Native class

FGBAScaffoldUtils#

  • Declared in "GBAScaffoldUtils.h"
class FGBAScaffoldUtils

Scaffold generation utilities.

Methods#

  • public
    • AddClassToProject&
    static GameProjectUtils::EAddCodeToProjectResult
    AddClassToProject(​
    const FString& InNewClassName,
    const FString& InNewClassPath,
    const FString& InHeaderDestination,
    const FString& InHeaderContent,
    const FString& InSourceDestination,
    const FString& InSourceContent,
    const FModuleContextInfo& InModuleInfo,
    GameProjectUtils::EReloadStatus& OutReloadStatus,
    FText& OutErrorText
    )
    • AddCodeFileToProject&
    static GameProjectUtils::EAddCodeToProjectResult
    AddCodeFileToProject(​
    const FString& InDestination,
    const FString& InContent,
    FText& OutErrorText
    )
    • DoesBuildCSFileContains&
    static bool
    DoesBuildCSFileContains(​
    const FModuleContextInfo& InModuleContextInfo,
    const FString& InSearchPattern,
    FText& OutFailReason
    )
    • DoesBuildCSSatisfiesDependencies&
    static bool
    DoesBuildCSSatisfiesDependencies(​
    const FModuleContextInfo& InModuleContextInfo,
    const TArray<FString>& InModuleDependencies,
    TArray<FString>& OutMissingModuleDependencies,
    FText& OutFailReason
    )
    • GenerateBasicSourceCode&
    static bool
    GenerateBasicSourceCode(​
    const FString& NewProjectSourcePath,
    const FString& NewProjectName,
    TArray<FString>& OutGeneratedStartupModuleNames,
    TArray<FString>& OutCreatedFiles,
    FText& OutFailReason
    )

    Creates the basic source code for a new project. On failure, OutFailReason will be populated.

    • GenerateEditorModuleBuildFile&
    static bool
    GenerateEditorModuleBuildFile(​
    const FString& InNewBuildFileName,
    const FString& InModuleName,
    const TArray<FString>& OutPublicDependencyModuleNames,
    const TArray<FString>& OutPrivateDependencyModuleNames,
    FText& OutFailReason
    )

    Generates a Build.cs file for a Editor module

    • GenerateEditorModuleTargetFile&
    static bool
    GenerateEditorModuleTargetFile(​
    const FString& NewTargetFileName,
    const FString& ModuleName,
    const TArray<FString>& ExtraModuleNames,
    FText& OutFailReason
    )

    Generates a Target.cs file for a Editor module

    • GenerateGameModuleCPPFile&
    static bool
    GenerateGameModuleCPPFile(​
    const FString& NewGameModuleCPPFileName,
    const FString& ModuleName,
    const FString& GameName,
    FText& OutFailReason
    )

    Generates a main game module cpp file

    • GenerateGameModuleHeaderFile&
    static bool
    GenerateGameModuleHeaderFile(​
    const FString& NewGameModuleHeaderFileName,
    const TArray<FString>& PublicHeaderIncludes,
    FText& OutFailReason
    )

    Generates a main game module header file

    • GenerateGameModuleTargetFile&
    static bool
    GenerateGameModuleTargetFile(​
    const FString& NewTargetFileName,
    const FString& ModuleName,
    const TArray<FString>& ExtraModuleNames,
    FText& OutFailReason
    )

    Generates a Target.cs file for a game module

    • GetContainingModuleName&
    static FString
    GetContainingModuleName(​
    const UStruct* InStruct
    )
    • GetModuleBuildCSFilename&
    static FString
    GetModuleBuildCSFilename(​
    const FModuleContextInfo& InModuleContextInfo
    )
    • GetModuleBuildCSFilePath&
    static FString
    GetModuleBuildCSFilePath(​
    const FModuleContextInfo& InModuleContextInfo
    )
    • MakeCopyrightLine&
    static FString

    Returns the copyright line used at the top of all files

    • UpdateProjectFiles&
    static bool
    UpdateProjectFiles(​
    FText& ErrorText
    )