EM_Task/UnrealEd/Public/LocalizedAssetUtil.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

32 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
struct FAssetData;
class IAssetRegistry;
class FLocalizationSCC;
struct FLocalizedAssetSCCUtil
{
static bool SaveAssetWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UObject* InAsset);
static bool SaveAssetWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UObject* InAsset, const FString& InFilename);
static bool SavePackageWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UPackage* InPackage);
static bool SavePackageWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UPackage* InPackage, const FString& InFilename);
static bool DeleteAssetWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UObject* InAsset);
static bool DeletePackageWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UPackage* InPackage);
typedef TFunctionRef<bool(const FString&)> FSaveFileCallback;
static bool SaveFileWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, const FString& InFilename, const FSaveFileCallback& InSaveFileCallback);
};
struct FLocalizedAssetUtil
{
static bool GetAssetsByPathAndClass(IAssetRegistry& InAssetRegistry, const FName InPackagePath, const FName InClassName, const bool bIncludeLocalizedAssets, TArray<FAssetData>& OutAssets);
static bool GetAssetsByPathAndClass(IAssetRegistry& InAssetRegistry, const TArray<FName>& InPackagePaths, const FName InClassName, const bool bIncludeLocalizedAssets, TArray<FAssetData>& OutAssets);
};