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Class EditorLoadingAndSavingUtils

This class is a wrapper for editor loading and saving functionality It is meant to contain only functions that can be executed in script (but are also allowed in C++).

Inheritance
System.Object
UObject
EditorLoadingAndSavingUtils
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.UnrealEd
Assembly: UE4DotNet.dll
Syntax
public class EditorLoadingAndSavingUtils : UObject
Remarks

It is separated from FEditorFileUtils to ensure new easier to use methods can be created without breaking FEditorFileUtils backwards compatibility However this should be used in place of FEditorFileUtils wherever possible as the goal is to deprecate FEditorFileUtils eventually

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static EditorLoadingAndSavingUtils DefaultObject { get; }
Property Value
Type Description
EditorLoadingAndSavingUtils
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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ExportScene(Boolean)

Exports the current scene

Declaration
public static void ExportScene(bool bExportSelectedActorsOnly)
Parameters
Type Name Description
System.Boolean bExportSelectedActorsOnly
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GetDirtyContentPackages()

Appends array with all currently dirty content packages.

Declaration
public static IReadOnlyCollection<Package> GetDirtyContentPackages()
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Package>
Remarks

@param OutDirtyPackages Array to append dirty packages to.

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GetDirtyMapPackages()

Appends array with all currently dirty map packages.

Declaration
public static IReadOnlyCollection<Package> GetDirtyMapPackages()
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Package>
Remarks

@param OutDirtyPackages Array to append dirty packages to.

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ImportScene(String)

Imports a file such as (FBX or obj) and spawns actors f into the current level

Declaration
public static void ImportScene(string Filename)
Parameters
Type Name Description
System.String Filename
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LoadMap(String)

Loads the specified map.

Declaration
public static World LoadMap(string Filename)
Parameters
Type Name Description
System.String Filename
Returns
Type Description
World
Remarks

Does not prompt the user to save the current map.

@param Filename Level package filename, including path. @return true if the map was loaded successfully.

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LoadMapWithDialog()

Prompts the user to save the current map if necessary, the presents a load dialog and loads a new map if selected by the user.

Declaration
public static World LoadMapWithDialog()
Returns
Type Description
World
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New(UObject, Name)

Spawn an object of this class

Declaration
public static EditorLoadingAndSavingUtils New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
EditorLoadingAndSavingUtils
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NewBlankMap(Boolean)

New Blank Map

Declaration
public static World NewBlankMap(bool bSaveExistingMap)
Parameters
Type Name Description
System.Boolean bSaveExistingMap
Returns
Type Description
World
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NewMapFromTemplate(String, Boolean)

New Map from Template

Declaration
public static World NewMapFromTemplate(string PathToTemplateLevel, bool bSaveExistingMap)
Parameters
Type Name Description
System.String PathToTemplateLevel
System.Boolean bSaveExistingMap
Returns
Type Description
World
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SaveCurrentLevel()

Saves the active level, prompting the use for checkout if necessary.

Declaration
public static bool SaveCurrentLevel()
Returns
Type Description
System.Boolean
Remarks

@return true on success, False on fail

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SaveDirtyPackages(Boolean, Boolean)

Looks at all currently loaded packages and saves them if their "bDirty" flag is set.

Declaration
public static bool SaveDirtyPackages(bool bSaveMapPackages, bool bSaveContentPackages)
Parameters
Type Name Description
System.Boolean bSaveMapPackages
System.Boolean bSaveContentPackages
Returns
Type Description
System.Boolean
Remarks

Assume all dirty packages should be saved and check out from source control (if enabled).

@param bSaveMapPackages true if map packages should be saved @param bSaveContentPackages true if we should save content packages. @return true on success, false on fail.

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SaveDirtyPackagesWithDialog(Boolean, Boolean)

Looks at all currently loaded packages and saves them if their "bDirty" flag is set.

Declaration
public static bool SaveDirtyPackagesWithDialog(bool bSaveMapPackages, bool bSaveContentPackages)
Parameters
Type Name Description
System.Boolean bSaveMapPackages
System.Boolean bSaveContentPackages
Returns
Type Description
System.Boolean
Remarks

Prompt the user to select which dirty packages to save and check them out from source control (if enabled).

@param bSaveMapPackages true if map packages should be saved @param bSaveContentPackages true if we should save content packages. @return true on success, false on fail.

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SaveMap(World, String)

Saves the specified map, returning true on success.

Declaration
public static bool SaveMap(World World, string AssetPath)
Parameters
Type Name Description
World World
System.String AssetPath
Returns
Type Description
System.Boolean
Remarks

@param World The world to save. @param AssetPath The valid content directory path and name for the asset. E.g "/Game/MyMap"

@return true if the map was saved successfully.

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SavePackages(Byte, Boolean)

Save all packages.

Declaration
public static bool SavePackages(byte PackagesToSave, bool bOnlyDirty)
Parameters
Type Name Description
System.Byte PackagesToSave
System.Boolean bOnlyDirty
Returns
Type Description
System.Boolean
Remarks

Assume all dirty packages should be saved and check out from source control (if enabled).

@param PackagesToSave The list of packages to save. Both map and content packages are supported @param bCheckDirty If true, only packages that are dirty in PackagesToSave will be saved @return true on success, false on fail.

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SavePackagesWithDialog(Byte, Boolean)

Save all packages.

Declaration
public static bool SavePackagesWithDialog(byte PackagesToSave, bool bOnlyDirty)
Parameters
Type Name Description
System.Byte PackagesToSave
System.Boolean bOnlyDirty
Returns
Type Description
System.Boolean
Remarks

Optionally prompting the user to select which packages to save. Prompt the user to select which dirty packages to save and check them out from source control (if enabled).

@param PackagesToSave The list of packages to save. Both map and content packages are supported @param bCheckDirty If true, only packages that are dirty in PackagesToSave will be saved @return true on success, false on fail.

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UnloadPackages(Byte)

Unloads a list of packages @

Declaration
public static (bool, byte) UnloadPackages(byte PackagesToUnload)
Parameters
Type Name Description
System.Byte PackagesToUnload
Returns
Type Description
System.ValueTuple<System.Boolean, System.Byte>
Remarks

param PackagesToUnload Array of packages to unload.

Operators

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Implicit(IntPtr to EditorLoadingAndSavingUtils)

Convert from IntPtr to UObject

Declaration
public static implicit operator EditorLoadingAndSavingUtils(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
EditorLoadingAndSavingUtils
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