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WorldPartitionHelpers: Add optional callback when releasing ActorReferences to allow caller to batch operations WorldPartitionBuilder: Add SavePackages/DeletePackages statics that can be used by the different Builders (takes care of the SCC batching) WorldPartitionRenameDuplicateBuilder & WorldPartitionResaveActorsBuilder use the new new SavePackages/DeletePackages #jira UE-142940 #rb richard.malo, sebastien.lussier #preflight 620f9de5a96c65b0d81997e9 #rnx [CL 19052770 by Patrick Enfedaque in ue5-main branch]
26 lines
1.0 KiB
C++
26 lines
1.0 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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#include "UObject/ObjectMacros.h"
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#include "SourceControlHelpers.h"
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class UNREALED_API FPackageSourceControlHelper
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{
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public:
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bool UseSourceControl() const;
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bool Delete(const FString& PackageName) const;
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bool Delete(const TArray<FString>& PackageNames, bool bErrorsAsWarnings = false) const;
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bool Delete(UPackage* Package) const;
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bool Delete(const TArray<UPackage*>& Packages) const;
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bool AddToSourceControl(UPackage* Package) const;
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bool AddToSourceControl(const TArray<FString>& PackageNames, bool bErrorsAsWarnings = false) const;
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bool Checkout(UPackage* Package) const;
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bool Checkout(const TArray<FString>& PackageNames, bool bErrorsAsWarnings = false) const;
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bool GetDesiredStatesForModification(const TArray<FString>& PackageNames, TArray<FString>& OutPackagesToCheckout, TArray<FString>& OutPackagesToAdd, bool bErrorsAsWarnings = false) const;
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private:
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ISourceControlProvider& GetSourceControlProvider() const;
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FScopedSourceControl SourceControl;
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};
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