Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:FileWriter (UDK)
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This is a simple class that allows for secure writing of output files from within Script. The directory to which it writes files is determined by the file type member variable.
Properties[edit]
ArchivePtr[edit]
Type: pointer{FArchive}
Modifiers: const, native
Internal FArchive pointer
bFlushEachWrite[edit]
Type: bool
Whether we should flush to disk every time something is written. if false, only flush when the memory buffer is full or when the file is closed
Default value: True
bWantsAsyncWrites[edit]
Type: bool
Whether to use async writes (if available) or not. Overrides bFlushEachWrite
Filename[edit]
Type: string
Modifiers: const
File name, created via OpenFile()
FileType[edit]
Type: FWFileType
Modifiers: const
Holds the file type for this file.
Default values[edit]
Property | Value |
---|---|
bTickIsDisabled | True |
CollisionType | COLLIDE_CustomDefault |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Info.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums[edit]
FWFileType[edit]
Type of file
- FWFT_Log
- Created in %GameDir%/Logs
- FWFT_Stats
- Created in %GameDir%/Stats
- FWFT_HTML
- Created in %GameDir%/Web/DynamicHTML
- FWFT_User
- Created in %GameDir%/User
- FWFT_Debug
- Created in %GameDir%/Debug
Functions[edit]
Native functions[edit]
CloseFile[edit]
Closes the log file.
Logf[edit]
Logs the given string to the log file.
Parameters:
- logString - string to dump
OpenFile[edit]
Opens the actual file using the specified name.
Parameters:
- InFilename - name of file to open
- InFileType - the type of file being written
- InExtension - optional file extension to use, defaults to .txt if none is specified
- bUnique - whether to make unique or not
- bIncludeTimeStamp - whether to include timestamps or not
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Overridden to automatically close the logfile on destruction.