Go to the source code of this file.
◆ DO_BLUEPRINT_GUARD
This define enables the blueprint runaway and exception stack trace checks If this is true, it will create a FBlueprintContextTracker (previously FBlueprintExceptionTracker) which is defined in Script.h
◆ SCRIPT_AUDIT_ROUTINES
| #define SCRIPT_AUDIT_ROUTINES 1 |
This define enables ScriptAudit exec commands
◆ FScriptExceptionHandlerFunc
Function signature for handlers for script exceptions.
◆ GetDerivedDataCache()
Returns the derived data cache interface if it is available, otherwise null.
◆ GetDerivedDataCacheRef()
Returns the derived data cache interface, or fatal error if it is not available.
◆ GetTargetPlatformManager()
Return the Target Platform Manager interface, if it is available, otherwise return nullptr.
- Parameters
-
| bFailOnInitErrors | If true (default) and errors occur during init of the TPM, an error will be logged and the process may terminate, otherwise will return whether there was an error or not. |
- Returns
- The Target Platform Manager interface, if it is available, otherwise return nullptr.
◆ GetTargetPlatformManagerRef()
Return the Target Platform Manager interface, fatal error if it is not available.
◆ IsRunningClientOnly()
| bool IsRunningClientOnly |
( |
| ) |
|
|
inline |
Check to see if this executable was launched as a client only game process that should not load server data. This will be true for packaged builds with a Client target type which will define WITH_SERVER_CODE=0. An editor build can be launched with -clientonly to set this to true, but it will be false during single process PlayInEditor mode. This function should not be used for gameplay or networking purposes, check for NM_Client instead.
◆ IsRunningDedicatedServer()
| bool IsRunningDedicatedServer |
( |
| ) |
|
|
inline |
Check to see if this executable was launched as a dedicated server process and should not load client only data. An editor build can be launched with -server to set this to true, but it will be false during single process PlayInEditor mode. This function should not be used for gameplay or networking purposes, check for NM_DedicatedServer instead.
◆ IsRunningGame()
Check to see if this executable was launched as a game (not editor or dedicated server) process. This is true for both client only and client/server packaged games, call IsRunningClientOnly to differentiate. An editor build can be launched with -game to set this to true, but it will be false during single process PlayInEditor mode. This function should not be used for gameplay or networking purposes, check the NetMode instead.
◆ StringHasBadDashes()
◆ TryGetDerivedDataCache()
Returns the derived data cache interface if it is available and initialized, otherwise null.
◆ WillNeedAudioVisualData()
Return true if we are currently in a commandlet is targeting platforms with AV requirements (ie not a server) or we are not targetingother platforms, and the current platform needs to render (CanEverRender())