A Demo Project for the UnrealEngineSDK
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DlgCommandletHelper.h
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
2#pragma once
3
4#include "CoreMinimal.h"
5
6#include "FileHelpers.h"
7#include "DlgDialogue.h"
8#include "DlgManager.h"
9
10
12{
13public:
15 {
16 // Save all dirty packages
17 constexpr bool bPromptUserToSave = false;
18 constexpr bool bFastSave = true;
19 constexpr bool bNotifyNoPackagesSaved = false;
20 constexpr bool bCanBeDeclined = false;
21 static TArray<UClass*> SaveContentClasses = { UDlgDialogue::StaticClass() };
22 return FEditorFileUtils::SaveDirtyContentPackages(SaveContentClasses, bPromptUserToSave, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined);
23 }
24
25 static bool SaveAllDialogues()
26 {
27 TArray<UDlgDialogue*> Dialogues = UDlgManager::GetAllDialoguesFromMemory();
28 TArray<UPackage*> PackagesToSave;
29 for (UDlgDialogue* Dialogue : Dialogues)
30 {
31 Dialogue->OnPreAssetSaved();
32 Dialogue->MarkPackageDirty();
33 PackagesToSave.Add(Dialogue->GetOutermost());
34 }
35
36 static constexpr bool bCheckDirty = false;
37 return UEditorLoadingAndSavingUtils::SavePackages(PackagesToSave, bCheckDirty);
38 }
39};
static bool SaveAllDirtyDialogues()
UCLASS(BlueprintType, Meta = (DisplayThumbnail = "true"))
Definition DlgDialogue.h:85
static TArray< UDlgDialogue * > GetAllDialoguesFromMemory()