Best way is to look up the source itself. If you surf Engine/Source/Programs/UnrealBuildTool/Modes/GenerateProjectFilesMode.cs, you will find a section
[FONT=Ubuntu Mono]///<summary>
/// Types of project files to generate
///</summary>
[CommandLine("-ProjectFileFormat")]
[CommandLine("-2012unsupported",Value=nameof(ProjectFileFormat.VisualStudio2012))]
[CommandLine("-2013unsupported",Value=nameof(ProjectFileFormat.VisualStudio2013))]
[CommandLine("-2015",Value=nameof(ProjectFileFormat.VisualStudio2015))]// + override compiler
[CommandLine("-2017",Value=nameof(ProjectFileFormat.VisualStudio2017))]// + override compiler
[CommandLine("-2019",Value=nameof(ProjectFileFormat.VisualStudio2019))]// + override compiler
[CommandLine("-Makefile",Value=nameof(ProjectFileFormat.Make))]
[CommandLine("-CMakefile",Value=nameof(ProjectFileFormat.CMake))]
[CommandLine("-QMakefile",Value=nameof(ProjectFileFormat.QMake))]
[CommandLine("-KDevelopfile",Value=nameof(ProjectFileFormat.KDevelop))]
[CommandLine("-CodeLiteFiles",Value=nameof(ProjectFileFormat.CodeLite))]
[CommandLine("-XCodeProjectFiles",Value=nameof(ProjectFileFormat.XCode))]
[CommandLine("-EddieProjectFiles",Value=nameof(ProjectFileFormat.Eddie))]
[CommandLine("-VSCode",Value=nameof(ProjectFileFormat.VisualStudioCode))]
[CommandLine("-VSMac",Value=nameof(ProjectFileFormat.VisualStudioMac))]
[CommandLine("-CLion",Value=nameof(ProjectFileFormat.CLion))]
which lists the commandline parameters for generating IDE specific project files.
P.S. I am in the process of writing a documentation (unofficial of course) for Linux based development pipeline.