
|
|
Tries to read a string array field by the given name from the object; if that's not found, checks for an older deprecated name
|
|
</summary>
|
|
<param name="Obj">JSON object to check</param>
|
|
<param name="FieldName">Name of the field to get</param>
|
|
<param name="DeprecatedFieldName">Backup field name to check</param>
|
|
<param name="Result">On success, receives the field value</param>
|
|
<returns>True if the field could be read, false otherwise</returns>
|
|
</member>
|
|
<member name="M:JsonExtensions.DeprecatedFieldHelpers.TryGetEnumArrayFieldWithDeprecatedFallback``1(EpicGames.Core.JsonObject,System.String,System.String,``0[]@)">
|
|
<summary>
|
|
Tries to read an enum array field by the given name from the object; if that's not found, checks for an older deprecated name
|
|
</summary>
|
|
<param name="Obj">JSON object to check</param>
|
|
<param name="FieldName">Name of the field to get</param>
|
|
<param name="DeprecatedFieldName">Backup field name to check</param>
|
|
<param name="Result">On success, receives the field value</param>
|
|
<returns>True if the field could be read, false otherwise</returns>
|
|
</member>
|
|
</members>
|
|
</doc>
|