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41 lines
1.5 KiB
C++
41 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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namespace EditorScriptingHelpers
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{
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/*
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* Check if the editor is in a valid state to run a command.
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*/
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bool UNREALED_API CheckIfInEditorAndPIE();
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/*
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* Check if the Path have a valid root
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*/
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bool UNREALED_API HasValidRoot(const FString& ObjectPath);
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/*
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* Check if the Path is a valid ContentBrowser Path
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*/
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bool UNREALED_API IsAValidPath(const FString& Path, const TCHAR* InvalidChar, FString& OutFailureReason);
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/*
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* Check if the AssetPath can be used to create a new asset
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*/
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bool UNREALED_API IsAValidPathForCreateNewAsset(const FString& ObjectPath, FString& OutFailureReason);
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/*
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* From "AssetClass'/Game/Folder/MyAsset.MyAsset', "AssetClass /Game/Folder/MyAsset.MyAsset, "/Game/Folder/MyAsset.MyAsset", "/Game/Folder/", "/Game/Folder" "/Game/Folder/MyAsset.MyAsset:InnerAsset.2ndInnerAsset"
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* and convert to "/Game/Folder"
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*/
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FString UNREALED_API ConvertAnyPathToLongPackagePath(const FString& AnyPath, FString& OutFailureReason);
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/*
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* From "AssetClass'/Game/Folder/Package.Asset'", "AssetClass /Game/Folder/Package.Asset", "/Game/Folder/Package.Asset", "/Game/Folder/MyAsset" "/Game/Folder/Package.Asset:InnerAsset.2ndInnerAsset"
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* and convert to "/Game/Folder/Package.Asset"
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* @note: Object name is inferred from package name when missing
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*/
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FString UNREALED_API ConvertAnyPathToObjectPath(const FString& AssetPath, FString& OutFailureReason);
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} |