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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. UnrealScript Commandlet (command-line applet) class. Commandlets are executed from the ucc.exe command line utility, using the following syntax: yourgame.exe package_name.commandlet_class_name [parm=value]... for example: yourgame.exe Core.HelloWorldCommandlet yourgame.exe Editor.MakeCommandlet As a convenience, if a user tries to run a commandlet and the exact name he types isn't found, then ucc.exe appends the text "commandlet" onto the name and tries again. Therefore, the following shortcuts perform identically to the above: yourgame.exe Core.HelloWorld yourgame.exe Editor.Make Commandlets are executed in a "raw" UnrealScript environment, in which the game isn't loaded, the client code isn't loaded, no levels are loaded, and no actors exist.
Core.Object | +-- Core.Commandlet
HelpCommandlet, TestCommandlet, TestCommandletBase
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
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| string | HelpDescription |
| array<string> | HelpParamDescriptions |
| array<string> | HelpParamNames |
| string | HelpUsage |
| string | HelpWebLink |
| bool | IsClient |
| bool | IsEditor |
| bool | IsServer |
| bool | LogToConsole |
| bool | ShowErrorCount |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
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| Functions Summary | ||
|---|---|---|
![]() | int | Main (string Params) |
| Variables Detail |
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Description of the commandlet's purpose
The description of the parameter
The name of the parameter the commandlet takes
Usage template to show for "ucc help"
Hyperlink for more info
Whether to load objects required in server, client, and editor context. If IsEditor is set to false, then a UGameEngine (or whatever the value of Engine.Engine.GameEngine is) will be created for the commandlet instead of a UEditorEngine (or Engine.Engine.EditorEngine), unless the commandlet overrides the CreateCustomEngine method.
Whether to load objects required in server, client, and editor context. If IsEditor is set to false, then a UGameEngine (or whatever the value of Engine.Engine.GameEngine is) will be created for the commandlet instead of a UEditorEngine (or Engine.Engine.EditorEngine), unless the commandlet overrides the CreateCustomEngine method.
Whether to load objects required in server, client, and editor context. If IsEditor is set to false, then a UGameEngine (or whatever the value of Engine.Engine.GameEngine is) will be created for the commandlet instead of a UEditorEngine (or Engine.Engine.EditorEngine), unless the commandlet overrides the CreateCustomEngine method.
Whether to redirect standard log to the console
Whether to show standard error and warning count on exit
| Functions Detail |
|---|
Main Source codeEntry point for your commandlet
@param Params the string containing the parameters for the commandlet
| Defaultproperties |
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defaultproperties { IsServer=True IsClient=True IsEditor=True ShowErrorCount=True Name="Default__Commandlet" ObjectArchetype=Object'Core.Default__Object' } |
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