Commandlets

May 28, 2023

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Prefixed

Prefixed provides commandlets that can be used to detect and correct asset naming issues from the command line. These commandlets can be used to enforce a naming convention in a build pipeline or other automated environment. This reference guide provides information about the available commandlets and their parameters.

To run a commandlet, use the following form.

& '<engine_path>\Engine\Binaries\Win64\UnrealEditor-Cmd.exe' `
'<uproject_path>' `
'-run=Prefixed.<commandlet>' `
'{options...}'

For instance, the following command will run the PrefixedCheck commandlet in the PrefixedStudio project on directory /Prefixed/Test.

& 'C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor-Cmd.exe' `
'C:\Users\<user>\projects\Prefixed\PrefixedStudio.uproject' `
'-run=Prefixed.PrefixedCheck' `
'-Directory=/Prefixed/Test'

PrefixedCheck

Check for naming issues. If there are issues present, the commandlet will list the affected assets and return with exit code 1. Otherwise, it will return with exit code 0.

'-run=Prefixed.PrefixedCheck' `
'-Directory=/Game'

Options

  • Directory: The directory to evaluate.

PrefixedWrite

Correct naming issues. If there are issues present, the commandlet will list the affected assets, correct them in place, and return with exit code 1. Otherwise, it will return with exit code 0.

'-run=Prefixed.PrefixedWrite' `
'-Directory=/Game'

Options

  • Directory: The directory to evaluate.


© 2021 Mustafa Moiz.