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Nuke.Unreal
Build Unreal apps in Style.
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A collection of utilities around basic functions regarding the environment of the Engine we're working with. More...
Static Public Member Functions | |
| static void | WriteJson (object input, AbsolutePath path) |
| Write data in JSON with Unreal conventions of JSON format. | |
| static void | InvalidateEnginePathCache () |
| In the rare and unlikely case that the Engine location may have changed during one session. | |
| static AbsolutePath | GetEnginePath (string engineAssociation, bool ignoreCache=false) |
| Get the Unreal Engine path based on an input association text. (version, GUID or absolute path) | |
| static EngineVersion | Version (UnrealBuild build) |
| Get high-level version of currently used Engine. | |
| static UnrealCompatibility | AndLater (this UnrealCompatibility compatibility) |
| Create a compatibility flag mask which indicates that a feature is available un-broken in given and the following versions of Unreal Engine. | |
| static bool | Is4 (UnrealBuild build) |
| Are we working with UE4. | |
| static bool | Is5 (UnrealBuild build) |
| Are we working with UE5. | |
| static bool | IsInstalled (AbsolutePath enginePath) |
| Is given path a vanilla engine most probably installed via the Marketplace? | |
| static bool | IsInstalled (EngineVersion ofVersion) |
| Are we working with a vanilla engine most probably installed via the Marketplace? | |
| static bool | IsInstalled (UnrealBuild build) |
| Are we working with a vanilla engine most probably installed via the Marketplace? | |
| static bool | IsSource (AbsolutePath enginePath) |
| Is given path an engine built from source? | |
| static bool | IsSource (EngineVersion ofVersion) |
| Are we working with an engine built from source? | |
| static bool | IsSource (UnrealBuild build) |
| Are we working with an engine built from source? | |
| static AbsolutePath | GetEnginePath (UnrealBuild build) |
| static UnrealPlatformFlag | GetDefaultPlatform () |
| Get the current development platform Nuke.Unreal is ran on. | |
| static AbsolutePath | MacRunMono (EngineVersion ofVersion) |
| On Mac many Unreal tools need the Mono bootstrap. | |
| static Tool | BuildTool (EngineVersion ofVersion) |
| Prepare invocation for UBT. | |
| static Tool | BuildTool (EngineVersion ofVersion, Action< UbtConfig > config) |
| Prepare invocation for UBT with extra fluent-API configuration. | |
| static Tool | BuildTool (UnrealBuild build) |
| Prepare invocation for UBT. | |
| static Tool | BuildTool (UnrealBuild build, Action< UbtConfig > config) |
| Prepare invocation for UBT with extra fluent-API configuration. | |
| static Tool | AutomationTool (EngineVersion ofVersion) |
| Prepare invocation for UAT. | |
| static Tool | AutomationTool (EngineVersion ofVersion, Action< UatConfig > config) |
| Prepare invocation for UAT with extra fluent-API configuration. | |
| static Tool | AutomationTool (UnrealBuild build) |
| Prepare invocation for UAT. | |
| static Tool | AutomationTool (UnrealBuild build, Action< UatConfig > config) |
| Prepare invocation for UAT with extra fluent-API configuration. | |
| static void | ClearFolder (AbsolutePath folder) |
| Clear intermediate folders of Unreal from a given folder. | |
| static string | ReadCopyrightFromProject (AbsolutePath projectFolder) |
Read copyright info from the project's DefaultGame.ini | |
| static Tool | GetTool (UnrealBuild build, string name) |
Get a native binary tool from Engine/Binaries folder. Unreal tools written in C# or stored in other folders/sub-folders are not supported. You can omit the Unreal part of the tool name. | |
Static Public Attributes | |
| static readonly? HashSet< AbsolutePath > | EngineSearchPaths |
| Frankly this is not really relevant anymore. | |
| static ? AbsolutePath | EnginePathCache = null |
| Once the Engine location is found for the current session, it ain't gonna move around, so we cache it. | |
| static readonly JsonSerializerSettings | JsonReadSettings |
Common JsonSerializerSettings for Unreal conventions of JSON format. | |
A collection of utilities around basic functions regarding the environment of the Engine we're working with.
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Create a compatibility flag mask which indicates that a feature is available un-broken in given and the following versions of Unreal Engine.
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Prepare invocation for UAT.
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Prepare invocation for UAT with extra fluent-API configuration.
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| config | Auto-generated Configuration facilities mirroring UAT arguments |
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Prepare invocation for UBT.
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Prepare invocation for UBT with extra fluent-API configuration.
| build | |
| config | Auto-generated Configuration facilities mirroring UBT arguments |
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Get the current development platform Nuke.Unreal is ran on.
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Get a native binary tool from Engine/Binaries folder. Unreal tools written in C# or stored in other folders/sub-folders are not supported. You can omit the Unreal part of the tool name.
| build | |
| name | You can omit the Unreal part of the tool name. |
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In the rare and unlikely case that the Engine location may have changed during one session.
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Are we working with UE4.
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Are we working with UE5.
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Is given path a vanilla engine most probably installed via the Marketplace?
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Are we working with a vanilla engine most probably installed via the Marketplace?
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Are we working with a vanilla engine most probably installed via the Marketplace?
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Is given path an engine built from source?
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Are we working with an engine built from source?
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Are we working with an engine built from source?
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On Mac many Unreal tools need the Mono bootstrap.
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Get high-level version of currently used Engine.
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Common JsonSerializerSettings for Unreal conventions of JSON format.