<?xml version="1.0"?>
<doc>
    <assembly>
        <name>JetBrains.ReSharper.Feature.Services.Cpp</name>
    </assembly>
    <members>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppCacheBuilder.Execute(JetBrains.Application.Progress.IProgressIndicator,System.String,JetBrains.ReSharper.Feature.Services.Cpp.Caches.ICppFilesToBuildProvider,System.Func{System.Boolean},System.Action)">
            <returns>
              'true' if the job has been finished (or cancelled by 'finish' func). 'false' - in the case if job has been reenqueued
              for execution).
            </returns>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppUnrealEngineCacheBuildStrategy.BackgroundIndexingState">
            <summary>
            <code>
                       ┌───────────┐
                  ┌────┤ NotActive ◄────┐
                  │    └───────────┘    │
                  │                     │
            ┌─────▼─────┐         ┌─────┴─────┐
            │ Scheduled ◄─────────►  Active   │
            └───────────┘         └───────────┘
            </code>
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppUnrealEngineCacheBuildStrategy.HasUEFilesToBuild">
            <summary>
              Returns true if there are unprocessed engine files. Indexing can be either active or scheduled.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppUnrealEngineCacheBuildStrategy.Exchange``1(``0@,``0)">
            <summary>
              Same as Interlocked.Exchange. The reasons for introducing this method:
              1. Using the same synchronization primitive which is used for other class members
              2. Keeping type-safety since we want to use this method for booleans and for enums.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppUnrealEngineCacheBuildStrategy.CompareExchange``1(``0@,``0,``0)">
            <summary>
              Same as Interlocked.CompareExchange. For reasoning see: CppUnrealEngineCacheBuildStrategy.Exchange
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppUE4UnrealCaches.Data">
            <summary>
            Unreal-related data which was read from caches.
            Guaranteed to be correct for reading starting from 'InitialSynchronizeSolution'.
            Will be saved back to disk on 'AfterDone'.
            Will be 'null' if the property accessed before or after it's lifecycle.
            Will be 'null' if caches are disabled.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Caches.CppUnrealWordIndex">
            <summary>
            Handles UE4 because .uasset files are excluded from the trigram index.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeCompletion.ForceUpdateIntellisenseSupportedOnCppGlobalCacheStarted">
            <summary>
            When <see cref="T:JetBrains.ReSharper.Psi.Cpp.Caches.ICppGlobalCache"/> is not ready, <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeCompletion.CppCodeCompletionDisabler"/> returns <see cref="F:JetBrains.ReSharper.Feature.Services.CodeCompletion.IntellisenseSupportedResult.Unknown"/> verdict.
            The component waits for the cache is ready and updates intellisense supported for the current open document.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeCompletion.CppFileLookupItemsCollector">
            <summary>Helper for file lookup items collection.</summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeCompletion.CppNoHotspotsLookupItem">
            <summary>
            Make sure to check requirements on <see cref="P:JetBrains.ReSharper.Feature.Services.Cpp.CodeCompletion.CppNoHotspotsLookupItem.IsRiderAsync" /> when inheriting this.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.CodeCompletion.CppTypeLookupItemBase.#ctor(JetBrains.DocumentModel.IRangeMarker,JetBrains.ReSharper.Feature.Services.LiveTemplates.Hotspots.IHotspotContext)">
            @param suffixMarker marker to insert right part of type (ex. [], () )
            or nullptr if lookup item is in position of abstract declarator
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeStyle.CppFormattingSettingsKey">
            <summary>
            Checklist for adding a new formatting setting:
            <ul>
              <li> Add setting to <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeStyle.CppFormattingSettingsKey"/> </li>
              <li> Add it to UI (one of the <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.Options.CppCodeStylePageSchema`1"/> inheritors, e.g. <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.Options.CppSpacesPageScheme"/>) </li>
              <li> Add .clang-format import/export to <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeStyle.CppClangFormatConverter"/> </li>
              <li> Add formatting rule to <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.CodeStyle.CppFormattingInfoProvider"/></li>
              <li> Add test case for <see cref="!:CppCodeFormatterTest"/> (test data: <c>Psi.Features/Cpp/test/data/CodeFormatter)</c> </li>
              <li> Update golds for <see cref="!:CppClangFormatReadTest"/> and <see cref="!:CppClangFormatWriteTest"/>
                  (or add new test case, if it is important)</li>
              <li> Run tests:
                <ul>
                  <li> Test.Cpp - CppRearrangeCodeTest, Generate, Intentions, Psi, Refactorings </li>
                  <li> Test.Cpp.Cli - CppRearrangeCodeCliTest, Generate, Intentions, Refactorings </li>
                  <li> Test.Cpp.Formatter</li>
                </ul>
              </li>
            </ul>
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ContextHighlighter.CppMatchingFormatContextHighlighter">
            <summary>
            This class matches corresponding "... %_ ..." and arguments of printf()
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ContextHighlighter.CppMatchingFormatContextHighlighter.CollectHighlightings(JetBrains.ReSharper.Psi.DataContext.IPsiDocumentRangeView,JetBrains.ReSharper.Daemon.CaretDependentFeatures.HighlightingsConsumer)">
            <summary>
            Entry point of the class: collects highlighting of corresponding format codes and arguments of printf()
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ContextHighlighter.CppMatchingFormatContextHighlighter.FindPrintfExpression(JetBrains.ReSharper.Psi.Cpp.Tree.ICppExpressionNode,JetBrains.ReSharper.Feature.Services.Cpp.Daemon.Format.CppFormatOverviewBase@,System.Int32@)">
            <summary>
            finds the enveloping printf (if any) and tells the index of selected argument (that may be a buffer, a format, or a data to print - we don't check it yet)
            </summary>
            <returns>true if a highlightable printf() is found, false otherwise</returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ControlFlow.CppControlFlowElementBuilder.IsNoReturnNode(JetBrains.ReSharper.Psi.Cpp.Tree.ICppExpressionNode)">
            Must also return true on other expression that mark unreachable code, e.g. '__assume(false)'. 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDEvaluationTracker.StepKind.BeforeEnteringFrame">
            After frame is added, but not yet in "evaluating" state.
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDEvaluationTracker.StepKind.AfterLeavingFrame">
            After changing the frame state from "evaluating" to "leaving", but before removing the frame from the stack.
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDEvaluationTracker.StepKind.AfterRemovingFrame">
            After removing the frame from the stack.
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDEvaluationTracker.StepKind.BeforeEvaluatingStatement">
            Before evaluating a statement or expression (only for some expressions, like 'iter' or 'condition' parts of for-loop).
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDEvaluationTracker.ShouldStepIntoDeclaratorEvaluation(JetBrains.ReSharper.Psi.Cpp.Resolve.ICppGroupedVariableDeclaratorResolveEntity)">
            Whether we want to step into variables during debugging.
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDStackFrameUtil.TryEvaluateType(JetBrains.ReSharper.Feature.Services.Cpp.CTD.ICppCTDStackFrame,JetBrains.ReSharper.Psi.Cpp.Tree.QualifiedReference,System.String,JetBrains.ReSharper.Psi.Cpp.Util.CppTypeContext)">
            <summary>
            Returns `null` only when it's not a type
            </summary>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CodeFolding.CppCodeFoldingAttributes.CPP_MULTILINE_COMMENTS_FOLDING">
            <summary>
            Folding attribute id used for folding on 'Collapse to Definitions' action
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppConstPropagator.FunctionInfo">
            <summary>
            Represents information about a function with respect to specific parameter.
            For example, `operator+(pointer, shift)` is <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppConstPropagator.FunctionInfo.Propagate"/> for `pointer` parameter and
            <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppConstPropagator.FunctionInfo.Trivial"/> for `shift` parameter.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppConstPropagator.FunctionInfo.TryPropagateConst(System.Int32@)">
            <returns>
            Light-weight alternative for <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppConstPropagator.TryPropagateConstThroughOperator(JetBrains.ReSharper.Psi.Cpp.Tree.ICppConversionProvidingNode,JetBrains.ReSharper.Psi.Cpp.Tree.ICppExpressionNode,JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppConstPropagator.ArgumentKind,JetBrains.ReSharper.Psi.Cpp.Resolve.CppResolveResult@)"/> for cases when we can't check
            conversions of argument (there's no <see cref="T:JetBrains.ReSharper.Psi.Cpp.Tree.ICppConversionProvidingNode"/>, i.e. for desugared expressions)
            </returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppExternalDaemonProcess`1.CreateTask(JetBrains.Lifetimes.Lifetime)">
            <summary>
            Creates an asynchronous task to calculate diagnostics.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.CppExternalDaemonProcess`1.CreateHighlightings(`0,JetBrains.ProjectModel.ISolution)">
            <summary>
            Converts diagnostics into actual highlightings.
            Executed synchronously on the same thread as daemon stage under Read Lock.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.Evaluation.CppTracingEvaluationSimpleTracker">
            <summary>
            Error tracker that stores basic information about failure without providing stack trace.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.Evaluation.CppTracingEvaluationSimpleTracker.#ctor(System.Collections.Generic.Dictionary{JetBrains.ReSharper.Psi.Cpp.Expressions.CppEvaluationFail,JetBrains.ReSharper.Feature.Services.Cpp.Daemon.Evaluation.CppEvaluationErrorReason},System.Boolean)">
            <summary>
            Error tracker that stores basic information about failure without providing stack trace.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.ICppFunctionAnalyzerSuppressor">
            <summary>
            Indicates whether the function signature is fixed and analyzers should not suggest to change it.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.InlayHints.CppAdornmentDataModelBase.Data">
            <inheritdoc />
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.InlayHints.DirectiveHints.CppDirectiveHintDataModel.Data">
            <inheritdoc />
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.InlayHints.DirectiveHints.CppDirectiveHintTooltipProvider.JetBrains#TextControl#DocumentMarkup#IHighlighterTooltipProvider#TryGetTooltip(JetBrains.TextControl.DocumentMarkup.IHighlighter,JetBrains.TextControl.DocumentMarkup.HighlighterTooltipKind)">
            <inheritdoc />
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.InlayHints.TypeConversionHints.CppTypeConversionHintDataModel.Data">
            <inheritdoc />
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.InlayHints.TypeNameHints.CppTypeNameHintDataModel.Data">
            <inheritdoc />
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Daemon.UE.UETypeTraits">
            <summary>
            Support the checks you can find in unreal class UScriptStruct::TCppStructOps
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Debugger.CppTypesEvaluationInfoProvider.FindTypeNode(JetBrains.ReSharper.Psi.Tree.ITreeNode)">
             <summary>
             This function is designed to find some node that can be evaluated as a type.
             Text of the found node is sent to the frontend where CTD tries to evaluate it by making another call to the backend.
             However, we don't want to show "value on hover" for cases where QuickDoc is more useful, so the logic is not trivial here.
            
             In the bright future we can reconsider how QuickDoc works and merge "show inside currently substituted context"
             functionality in it, but now it's not that simple (different resolve entities trees, static content of QuickDoc).
             </summary>
             <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.CTD.CppCTDStackFrameUtil"/>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Intentions.CppGenerateImplementationActionData.GenerateMissingImplementations(JetBrains.ReSharper.Feature.Services.Cpp.QuickFixes.CppDeclarationCreationSite,JetBrains.ReSharper.Psi.Modules.IPsiModule)">
            @remark Usually returns only one generated node. But in case of UE4 it might create several definitions for one RPC function
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Intentions.CppGenerateImplementationActionData.GenerateMissingImplementations(JetBrains.ReSharper.Feature.Services.Cpp.QuickFixes.CppDeclarationCreationSite,JetBrains.ReSharper.Psi.Modules.IPsiModule,JetBrains.ReSharper.Feature.Services.Cpp.QuickFixes.CppQuickFixUtil.FunctionBodyType)">
            @remark Usually returns only one generated node. But in case of UE4 it might create several definitions for one RPC function
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Navigation.CppNavigationSettingsKey">
            <remarks>
            At this moment this is only used for mapped frontend (CLion) settings. It's never rendered in backend option pages,
            so no need to have proper description for now.
            </remarks>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.Options.CppOptionsPage">
            <summary>
            Root options page for the C++ language options.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Options.CppOptionsPageUtil.AddRadioWithDescriptions(JetBrains.IDE.UI.Options.BeSimpleOptionsPage,JetBrains.DataFlow.IProperty{System.Boolean},System.String,System.String,System.Func{System.ValueTuple{JetBrains.Rider.Model.UIAutomation.BeRadioButton,JetBrains.Rider.Model.UIAutomation.BeRadioButton},System.ValueTuple{System.Collections.Generic.IReadOnlyCollection{JetBrains.Rider.Model.UIAutomation.BeControl},System.Collections.Generic.IReadOnlyCollection{JetBrains.Rider.Model.UIAutomation.BeControl}}},System.Func{JetBrains.Rider.Model.UIAutomation.BeControl,System.Boolean})">
            <summary>
            Helps rendering two radio buttons (with optional children) bound to the boolean property.
            </summary>
            <param name="page">The options page to render to.</param>
            <param name="property">The boolean property that the radio buttons are bound to.</param>
            <param name="trueRadioText">The text for the radio button representing <c>true</c> property value.</param>
            <param name="falseRadioText">The text for the radio button representing <c>false</c> property value.</param>
            <param name="renderer">The delegate to render the radio buttons and its associated controls.
            It takes a pair of radio buttons and should render those buttons with optional children and return those children.
            They will be enabled only when corresponding parent radio button is checked.
            </param>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.RdJson.RdJsonParsedProjectModel.ParsedModuleInfo.AllDependencyModules">
            <summary>
              Includes both public and private dependency modules
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.RdJson.RdJsonProjectModelEnum`1">
            <summary>
              Dynamic enum. Supports predefined values as well as values registered in runtime. Logs warning when new values is
              encountered in the runtime.
            </summary>
            <example>
              <code>
              public sealed class MyEnumType : RdJsonProjectModelEnum&lt;MyEnumType&gt;
              {
                private MyEnumType(string value) : base(value) {}
                public static MyEnumType EnumValue { get; } = Create(nameof(EnumValue));
              }
              </code>
            </example>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.RdJson.RdJsonCppBinaryType.Object">
            <summary>
              Object files
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.Snapshot.CppProjectSnapshot">
             <summary>
             Saves and loads all C++ source and headers files living in a project and their compilation flags.
            
             The saved snapshot has the following structure:
               `snapshot/src` contains all project files and headers/sources under the same directory root.
               `snapshot/misc` contains all headers and sources outside the project.
               `snapshot/rscpp-snapshot.yaml` stores all compilation flags.
               `snapshot/rscpp-snapshot.sln` is an empty dummy solution file to trick Rider into trying to open it.
               `snapshot/paths.yaml` stores information about original paths for files when taking the snapshot.
            
             Loading the snapshot results in getting tweaked compilation flags for files. In particular, the include
             paths are updated according to the path mapping recorded in the snapshot.
            
             The folder with snapshot can be opened in Rider, it will remap the files accordingly and use dumped compilation
             flags for files in the project.
            
             See CppSnapshotProjectModelHost for code dealing with loading the snasphots and mocking the project model.
             </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4DefaultToolchainInfoBuilder">
            <summary>
              Provides some default toolchain info for old versions of UE4 which don't dump this information to JSON
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4FolderFinder.GetUnrealVersion(JetBrains.Util.VirtualFileSystemPath)">
            <summary>
            Detects modern Unreal Engine version by checking 'Build.version' json file. Will not work if only 'Version.h' exists.
            Prefer using `CppUE4SolutionDetector.Version` field instead. This method can be used if 'CppUE4SolutionDetector' is not initialized yet.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4FolderFinder.GetPathToBuildScript(JetBrains.Util.VirtualFileSystemPath)">
            <returns>
              Returns path to either Build.bat or Mac/Build.sh.
              Returns null in case of error.
            </returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4FolderFinder.GetPathToCleanScript(JetBrains.Util.VirtualFileSystemPath)">
            <returns>
              Returns path to either Clean.bat or Mac/Build.sh.
              Returns null in case of error.
            </returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4FolderFinder.GetPathToRebuildScript(JetBrains.Util.VirtualFileSystemPath)">
            <returns>
              Returns path to Rebuild.bat on Windows and null in other cases (on other platforms).
            </returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4FolderFinder.GetAdditionalEngines(JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath)">
            <remarks>
            Support for modified UBT versions. See: RIDER-104587
            </remarks>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleNamesProvider">
            <summary>
              Provider is aware about all .Build.cs files and their directories.
              To understand whether specific file is a real module file it requires Unreal project model (CppUE4ProjectPropertiesProvider).
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetInfoProvider"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectsTracker"/>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleNamesProvider.GetExpectedBaseNameAndPlatform(System.String)">
            <summary>
            MyModuleName_Windows.Build.cs -> (MyModuleName.Build.cs, Windows)
            MyModuleName_1_PlatformName.build.cs -> (MyModuleName_1.Build.cs, PlatformName)
            ModuleName_WithUnderscore.Build.cs -> (ModuleName.Build.cs, WithUnderscore)
            MyModuleName.Build.cs -> null
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleProperties">
            <summary>
              Processed module info which can be exposed outside of this class
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleProperties.AllDependencyModules">
            <remarks>
              Stored in lower case
            </remarks>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleProperties.AllPublicDependencyModules">
            <remarks>
              Stored in lower case
            </remarks>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleJsonScheme.SharedPchFilePath">
            <summary>
              Name is misleading. It actually points to the correct PCH file, no matter private it or shared.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ToolchainInfoJsonScheme.FillByDefaultValues(JetBrains.ReSharper.Psi.Cpp.UE4.CppUE4Version)">
            <summary>
              Fills missing fields by default values
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ToolchainInfoJsonScheme.MergeWith(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ToolchainInfoJsonScheme)">
            <summary>
              Clones current toolchain info and adds to it available information from module toolchain info
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType.Game">
            <summary>
              Cooked monolithic game executable (GameName.exe).  Also used for a game-agnostic engine executable (UE4Game.exe or
              RocketGame.exe)
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType.Editor">
            <summary>
              Uncooked modular editor executable and DLLs (UE4Editor.exe, UE4Editor*.dll, GameName*.dll)
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType.Client">
            <summary>
              Cooked monolithic game client executable (GameNameClient.exe, but no server code)
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType.Server">
            <summary>
              Cooked monolithic game server executable (GameNameServer.exe, but no client code)
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType.Program">
            <summary>
              Program (standalone program, e.g. ShaderCompileWorker.exe, can be modular or monolithic depending on the program)
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetConfiguration.DebugGame">
            <summary>
              DebugGame configuration; equivalent to development, but with optimization disabled for game modules
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PluginType.Engine">
            <summary>
              Plugin is built-in to the engine
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PluginType.Enterprise">
            <summary>
              Enterprise plugin
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PluginType.Project">
            <summary>
              Project-specific plugin, stored within a game project directory
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PluginType.External">
            <summary>
              Plugin found in an external directory (found in an AdditionalPluginDirectory listed in the project file, or
              referenced on the command line)
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PluginType.Mod">
            <summary>
              Project-specific mod plugin
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PchUsage.Default">
            <summary>
              Default: Engine modules use shared PCHs, game modules do not
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PchUsage.NoPCHs">
            <summary>
              Never use any PCHs.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PchUsage.NoSharedPCHs">
            <summary>
              Never use shared PCHs.  Always generate a unique PCH for this module if appropriate
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PchUsage.UseSharedPCHs">
            <summary>
              Shared PCHs are OK!
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4PchUsage.UseExplicitOrSharedPCHs">
            <summary>
              Shared PCHs may be used if an explicit private PCH is not set through PrivatePCHHeaderFile. In either case, none of
              the source files manually include a module PCH, and should include a matching header instead.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4RuntimeDependencyType.UFS">
            <summary>
              Only accessed through Unreal filesystem functions; may be included in a PAK file.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4RuntimeDependencyType.NonUFS">
            <summary>
              Must be kept as part of the loose filesystem.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4RuntimeDependencyType.DebugNonUFS">
            <summary>
              Debug file which must be kept as part of the loose filesystem.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4RuntimeDependencyType.SystemNonUFS">
            <summary>
              System file which must be kept as part of the loose filesystem. System files are not subject to being automatic
              remapping or renaming by the platform layer.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectModelParser">
            <remarks> Calling <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.RdJson.RdJsonParsedProjectModel.RdJsonProjectModelParserBase.Parse(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.RdJson.IRdJsonRawModel)"/> method can modify (fix) passed raw model</remarks>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectModelParser.#ctor(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4DefaultToolchainInfoBuilder,JetBrains.Util.VirtualFileSystemPath,JetBrains.Application.Components.IImmutableEnumerable{JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4TargetPlatformPropertiesProvider})">
            <param name="defaultToolchainInfoBuilder"> Builder for toolchain info if this information is missing in the JSON </param>
            <param name="unrealRoot"> Should be provided if known </param>
            <param name="targetPlatformPropertiesProviders"> Extension point for plugins to add support for non-builtin platforms. </param>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectModelParser.ModuleInfoCache">
            <summary>
              Intermediate cache of processed (referenced) modules which should help to avoid processing commonly referenced
              modules several times
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectPropertiesProvider.GenerateUE4PropertiesSync(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectPropertiesProvider.GenerationRequest)">
            <summary>
              Enforces that only one instance of UBT will be running simultaneous.
              Prefer <c>GenerateUE4PropertiesAsync</c> if possible.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectPropertiesProvider.GenerateUE4PropertiesAsync(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectPropertiesProvider.GenerationRequest)">
            <summary>
              Enforces that only one instance of UBT will be running simultaneous and project model for last requested
              configuration will be generated.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectsTracker">
            <summary>
            Holds information about (u)projects and (u)plugins.
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleNamesProvider"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetInfoProvider"/>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetInfo">
            content of Intermediate/TargetInfo.json file
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetInfoGenerator">
            <summary>
              Component kicks generation of target info for the engine and all discovered .uprojects on opened solution.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4TargetInfoProvider.BuildInfo">
            <summary>
            Returns BuildInfo provided by UnrealBuildTool
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4TargetInfoProvider.TryGetTargetName(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType,JetBrains.Util.VirtualFileSystemPath)">
            <summary>
            Similar to <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4TargetInfoProvider.GetTargetName(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType,JetBrains.Util.VirtualFileSystemPath)"/> but doesn't use fallback target name and doesn't spam warnings
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4TargetInfoProvider.GetTargetName(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType,JetBrains.Util.VirtualFileSystemPath)">
            <summary>
              Returns target name for target which covers specified project/module in specified target type.
              If module is covered by a Program target it will be returned even if specified target type was different.
              If there is no target for specified type and project (or provider is not yet initialized):
              then some expected target name will be returned. TODO: Remove fallbacks?
            </summary>
            <param name="targetType">Requested target type</param>
            <param name="projectFilePath">
              Can be path to .Build.cs, .uplugin, .uproject files.
              If it is empty or null or points to UE4SourcesPath - engine target will be returned.
              For all other values - behaviour is undefined.
            </param>
            <returns>Target name</returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4TargetInfoProvider.GetTargetType(System.String)">
            <param name="targetName">Should be received prior calling this method via GetTargetName()</param>
            <returns>CppUE4TargetType if target is known (targetName is valid), warning and null - otherwise</returns>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetInfoProvider">
            <summary>
            Holds information about targets presented in game(s) and in the engine.
            Doesn't track .Target.cs files but still has information about what target covers which files.
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ModuleNamesProvider"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectsTracker"/>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectModelLocationHelper">
            <summary>
              Helper which allows to access project model files (json-files) stored on the disk.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectModelLocationHelper.GetProjectModel(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetType,JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetPlatform,JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4TargetConfiguration)">
            <remarks>Should be explicitly generated before calling this method. See GenerateProjectModel method</remarks>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4UbtRunner.#ctor(JetBrains.Lifetimes.Lifetime,JetBrains.Application.Processes.IProcessStartInfoPatcher,JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.ICppUE4UbtOutputLogger,JetBrains.ReSharper.Feature.Services.Cpp.UE4.IUnrealPerformanceReporter,JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.UE4.CppUE4Version,System.Nullable{System.TimeSpan},System.Boolean)">
            <summary>
              Allows to generate project model for game and engine based on provided uproject file
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4UbtRunner.RunProcessAndWait(JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.CommandLineBuilderJet,System.Action{JetBrains.Util.InvokeChildProcess.ChildProcessStdIn})">
            <summary>
            Runs external process under lock and waits until it will exit. Respects myLifetime and myTimeout.
            </summary>
            <param name="exe">Path to script or to executable. Uses netcore on UE5.</param>
            <param name="programArguments">Program arguments.</param>
            <param name="userInput">If not null this input will be passed to program after starting it.</param>
            <returns>false if program exited with error or was terminated by us, true - otherwise.</returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4UbtRunner.GetTargetInfoPathFor(JetBrains.Util.VirtualFileSystemPath)">
            <summary>
              Returns path to file which contains target info about specific project or engine (if uproject is null)
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4UnrealProjectModelSimulator">
            <summary>
              Component enables Unreal Project model (integration with UBT and .Build.cs/etc... awareness) on opened solution.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4UnrealProjectModelSimulator.TryRegenerateProjectModelForActiveConfiguration">
            <summary>
            This method takes into account <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.Options.CppUnrealEngineSettingsKey.RegenerateUE4ProjectPropertiesOnProjectFileChange"/> setting.<br/>
            Generation will not be triggered if the setting is disabled
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.SimpleIniFile">
            <summary>
            Written in order to read Install.ini for UE4 on Mac.
            Only reading is supported.
            Sections and property keys are case insensitive. Surrounding whitespaces are trimmed. Unsectioned properties are stored in sections with empty name.
            Doesn't support multiline values, escaping characters, #comments, quoted values.
            Undefined behaviour on overriding property values.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealBuildInfo.IsAvailable">
            <summary>
            Returns whether the current version of UBT supports the target build info
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealBuildInfo.TargetToBuildInfoMap">
            <remarks>
            Contains lower case names, because Unsync program json generates with lower cased name.
            </remarks>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealBuildInfo.PreferredBuildTargets">
            <summary>
            This set contains targets loaded by project model for current solution configuration.
            It is important to use preferred target because there are cases when
            there are several same-type targets located in the same folder.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealProjectProperties.ActiveConfiguration">
            <summary>
            Won't be saved/cached. Just a marker of currently active configuration.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealProjectPropertiesSerializer.LoadImpl(System.IO.BinaryReader)">
            <remarks>
            Don't forget to update CppUE4UnrealCaches.Version after adding new fields
            </remarks>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealProjectPropertiesSerializer.SaveImpl(JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.UnrealProjectProperties,System.IO.BinaryWriter)">
            <remarks>
            Don't forget to update CppUE4UnrealCaches.Version after adding new fields
            </remarks>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.QuickFixes.CppImportEntityFromOtherFileBulbItem.InsertImportDirective">
            <summary>
            Only insert import directive, do nothing else. This function should only be called inside a transaction.
            </summary>
            <exception cref="T:JetBrains.ReSharper.Psi.Transactions.FailPsiTransactionException"></exception>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Refactorings.CppUE4RpcRefactoringHelper.GetFunctionType(System.String)">
            <remarks><c>FindGeneratedFunctions</c> should be called prior calling this function</remarks>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Refactorings.CppUE4RpcRefactoringHelper.FindGeneratedFunctions(JetBrains.ReSharper.Psi.IDeclaredElement)">
            <summary>Searches for RPC generated functions and memorizes their names/types for further checking</summary>
            <remarks>
            Expects <c>CppLinkageEntityDeclaredElement</c> as input.
            SLOW! Queries LinkageCache - so don't use in performance critical code or in often-called methods like IsAvailable.
            </remarks>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Search.CppSearchDeclarationsRequest.IsDeclaration(JetBrains.ReSharper.Psi.Cpp.Symbols.ICppSymbol)">
            <returns>
            <see cref="F:JetBrains.ReSharper.Psi.Cpp.TriBool.True"/> for declaration.<br/>
            <see cref="F:JetBrains.ReSharper.Psi.Cpp.TriBool.False"/> for definition.<br/>
            <see cref="F:JetBrains.ReSharper.Psi.Cpp.TriBool.Indeterminate"/> otherwise.
            </returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.SelectEmbracingConstruct.CppSelectEmbracingConstructUtil.BuildNodeSelection(JetBrains.ReSharper.Psi.Tree.IFile,JetBrains.ReSharper.Psi.Tree.ITreeNode,JetBrains.ReSharper.Feature.Services.SelectEmbracingConstruct.ExtendToTheWholeLinePolicy)">
            <summary>
            Builds embracing selection construct for the individual node of PSI-tree
            </summary>
            <param name="fileNode">target file to peek into</param>
            <param name="node">target node to build embracing selection construct around</param>
            <param name="ewpl">extend-the-whole-line policy value</param>
            <returns></returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.SelectEmbracingConstruct.CppSelectEmbracingConstructUtil.ExtendRangeSelection(JetBrains.ReSharper.Psi.Tree.IFile,JetBrains.ReSharper.Psi.Tree.ITreeNode,JetBrains.ReSharper.Psi.Tree.ITreeNode)">
            <summary>
            Extends embracing selection construct for the given PSI-tree's nodes 'range'
            </summary>
            <param name="fileNode">target file to peek into</param>
            <param name="first">head node of the range</param>
            <param name="last">tail node of the range</param>
            <returns></returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.SelectEmbracingConstruct.CppSelectEmbracingConstructUtil.ExtendPPRangeSelection(JetBrains.ReSharper.Psi.Tree.IFile,JetBrains.ReSharper.Psi.Tree.ITreeNode,JetBrains.ReSharper.Psi.Tree.ITreeNode)">
            <summary>
            Extends embracing PP selection construct for the given PSI-tree's nodes 'range'
            </summary>
            <param name="fileNode">target file to peek into</param>
            <param name="first">head node of the range</param>
            <param name="last">tail node of the range</param>
            <returns></returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.Tree.CppExpressionNodeUtil.IsZero(JetBrains.ReSharper.Psi.Cpp.Tree.ICppExpressionNode)">
            <summary>
            See <see cref="M:JetBrains.ReSharper.Psi.Cpp.Expressions.CppValueUtil.IsZero(JetBrains.ReSharper.Psi.Cpp.Expressions.ICppValueExpression,JetBrains.ReSharper.Psi.Cpp.Expressions.CppExpressionEvaluator)"/> for obsolete explanation.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUE4ReflectionSpecifiers">
            <summary>
            Contains all possible reflection specifiers (but not metadata specifiers) and all information about them.
            Information includes it's name (user-friendly), applicable type (UCLASS, UPROPERTY, ...), tooltip (description),
            type of specifier (simple/single parameter/...) and its category (UnrealEngine/SpatialOS).
            Specifiers available in the current context can be retrieved via CppUE4ReflectionSpecifiersProvider.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUE4SolutionDetector.IsUE4ProjectWithUnrealMacro(JetBrains.ProjectModel.IProject)">
            <summary>
            Returns 'true' on engine and game projects (but not on program projects). Works only with .vcxproj projects.
            If .uproject opened - returns 'true' on any project.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.IsFromSlateMacro(JetBrains.ReSharper.Psi.Tree.ITreeNode,JetBrains.ReSharper.Psi.Cpp.Tree.MacroCall@)">
            <summary>
            Checks if <paramref name="node"/> comes from SLATE_ARGUMENT-like macro.
            <paramref name="macroCall"/> is guaranteed to have at least 2 arguments if method succeeds
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.FindSlatePrototypeEntity(JetBrains.ReSharper.Psi.IDeclaredElement)">
            <summary>
            Checks if <paramref name="element"/>'s resolve entity comes from SLATE_ARGUMENT-like macro
            and returns the argument's variable entity
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.FindProtoMacroArgument(JetBrains.ReSharper.Psi.Tree.ITreeNode)">
            <summary>
            Returns second MacroArgument of SLATE_ARGUMENT-like call, if the <paramref name="node"/>
            comes from substitution that actually maps into such argument
            </summary>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.FindValidDeclaratorInsideMacro(JetBrains.ReSharper.Psi.Cpp.Tree.MacroArgument)"/>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.FindValidDeclaratorInsideMacro(JetBrains.ReSharper.Psi.Cpp.Tree.MacroArgument)">
            <summary>
            Checks if <paramref name="macroArgument"/> belongs to SLATE_ARGUMENT-like macro
            and finds first Declarator that maps to <paramref name="macroArgument"/>
            </summary>
            <remarks>
            Found declaration most likely would be a helper function declaration with empty suffix,
            not the argument's variable declaration.
            </remarks>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.FindProtoMacroArgument(JetBrains.ReSharper.Psi.Tree.ITreeNode)"/>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.CppUESlateMacroUtils.FindSelfAndRelatedSlateEntities(JetBrains.ReSharper.Psi.IPsiServices,JetBrains.ReSharper.Psi.Cpp.Symbols.ICppLinkageEntity)">
            <summary>
            Very slow (LinkageCache queries), should be used only after checking for Slate context (FindMainLinkageEntityIfSlate())
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UE4Util.GetModuleNameForLocation(JetBrains.ReSharper.Psi.Cpp.Util.ICppUE4ModuleNamesProvider,JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.Util.ICppUE4ProjectPropertiesProvider)">
            <summary>
              Finds (any/module) .Build.cs file which corresponds to <param name="location" /> and returns module name of this file.
            </summary>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.HalfToEven">
            Rounds to the nearest place, equidistant ties go to the value which is closest to an even value: 1.5 becomes 2, 0.5 becomes 0 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.HalfFromZero">
            Rounds to nearest place, equidistant ties go to the value which is further from zero: -0.5 becomes -1.0, 0.5 becomes 1.0 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.HalfToZero">
            Rounds to nearest place, equidistant ties go to the value which is closer to zero: -0.5 becomes 0, 0.5 becomes 0. 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.FromZero">
            Rounds to the value which is further from zero, "larger" in absolute value: 0.1 becomes 1, -0.1 becomes -1 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.ToZero">
            Rounds to the value which is closer to zero, "smaller" in absolute value: 0.1 becomes 0, -0.1 becomes 0 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.ToNegativeInfinity">
            Rounds to the value which is more negative: 0.1 becomes 0, -0.1 becomes -1 
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Entities.Properties.Text.TextData.History.Data.UERoundingMode.ToPositiveInfinity">
            Rounds to the value which is more positive: 0.1 becomes 1, -0.1 becomes 0 
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UELegacyFileVersions">
            		* The package file version number when this package was saved.
            		*
            		* Lower 16 bits stores the UE3 engine version
            		* Upper 16 bits stores the UE licensee version
            		* For newer packages this is -7
            		*		-2 indicates presence of enum-based custom versions
            		*		-3 indicates guid-based custom versions
            		*		-4 indicates removal of the UE3 version. Packages saved with this ID cannot be loaded in older engine versions
            		*		-5 indicates the replacement of writing out the "UE3 version" so older versions of engine can gracefully fail to open newer packages
            		*		-6 indicates optimizations to how custom versions are being serialized
            		*		-7 indicates the texture allocation info has been removed from the summary
            		*		-8 indicates that the UE5 version has been added to the summary
             		*		-9 indicates a contractual change in when early exits are required based on FileVersionTooNew. At or
            		*		   after this LegacyFileVersion, we support changing the PackageFileSummary serialization format for
            		*		   all bytes serialized after FileVersionLicensee, and that format change can be conditional on any
            		*		   of the versions parsed before that point. All packageloaders that understand the -9
            		*		   legacyfileformat are required to early exit without further serialization at that point if
            		*		   FileVersionTooNew is true. 
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UEObjectUE4Version">
            <summary>
            UE4 blueprint file version, see ObjectVersion.h - EUnrealEngineObjectUE4Version in UE sources.
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UEObjectUE5Version"/>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummaryEx.ReadSummary(JetBrains.Util.EndiannessAwareBinaryReader)"/>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UEObjectUE5Version">
            <summary>
            UE5 blueprint file version, see ObjectVersion.h - EUnrealEngineObjectUE5Version in UE sources.
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UEObjectUE4Version"/>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummaryEx.ReadSummary(JetBrains.Util.EndiannessAwareBinaryReader)"/>
        </member>
        <!-- Badly formed XML comment ignored for member "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UEPackageFlags.PKG_NewlyCreated" -->
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        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker">
            <summary>
            Parsed UE asset file (.uasset or .umap), see Linker.h in UE sources.
            <br/>
            Should be accessed via <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor.TryGetValue``1(System.Func{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker,``0},``0@)"/> which handles parsing errors correctly.
            <para/>
            NB: in our codebase the terms "asset" and "blueprint" are used interchangeably most of the time.
            <para/>
            Note that .uasset is binary file format; if you like to export it to JSON (.utxt),
            enable 'Editor Preferences | Experimental section | Text Asset Format Support' in UE Editor settings,
            then call 'Asset Actions | Export to text format' on the chosen asset.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker.NameMap">
            Names used by objects contained within this package 
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker.ImportMap">
            The list of FObjectImports found in the package 
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker.ExportMap">
            The list of FObjectExports found in the package 
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker.DependsMap">
            List of dependency lists for each export 
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinkerEx.ReadLinker(JetBrains.Util.VirtualFileSystemPath)">
            <summary>
            NB: Do not use this directly, read .uasset files only through <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache.GetUEAssetFileAccessor(JetBrains.ReSharper.Psi.IPsiSourceFile)"/>
            </summary>
            <param name="assetPath"></param>
            <returns></returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinkerEx.ReadAssetBinaryStream``1(JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker,System.Func{JetBrains.Util.EndiannessAwareBinaryReader,``0})">
            <summary>
            NB: one cannot use ordinary <see cref="M:JetBrains.Util.FileSystemPathOpenEx.ReadBinaryStream``3(JetBrains.Util.FileSystemPathBase{``0,``1,``2},System.Action{System.IO.BinaryReader})"/>
            for asset reading, because <see cref="T:JetBrains.Util.EndiannessAwareBinaryReader"/> is required.
            </summary>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectExport.ClassIndex">
            Location of the resource for this export's class (if non-zero).  A value of zero
            indicates that this export represents a UClass object; there is no resource for
            this export's class object
            Serialized
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectExport.SuperIndex">
            Location of the resource for this export's SuperField (parent).  Only valid if
            this export represents a UStruct object. A value of zero indicates that the object
            represented by this export isn't a UStruct-derived object.
            Serialized
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectExport.SerialOffset">
            The location (into the FLinker's underlying file reader archive) of the beginning of the
            data for this export's UObject.  Used for verification only.
            Serialized
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectExportEx.GetTaggedPropertiesImpl(JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectExport,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker)">
            <summary>
            NB: Use <b>UEObjectExport.GetTaggedProperties()</b> whenever possible in order to catch and report exceptions correctly!
            We call this method <b>...Impl()</b> in order highlight that fact.
            </summary>
            <param name="objectExport"></param>
            <param name="linker"></param>
            <returns></returns>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectImport.ClassPackage">
            The name of the package that contains the class of the UObject represented by this resource.
            Serialized
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectImport.ClassName">
            The name of the class for the UObject represented by this resource.
            Serialized
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectResource.ObjectName">
            The name of the UObject represented by this resource.
            Serialized
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEObjectResource.OuterIndex">
            Location of the resource for this resource's Outer.  Values of 0 indicate that this resource
            represents a top-level UPackage object (the linker's LinkerRoot).
            Serialized
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary">
            <summary>
            Summary is written in the beginning of .uasset file.
            To save memory, here we store only the fields that are used our features.
            <para/>
            See PackageFileSummary.h in UE sources.
            </summary>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummaryEx.ReadSummary(JetBrains.Util.EndiannessAwareBinaryReader)"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker"/>
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.Tag">
            Magic tag compared against PACKAGE_FILE_TAG to ensure that package is an Unreal package.
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.TotalHeaderSize">
            Total size of all information that needs to be read in to create a FLinkerLoad. This includes
            the package file summary, name table and import and export maps.
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.PackageFlags">
            The flags for the package
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.FolderName">
            The Generic Browser folder name that this package lives in
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.NameCount">
            Number of names used in this package
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.NameOffset">
            Location into the file on disk for the name data
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.ExportCount">
            Number of exports contained in this package
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.ExportOffset">
            Location into the file on disk for the ExportMap data
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.ImportCount">
            Number of imports contained in this package
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.ImportOffset">
            Location into the file on disk for the ImportMap data
        </member>
        <member name="P:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UEPackageFileSummary.DependsOffset">
            Location into the file on disk for the DependsMap data
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UE4SearchUtil.BuildUESearchTargets(JetBrains.ReSharper.Psi.IDeclaredElement,System.Boolean)">
            <summary>
            Builds search targets for search into Unreal Engine files (e.g. .uasset or .ini) according to Core Redirects and class inheritance
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UEAssetUsagesSearcher">
            <summary>
            Searches usages of C++ classes/functions/properties in UE asset files.
            Used e.g. in <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UE4AssetUsagesDomainSpecificSearcher"/>
            and <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Daemon.UnrealBlueprintDaemonStageBase"/>.
            Search targets should be created with <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UE4SearchUtil"/> in order to account for inheritors and Core Redirects.
            <para/>
            Main methods:
            <ul>
            <li> <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UEAssetUsagesSearcher.GetFindUsagesResults(JetBrains.ReSharper.Psi.IPsiSourceFile,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.IUE4SearchTarget,System.Boolean,System.Collections.Concurrent.ConcurrentDictionary{JetBrains.ReSharper.Psi.IPsiSourceFile,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor})"/> </li>
            <li> <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UEAssetUsagesSearcher.GetGoToInheritorsResults(System.Collections.Generic.IList{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.IUE4SearchTarget},JetBrains.Application.Progress.IProgressIndicator,System.Collections.Concurrent.ConcurrentDictionary{JetBrains.ReSharper.Psi.IPsiSourceFile,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor})"/> </li>
            <li> <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UEAssetUsagesSearcher.FindPossibleReadWriteResults(System.Collections.Generic.IList{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.IUE4SearchTarget},System.Collections.Concurrent.ConcurrentDictionary{JetBrains.ReSharper.Psi.IPsiSourceFile,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor},System.Boolean)"/> </li>
            </ul>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Config.Search.UEIniUsagesSearcher"/>
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetAdditionalFilesModuleFactory">
            <summary>
            Finds all UE asset files (.uasset, .umap) that should be added to <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache"/>
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache">
            <summary>
            Cache for UE asset files (.uasset, .umap).
            <br/>
            NB: in our codebase the terms "asset" and "blueprint" are used interchangeably most of the time.
            <para/>
            This component should be used as an entry point for all blueprint-reading activities
            - e.g. in <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UEAssetUsagesSearcher"/>.
            Use <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache.GetUEAssetFileAccessor(JetBrains.ReSharper.Psi.IPsiSourceFile)"/> to read data from an asset.
            <para/>
            The cache stores:
            <ul>
            <li> <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetData"/> for each asset; </li>
            <li> Word index for assets </li>
            <li> Inheritance tree for all blueprint classes in assets; </li>
            <li> Exceptions thrown during asset parsing.</li>
            </ul>
            For each exception, the corresponding <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetExceptionDiagnostic"/> is shown in Problems View.
            Diagnostic is removed when the file is updated.
            <br/>
            Parsing exception will be thrown, e.g., if we do not support the new blueprint file version
            - please keep an eye on ObjectVersion.h in UE sources (ue5-main branch) and add support for new versions.
            The list of currently supported versions can be found in <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.Properties.UEObjectUE5Version"/>.
            <para/>
            The list of asset files for the cache is provided by <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetAdditionalFilesModuleFactory"/>.
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetExceptionDiagnostic"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetAdditionalFilesModuleFactory"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.DummyUnrealAssetTrigramIndexBuilder"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Daemon.UnrealBlueprintDaemonStageBase"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Search.UEAssetUsagesSearcher"/>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetExceptionDiagnostic">
            <summary>
            Diagnostic for an exception thrown while reading UE asset file. Should be shown in Problems View.
            <br/>
            It is created in <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor"/> and managed by <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache"/>.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor">
            <summary>
            Wrapper for <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker"/>.
            Provides exception-safe access to UE asset file, see <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor.TryGetValue``1(System.Func{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker,``0},``0@)"/>.
            <br/>
            Parsing exceptions are caught, stored in <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache"/> and shown in Problems View.
            <para/>
            Accessor should be created via <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache.GetUEAssetFileAccessor(JetBrains.ReSharper.Psi.IPsiSourceFile)"/>.
            <para/>
            NB: in our codebase the terms "asset" and "blueprint" are used interchangeably most of the time.
            </summary>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker"/>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor.TryGetValue``1(System.Func{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker,``0},``0@)">
            <summary>
            Tries to get value from the asset file (if it is valid).
            <br/>
            Catches any exception and adds corresponding <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetExceptionDiagnostic"/> to <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache"/>.
            Diagnostic is removed when the file changes.
            </summary>
            <param name="getValue">a function to calculate the result from this asset's <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.Reader.UELinker"/>. </param>
            <param name="value">result of <c>getValue</c>, if calculated successfully. </param>
            <returns> <see langword="true" /> if value has been calculated successfully; otherwise, <see langword="false" />. </returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UEAssetFileAccessor.IsValid">
            <returns><see langword="true" /> if the asset file was parsed without errors and has not changed since then;
            otherwise, <see langword="false" />.</returns>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.DummyUnrealAssetTrigramIndexBuilder">
            <summary>
            Dummy trigram index builder, yields no tokens.
            <br/>
            We do not use trigram index for assets for performance reasons,
            we store simple word index in <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UE4AssetsCache"/> instead.
            <br/>
            It is necessary to implement such builder because the default <see cref="T:JetBrains.ReSharper.Feature.Services.Text.TrigramIndexBuilder"/> tries to read file.
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset">
             <summary>
            	<para>
            		<para>Uasset Themed Icon generated identifiers:</para>
            		<para>— <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref="T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                 -\T}oooo                    
               `Jj*.`..ee                    
               |k;-  --kkkkkkkkkkkkkkkk      
               KK--  --KK------------KK      
               XX::  ::XX::::::::::::XX      
               99::  ::99::::::::::::96;Ytt  
               bb,,  ,,bb,,,,,,,,,,,"kn7^II  
               qq__  __qq_________~c3J~--22  
               RR"" =jXOO"""""""~|2s~----oo  
               ##~~T)=;~~~~~~~;T5};::::::ee  
               EDr~~~~~~~~~~;Jy{;::_Le:::VV  
               :wD}?!;;;;;!lkC!::"cVEE:::EE  
                 ;yp88888AXn!,,,"rcccc,,,hh  
                       *Z2=______________66  
                       99999999999999999999  
                                             
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:BeqelibThemedIconsThemedIcons+Uasset}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(BeqelibThemedIconsThemedIcons.Uasset))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = BeqelibThemedIconsThemedIcons.Uasset.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;BeqelibThemedIconsThemedIcons.Uasset&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset.Id">
            <inheritdoc cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset">identifier class</inheritdoc>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset.Load_Color">
            <summary>Loads the image for Themed Icon Uasset theme aspect Color.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset.Load_Gray">
            <summary>Loads the image for Themed Icon Uasset theme aspect Gray.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset.Load_GrayDark">
            <summary>Loads the image for Themed Icon Uasset theme aspect GrayDark.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Uasset.GetThemeImages">
            <summary>Returns the set of theme images for Themed Icon Uasset.</summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont">
             <summary>
            	<para>
            		<para>Ufont Themed Icon generated identifiers:</para>
            		<para>— <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref="T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                                             
                     `:;*TJ2222VXX222222t    
                   ~F6[r;:-.````  ```"6E-    
                 ,Sk!`.~rLJllv*.     2w:     
                ;b[.`*wC=^;w6=``r:``"bt      
               `b6.``b4  :6w,`:kd-``\d)      
               :Rf```7R;`9b,`-XRR```rR*      
                G6..^5m72#;..e###-..r#*      
                JDsoDv.rDs--!oooo:--=Dv      
                `bDJ. ^8P:-------:--~8e      
                     -DR":;D888887:::d8.:/   
                  ^3aDp;:L8W!  :WX:::TWWDWL  
                !HWtcL"_ri5MBc  6B!___~~*BD  
               D$6L******e$b"   ~$K~*FXWWC:  
               UUUUUUUDDDp!      U$$A[=:     
                                             
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:BeqelibThemedIconsThemedIcons+Ufont}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(BeqelibThemedIconsThemedIcons.Ufont))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = BeqelibThemedIconsThemedIcons.Ufont.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;BeqelibThemedIconsThemedIcons.Ufont&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont.Id">
            <inheritdoc cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont">identifier class</inheritdoc>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont.Load_Color">
            <summary>Loads the image for Themed Icon Ufont theme aspect Color.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont.Load_Gray">
            <summary>Loads the image for Themed Icon Ufont theme aspect Gray.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont.Load_GrayDark">
            <summary>Loads the image for Themed Icon Ufont theme aspect GrayDark.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Ufont.GetThemeImages">
            <summary>Returns the set of theme images for Themed Icon Ufont.</summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap">
             <summary>
            	<para>
            		<para>Umap Themed Icon generated identifiers:</para>
            		<para>— <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref="T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                                             
                               T##F          
                              [#3z#o`        
                            `eD};;TDh'       
                           -6D7;;~;cDp:      
                          :dDc!!!;:!r#D^     
                         ^DDr!!!!!.~!*O8!    
                  `"!*LLTkXc======:`!=+bW)   
                `rsTr+!!\*|ss?====; ,==\40r  
               -zs!~~-``-~~;J1T++++` !++?$8  
               ?3!"""""""""";3n****:.~*r6$f  
               7y~::::::::::"ye****c72w$#!   
               :E[:--------:sPDQQQQDDSr:     
                -yk)"-``-_?VE_               
                  :)2ZqqZ2T_                 
                                             
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:BeqelibThemedIconsThemedIcons+Umap}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(BeqelibThemedIconsThemedIcons.Umap))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = BeqelibThemedIconsThemedIcons.Umap.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;BeqelibThemedIconsThemedIcons.Umap&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap.Id">
            <inheritdoc cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap">identifier class</inheritdoc>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap.Load_Color">
            <summary>Loads the image for Themed Icon Umap theme aspect Color.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap.Load_Gray">
            <summary>Loads the image for Themed Icon Umap theme aspect Gray.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap.Load_GrayDark">
            <summary>Loads the image for Themed Icon Umap theme aspect GrayDark.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.Umap.GetThemeImages">
            <summary>Returns the set of theme images for Themed Icon Umap.</summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine">
             <summary>
            	<para>
            		<para>ModuleEngine Themed Icon generated identifiers:</para>
            		<para>— <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref="T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                                             
                   33333333333333333333      
                   22``````2222``````22      
               eeeeeecccccceeeecccccceeeeee  
               VV                        VV  
               PP````````````````````````PP  
               66````````````````````````66  
               ww_+cvFFvc+"-.............ww  
               9kVVVr::!VVV2r:-----------dd  
             `7Er/c!::::;c\/k3^::::::::::OO  
             \4i_:::rz{?,::,T4{""""""""""##  
             jppE,,LHHHHT,,CppHDDDDDDDDDDDD  
             cm2!""~Lssc~"";]m{              
             .ERcr7+~~~~*7?rdw-              
              `7D888i;;|8888]`               
                `;3URNN#6u!`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+ModuleEngine}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.ModuleEngine))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.ModuleEngine.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.ModuleEngine&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.Id">
            <inheritdoc cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine">identifier class</inheritdoc>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.Load_Color">
            <summary>Loads the image for Themed Icon ModuleEngine theme aspect Color.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.Load_Gray">
            <summary>Loads the image for Themed Icon ModuleEngine theme aspect Gray.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.Load_GrayDark">
            <summary>Loads the image for Themed Icon ModuleEngine theme aspect GrayDark.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.Load_RiderLight">
            <summary>Loads the image for Themed Icon ModuleEngine theme aspect RiderLight.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleEngine.GetThemeImages">
            <summary>Returns the set of theme images for Themed Icon ModuleEngine.</summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame">
             <summary>
            	<para>
            		<para>ModuleGame Themed Icon generated identifiers:</para>
            		<para>— <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref="T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                                             
                   33333333333333333333      
                   22``````2222``````22      
               eeeeeecccccceeeecccccceeeeee  
               VV                        VV  
               PP````````````````````````PP  
               66````````````````````````66  
               ww"+)snnz|r^-.............ww  
               9UPP``````PPeL:-----------dd  
             `JXXXX``oP``XXXXu^::::::::::OO  
             \4..............4}""""""""""##  
             2w--S6------S6--wbDDDDDDDDDDDD  
             ?H--------------Hs              
             `eAAAA::Ew::AAAAZ-              
               )dmm,,,,,,mmGs`               
                 ~zj4##we{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+ModuleGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.ModuleGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.ModuleGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.ModuleGame&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Id">
            <inheritdoc cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame">identifier class</inheritdoc>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Load_Color">
            <summary>Loads the image for Themed Icon ModuleGame theme aspect Color.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Load_Gray">
            <summary>Loads the image for Themed Icon ModuleGame theme aspect Gray.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Load_GrayDark">
            <summary>Loads the image for Themed Icon ModuleGame theme aspect GrayDark.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Load_RiderDark">
            <summary>Loads the image for Themed Icon ModuleGame theme aspect RiderDark.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.Load_RiderLight">
            <summary>Loads the image for Themed Icon ModuleGame theme aspect RiderLight.</summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.ModuleGame.GetThemeImages">
            <summary>Returns the set of theme images for Themed Icon ModuleGame.</summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginEngine">
             <summary>
            	<para>
            		<para>PluginEngine Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginEngine"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginEngine.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bb9hEk11sTr~::,_"~::::b~:-` bb
               ;fkkkr,,!kkkoc__"~::::A~:-` AA
             `7Kr*c=::::!c+*ku~______RRRRRRRR
             *wl"::,r}FL_::_Tw[^^^^^^DD      
             jHHK__Ldddd7__fHHd88888888      
             cm2!^^~csi)~^^;1m{              
             .ER)?7r~~~~+7L?Aw-              
              `vD888l;;T8888t`               
                `;3UR00#62!`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginEngine}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginEngine))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginEngine.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginEngine&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame">
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref="F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref="T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
             <summary>
            	<para>
            		<para>PluginGame Themed Icon generated identifiers:</para>
            		<para>— <see cref = "T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame"></see> identifier class, for use in attributes, XAML, and generic parameters;</para>
            		<para>— <see cref = "F:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEAsset.UnrealBinaryFileTypesThemedIcons.PluginGame.Id"></see> identifier object, as a field in the identifier class, for use where an <see cref = "T:JetBrains.UI.Icons.IconId"></see> value is expected.</para>
            		<para>
            			<code>
                      `~+)suuuuuuuuuuuu      
                    `T3L,-`          22      
                   -u{-              eeeeeeee
                   )V:````-::,_"~````V~:-` VV
               EEEEEE````--::,_"~````E~:-` EE
               XX-:,^....--::,_"~....XXXXXXXX
               ww-:,^------::,_"~----wwwwwwww
               bbw6XUuuF7r~::,_"~::::b~:-` bb
               ;2hh``````hhSc__"~::::A~:-` AA
             `J6666``jZ``66662~______RRRRRRRR
             \9..............9F^^^^^^DD      
             ob--a6------a6--bb88888888      
             ?d::::::::::::::ds              
             `yAAAA::Ew::AAAAU-              
               (dRR______RROs`               
                 ~lj9##by{;`                 
            </code>
            		</para>
            	</para>
            </summary>
            <remarks>
            	<para>For details on Themed Icons and their use, see Remarks on the outer class.</para>
            </remarks>
            <example>
            	<code>&lt;Image Source="{icons:ThemedIcon myres:SunotawThemedIconsThemedIcons+PluginGame}" /&gt;        &lt;!-- XAML --&gt;</code>
            </example>
            <example>
            	<code>[Item(Name="Sample", Icon=typeof(SunotawThemedIconsThemedIcons.PluginGame))]        // C# Type attribute</code>
            </example>
            <example>
            	<code>IconId iconid = SunotawThemedIconsThemedIcons.PluginGame.Id;        // IconId identifier object</code>
            </example>
            <example>
            	<code>themediconmanager.GetIcon&lt;SunotawThemedIconsThemedIcons.PluginGame&gt;()        // Icon image for rendering</code>
            </example>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UEIni.Psi.Parsing.UEIniParser.SkipEmptyLines(JetBrains.ReSharper.Psi.TreeBuilder.PsiBuilder)">
            <summary>
            Skip empty lines (backslashes also would be skipped)
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinition">
            <summary>
            A 'minimal' class definition that can be fed to UnrealHeaderTool parser.
            For example, for <c>AActor</c> the definition reads:
            <code>
            UCLASS(BlueprintType, Blueprintable, config=Engine, meta=(ShortTooltip="An Actor is an object that can be placed or spawned in the world."))
            class AActor : public UObject
            {
              GENERATED_BODY()
            public:
              UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category=Replication, AdvancedDisplay)
              uint8 bReplicateUsingRegisteredSubObjectList : 1;
            };
            </code>
            </summary>
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinitionBuilder">
            <summary>
            Creates <see cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinition"/> for a given class symbol.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifestUtil.GetPathToIntermediateDirectoryWithManifests(JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.UE4.ICppUE4SolutionDetector,JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4ProjectsTracker)">
            <summary>
              Mostly the same intermediate directory is used for all files in .sln/.uproject.
              If game project has been opened - game intermediate directory is used.
              If engine project has been opened - engine intermediate directory is used.
              But UHT manifests do not follow this rule. If engine with several games has been opened - for game sources game intermediate directory should be used.
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifestUtil.ConvertManifest(JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifest,JetBrains.Util.VirtualFileSystemPath,System.Func{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtModule,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtModule})">
            <param name="sourceManifest"></param>
            <param name="tempDir"></param>
            <param name="convertModule"></param>
            <returns>copy of the <c>sourceManifest</c>, but with
            modules converted according to <c>convertModule()</c>
            </returns>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner"/>.
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifestUtil.ConvertManifest(JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifest,JetBrains.Util.VirtualFileSystemPath,System.Func{System.Collections.Generic.IEnumerable{JetBrains.Util.VirtualFileSystemPath},System.Collections.Generic.IEnumerable{JetBrains.Util.VirtualFileSystemPath}})">
            <param name="sourceManifest"></param>
            <param name="tempDir"></param>
            <param name="convertHeaderPaths"></param>
            <returns>copy of the <c>sourceManifest</c>, but with
            <c>SaveExportedHeaders = false, OutputDirectory = tempDir</c>,
            and header paths replaced according to <c>convertHeaderPaths()</c>.
            Calling UnrealHeaderTool on such manifest won't generate any (unwanted) output in the project directory. 
            </returns>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner"/>.
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifestUtil.ConvertModule(JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtModule,JetBrains.Util.VirtualFileSystemPath,System.Func{System.Collections.Generic.IEnumerable{JetBrains.Util.VirtualFileSystemPath},System.Collections.Generic.IEnumerable{JetBrains.Util.VirtualFileSystemPath}})">
            NB: does not touch CoreUObject headers
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolDaemonStage">
            <summary>
            Runs UnrealHeaderTool for a given file and shows its errors during code editing.
            <para />
            UnrealHeaderTool (UHT) is a custom parsing and code-generation tool that supports the UObject system. Code compilation happens in two phases:
            <ul>
            <li> UHT is invoked, which parses the C++ headers for Unreal-related class metadata and generates custom code to implement the various UObject-related features.</li>
            <li> The normal C++ compiler is invoked to compile the results.</li>
            </ul>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner"/>
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolExeUtil.FindUnrealHeaderToolExecutable(JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.UE4.UnrealEngineContext,JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4Configuration,JetBrains.Util.ILogger)">
            <summary>
            Find <c>UnrealHeaderTool.exe</c> path.
            <br/>
            Deprecated since UE 5.1 in favor of <c>UnrealBuildTool.exe -Mode=UnrealHeaderTool</c>.
            </summary>
            <param name="uhtManifestPath"></param>
            <param name="unrealEngineContext"></param>
            <param name="ue4Configuration"></param>
            <param name="logger"></param>
            <returns></returns>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.FindAndRunUnrealHeaderToolProcess(JetBrains.Lifetimes.Lifetime,JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath)"/>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolExeUtil.ConstructUnrealHeaderToolCommandLine(System.String,JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.UE4.UnrealEngineContext)">
            cmd args for old UnrealHeaderTool.exe (before UE 5.1)
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolExeUtil.ConstructUnrealBuildToolCommandLine(System.String,JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.UE4.UnrealEngineContext)">
            cmd args for new UnrealBuildTool.exe -Mode=UnrealHeaderTool (since UE 5.1)
        </member>
        <member name="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner">
            <summary>
            Runs UnrealHeaderTool for a given file and shows its errors during code editing.
            <para />
            UnrealHeaderTool (UHT) is a custom parsing and code-generation tool that supports the UObject system. Code compilation happens in two phases:
            <ul>
            <li> UHT is invoked, which parses the C++ headers for Unreal-related class metadata and generates custom code to implement the various UObject-related features.</li>
            <li> The normal C++ compiler is invoked to compile the results.</li>
            </ul>
            Prior to UE 5.1, UnrealHeaderTool.exe was a separate executable (written in C++).
            Since UE 5.1, it has been rewritten in C# and bundled into UnrealBuildTool (UBT).
            We are going to implement better integration with this new UHT (i.e. load UBT.dll and call its methods), see RSCPP-32914
            <para />
            UnrealHeaderTool.exe reads a list of C++ headers from .uhtmanifest file generated by UBT
            and located at path like <c>Intermediate\Build\Win64\SampleEditor\Development\SampleEditor.uhtmanifest</c>,
            we find it in <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.TryGetSourceManifest(JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifest@,JetBrains.Util.VirtualFileSystemPath@)"/>.
            <br/>
            We cannot use this manifest directly for two reasons:
            (1) UHT generates output files - we don't need this on each document change,
            (2) UHT.exe can run for ~20s (for older versions), which is quite long.
            <br/>
            To optimize the process, we:
            <ul>
            <li> Find all symbols that are needed for UHT parsing, see <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.CollectClassDefinitionsToAdd(JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.Tree.CppFile,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifest,System.Collections.Generic.ICollection{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinition}@,System.Collections.Generic.IList{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinition}@,System.Boolean@)"/>.</li>
            <li> Copy to temp folder all headers that contain these symbols.
            Write to these headers only relevant symbol definitions, remove everything else.
            See <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.WriteClassDefinitions(System.Collections.Generic.ICollection{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinition},System.Func{JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath},System.Text.Encoding,System.Collections.Generic.List{JetBrains.Util.VirtualFileSystemPath}@)"/>
            </li>
            <li> Make a copy of the .uhtmanifest that references only those headers
            and has <c>SaveExportedHeaders = false</c> to avoid unnecessary code generation, see <see cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.CreateCustomManifest(JetBrains.Lifetimes.Lifetime,JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtManifest,JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath,System.Func{JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath},System.Collections.Generic.IList{JetBrains.Util.VirtualFileSystemPath})"/>.
            </li>
            <li> Run UnrealHeaderTool.exe for this manifest, read errors from stdout, create highlightings. </li>
            </ul>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolDaemonStage"/>
            <seealso cref="T:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolDaemonProcess"/>
            </summary>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.GenerateDocumentCopyText(JetBrains.ReSharper.Psi.Cpp.Tree.CppFile,System.Collections.Generic.IList{JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UhtClassDefinition},System.Func{JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath},System.Int32@,System.Int32@)">
            <summary>
            Copy <c>cppFile</c> text and insert additional #include directives for <c>classesUsedInFile</c>.
            This helps UHT to parse UENUMs/USTRUCTs used in file before parsing the file, see RSCPP-31452.
            </summary>
            <param name="cppFile">current header</param>
            <param name="classesUsedInFile"></param>
            <param name="oldToNewPath">returns</param>
            <param name="anchorLine">a line with last include (.generated.h)</param>
            <param name="addedLinesCount">number of lines (i.e. #includes) added before anchor</param>
            <returns>file text with inserted #include directives</returns>
        </member>
        <member name="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.GetUnrealHeaderToolProcessStartInfo(JetBrains.Lifetimes.Lifetime,JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath,JetBrains.ReSharper.Psi.Cpp.UE4.ICppUE4SolutionDetector,JetBrains.ReSharper.Feature.Services.Cpp.ProjectModel.UE4.CppUE4Configuration,JetBrains.Util.ILogger)">
            <summary>
            Get UnrealHeaderTool.exe (before UE 5.1) or UnrealBuildTool.exe (since UE 5.1),
            and create corresponding command-line arguments.
            </summary>
            <param name="lifetime"></param>
            <param name="sourceUhtManifestPath">original .uhtmanifest (used in actual build)</param>
            <param name="targetUhtManifestPath">custom .uhtmanifest, for which we run UHT</param>
            <param name="ue4SolutionDetector"></param>
            <param name="ue4Configuration"></param>
            <param name="logger"></param>
            <seealso cref="M:JetBrains.ReSharper.Feature.Services.Cpp.UE4.UnrealHeaderTool.UnrealHeaderToolRunner.FindAndRunUnrealHeaderToolProcess(JetBrains.Lifetimes.Lifetime,JetBrains.Util.VirtualFileSystemPath,JetBrains.Util.VirtualFileSystemPath)"/>
            <returns></returns>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.Util.CppIncludeCandidateScore.MAX_SIMILAR_WORD_SCORE">
            <summary>
            Maximal score which can be granted for having similar words in target symbol's name and in filename of to-be-included header.
            </summary>
            <example>
            'class BoogieWoogie' and header 'BooogieWoofie.h' falls into this category
            </example>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.Util.CppIncludeCandidateScore.MIN_SIMILAR_WORD_SCORE_THRESHOLD">
            <summary>
            If score for similar words will be less than this value then these words will be considered not similar at all (and will get 0 score)
            </summary>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.Util.CppIncludeCandidateScore.PERFECT_WORDS_MATCH_SCORE">
            <summary>
            Score which will be granted for perfect match of separate word in target symbol's name and separate word in filename of to-be-included header
            </summary>
            <example>
            'class BoogieWoogie' and header 'Woogie_Boogieboo.h' will get this score
            </example>
            <remarks>
            Allows having suffix OR prefix.
            </remarks>
        </member>
        <member name="F:JetBrains.ReSharper.Feature.Services.Cpp.Util.CppIncludeCandidateScore.PERFECT_FILENAME_MATCH_SCORE">
            <summary>
            Score which will be granted for perfect match of target symbol and filename of to-be-included header.
            </summary>
            <example>
            'class BoogieWoogie' and header 'IBoogieWoogie.h' will get this score
            </example>
            <remarks>
            Allows having suffix OR prefix.
            </remarks>
        </member>
    </members>
</doc>
