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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Public Member Functions | |
| FUnixFileMapper () | |
| FString | GetPathComponent (const FString &Filename, int NumPathComponent) |
| int32 | CountPathComponents (const FString &Filename) |
| bool | MapFileRecursively (const FString &Filename, int PathComponentToLookFor, int MaxPathComponents, FString &ConstructedPath) |
| bool | MapCaseInsensitiveFile (const FString &PossiblyWrongFilename, FString &ExistingFilename) |
| int32 | OpenCaseInsensitiveRead (const FString &Filename, FString &MappedToFilename) |
A class to handle case insensitive file opening. This is a band-aid, non-performant approach, without any caching.
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Tries to map a filename (one with a possibly wrong case) to one that exists.
| PossiblyWrongFilename | absolute filename (that has possibly a wrong case) |
| ExistingFilename | filename that exists (only valid to use if the function returned success). |
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Tries to recursively find (using case-insensitive comparison) and open the file. The first file found will be opened.
| Filename | Original file path as requested (absolute) |
| PathComponentToLookFor | Part of path we are currently trying to find. |
| MaxPathComponents | Maximum number of path components (directories), i.e. how deep the path is. |
| ConstructedPath | The real (absolute) path that we have found so far |
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Opens a file for reading, disregarding the case.
| Filename | absolute filename |
| MappedToFilename | absolute filename that we mapped the Filename to (always filled out on success, even if the same as Filename) |