diff --git a/Engine/Build/Android/Java/src/com/epicgames/unreal/GameActivity.java.template b/Engine/Build/Android/Java/src/com/epicgames/unreal/GameActivity.java.template
index 76705cad243e..6622eea724dc 100644
--- a/Engine/Build/Android/Java/src/com/epicgames/unreal/GameActivity.java.template
+++ b/Engine/Build/Android/Java/src/com/epicgames/unreal/GameActivity.java.template
@@ -703,7 +703,7 @@ public class GameActivity extends $${gameActivitySuperClass}$$ implements Surfac
BufferedReader reader = null;
- // determine the proper place to look for UE4CommandLine.txt as override outside APK
+ // determine the proper place to look for UECommandLine.txt as override outside APK
String BaseDirectory = android.os.Environment.getExternalStorageDirectory().getAbsolutePath();
if (bUseExternalFilesDir)
{
@@ -715,11 +715,11 @@ public class GameActivity extends $${gameActivitySuperClass}$$ implements Surfac
}
// first look for an override in the project directory
- String filename = BaseDirectory + "/UnrealGame/" + ProjectName + "/UE4CommandLine.txt";
+ String filename = BaseDirectory + "/UnrealGame/" + ProjectName + "/UECommandLine.txt";
reader = TryOpenFileReader(filename);
if (reader == null)
{
- filename = BaseDirectory + "/UnrealGame/" + ProjectName + "/ue4commandline.txt";
+ filename = BaseDirectory + "/UnrealGame/" + ProjectName + "/uecommandline.txt";
reader = TryOpenFileReader(filename);
}
@@ -728,7 +728,7 @@ public class GameActivity extends $${gameActivitySuperClass}$$ implements Surfac
{
try
{
- InputStream stream = AssetManagerReference.open("UE4CommandLine.txt");
+ InputStream stream = AssetManagerReference.open("UECommandLine.txt");
reader = new BufferedReader(new InputStreamReader(stream));
Log.debug("Using APK commandline");
}
diff --git a/Engine/Build/Android/UnrealGame/PushCommandLine.bat b/Engine/Build/Android/UnrealGame/PushCommandLine.bat
index 23764ec9422c..9d4cf58da7d9 100755
--- a/Engine/Build/Android/UnrealGame/PushCommandLine.bat
+++ b/Engine/Build/Android/UnrealGame/PushCommandLine.bat
@@ -1 +1 @@
-%ANDROID_HOME%\platform-tools\adb.exe push UE4CommandLine.txt /mnt/sdcard/UnrealGame/UnrealGame/UE4CommandLine.txt
\ No newline at end of file
+%ANDROID_HOME%\platform-tools\adb.exe push UECommandLine.txt /mnt/sdcard/UnrealGame/UnrealGame/UECommandLine.txt
\ No newline at end of file
diff --git a/Engine/Build/Commit.gitdeps.xml b/Engine/Build/Commit.gitdeps.xml
index 94d35b00dece..66cca2a0bba1 100644
--- a/Engine/Build/Commit.gitdeps.xml
+++ b/Engine/Build/Commit.gitdeps.xml
@@ -14977,7 +14977,7 @@
-
+
@@ -15014,7 +15014,7 @@
-
+
@@ -72027,6 +72027,7 @@
+
@@ -105604,7 +105605,6 @@
-
@@ -119039,6 +119039,7 @@
+
diff --git a/Engine/Build/IOS/Resources/FrameworkWrapper/FrameworkWrapper/ue4commandline.txt b/Engine/Build/IOS/Resources/FrameworkWrapper/FrameworkWrapper/uecommandline.txt
similarity index 100%
rename from Engine/Build/IOS/Resources/FrameworkWrapper/FrameworkWrapper/ue4commandline.txt
rename to Engine/Build/IOS/Resources/FrameworkWrapper/FrameworkWrapper/uecommandline.txt
diff --git a/Engine/Build/IOS/UE4CommandLine.txt b/Engine/Build/IOS/UECommandLine.txt
similarity index 100%
rename from Engine/Build/IOS/UE4CommandLine.txt
rename to Engine/Build/IOS/UECommandLine.txt
diff --git a/Engine/Source/Developer/LauncherServices/Private/Launcher/LauncherWorker.cpp b/Engine/Source/Developer/LauncherServices/Private/Launcher/LauncherWorker.cpp
index f8c7fb5fff19..e9d74087562f 100644
--- a/Engine/Source/Developer/LauncherServices/Private/Launcher/LauncherWorker.cpp
+++ b/Engine/Source/Developer/LauncherServices/Private/Launcher/LauncherWorker.cpp
@@ -488,7 +488,7 @@ FString FLauncherWorker::CreateUATCommand( const ILauncherProfileRef& InProfile,
}
#endif // WITH_EDITOR
- // to reduce UE4CommandLine.txt churn (timestamp causing extra work), for LaunchOn (ie iterative deploy) we use a single session guid
+ // to reduce UECommandLine.txt churn (timestamp causing extra work), for LaunchOn (ie iterative deploy) we use a single session guid
if (InProfile->GetDeploymentMode() == ELauncherProfileDeploymentModes::CopyToDevice && Profile->IsDeployingIncrementally())
{
static FGuid StaticGuid(FGuid::NewGuid());
diff --git a/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs b/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs
index 3da520e5c3a2..dcb400494651 100644
--- a/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs
+++ b/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs
@@ -1095,7 +1095,7 @@ public class AndroidPlatform : Platform
"\techo",
"\techo Removing old data. Failures here are usually fine - indicating the files were not on the device.",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UnrealGame/" + Params.ShortProjectName + "'",
- "\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UnrealGame/UE4CommandLine.txt" + "'",
+ "\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UnrealGame/UECommandLine.txt" + "'",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/" + TargetAndroidLocation + PackageName + "'",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/Android/" + TargetAndroidLocation + PackageName + "'",
"\t$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/Download/" + TargetAndroidLocation + PackageName + "'",
@@ -1150,7 +1150,7 @@ public class AndroidPlatform : Platform
"%ADB% %DEVICE% install " + Path.GetFileName(ApkName),
"@if \"%ERRORLEVEL%\" NEQ \"0\" goto Error",
"%ADB% %DEVICE% shell rm -r %STORAGE%/UnrealGame/" + Params.ShortProjectName,
- "%ADB% %DEVICE% shell rm -r %STORAGE%/UnrealGame/UE4CommandLine.txt", // we need to delete the commandline in UnrealGame or it will mess up loading
+ "%ADB% %DEVICE% shell rm -r %STORAGE%/UnrealGame/UECommandLine.txt", // we need to delete the commandline in UnrealGame or it will mess up loading
"%ADB% %DEVICE% shell rm -r %STORAGE%/" + TargetAndroidLocation + PackageName,
"%ADB% %DEVICE% shell rm -r %STORAGE%/Android/" + TargetAndroidLocation + PackageName,
"%ADB% %DEVICE% shell rm -r %STORAGE%/Download/" + TargetAndroidLocation + PackageName,
@@ -1210,7 +1210,7 @@ public class AndroidPlatform : Platform
"echo",
"echo Removing old data. Failures here are usually fine - indicating the files were not on the device.",
"$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UnrealGame/" + Params.ShortProjectName + "'",
- "$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UnrealGame/UE4CommandLine.txt" + "'",
+ "$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/UnrealGame/UECommandLine.txt" + "'",
"$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/" + TargetAndroidLocation + PackageName + "'",
"$ADB $DEVICE shell 'rm -r $EXTERNAL_STORAGE/Android/" + TargetAndroidLocation + PackageName + "'",
"echo",
@@ -1236,7 +1236,7 @@ public class AndroidPlatform : Platform
"@echo.",
"echo Removing old data. Failures here are usually fine - indicating the files were not on the device.",
"%ADB% %DEVICE% shell rm -r %STORAGE%/UnrealGame/" + Params.ShortProjectName,
- "%ADB% %DEVICE% shell rm -r %STORAGE%/UnrealGame/UE4CommandLine.txt", // we need to delete the commandline in UnrealGame or it will mess up loading
+ "%ADB% %DEVICE% shell rm -r %STORAGE%/UnrealGame/UECommandLine.txt", // we need to delete the commandline in UnrealGame or it will mess up loading
"%ADB% %DEVICE% shell rm -r %STORAGE%/" + TargetAndroidLocation + PackageName,
"%ADB% %DEVICE% shell rm -r %STORAGE%/Android/" + TargetAndroidLocation + PackageName,
"@echo.",
@@ -1823,10 +1823,10 @@ public class AndroidPlatform : Platform
}
}
- // update the ue4commandline.txt
- // update and deploy ue4commandline.txt
+ // update the uecommandline.txt
+ // update and deploy uecommandline.txt
// always delete the existing commandline text file, so it doesn't reuse an old one
- FileReference IntermediateCmdLineFile = FileReference.Combine(SC.StageDirectory, "UE4CommandLine.txt");
+ FileReference IntermediateCmdLineFile = FileReference.Combine(SC.StageDirectory, "UECommandLine.txt");
Project.WriteStageCommandline(IntermediateCmdLineFile, Params, SC);
// copy files to device if we were staging
@@ -1839,7 +1839,7 @@ public class AndroidPlatform : Platform
if (Params.IterativeDeploy)
{
- // always send UE4CommandLine.txt (it was written above after delta checks applied)
+ // always send UECommandLine.txt (it was written above after delta checks applied)
EntriesToDeploy.Add(IntermediateCmdLineFile.FullName);
// Add non UFS files if any to deploy
@@ -2177,7 +2177,7 @@ public class AndroidPlatform : Platform
string FinalRemoteDir = RemoteDir;
/*
- // handle the special case of the UE4Commandline.txt when using content only game (UnrealGame)
+ // handle the special case of the UECommandline.txt when using content only game (UnrealGame)
if (!Params.IsCodeBasedProject)
{
FinalRemoteDir = "/mnt/sdcard/UnrealGame";
diff --git a/Engine/Source/Programs/AutomationTool/AutomationUtils/Platform.cs b/Engine/Source/Programs/AutomationTool/AutomationUtils/Platform.cs
index ea7b103099e1..5b2aa2be254c 100644
--- a/Engine/Source/Programs/AutomationTool/AutomationUtils/Platform.cs
+++ b/Engine/Source/Programs/AutomationTool/AutomationUtils/Platform.cs
@@ -666,7 +666,7 @@ namespace AutomationTool
public virtual HashSet GetFilesForCRCCheck()
{
- string CmdLine = "UE4CommandLine.txt";
+ string CmdLine = "UECommandLine.txt";
// using SystemNonUFS because that is how it's staged in CreateStagingManifest
if (DeployLowerCaseFilenames(StagedFileType.SystemNonUFS))
{
@@ -738,7 +738,7 @@ namespace AutomationTool
}
///
- /// Determines whether we should stage a UE4CommandLine.txt for this platform
+ /// Determines whether we should stage a UECommandLine.txt for this platform
///
public virtual bool ShouldStageCommandLine(ProjectParams Params, DeploymentContext SC)
{
diff --git a/Engine/Source/Programs/AutomationTool/AutomationUtils/ProjectParams.cs b/Engine/Source/Programs/AutomationTool/AutomationUtils/ProjectParams.cs
index 0fc0e51ae70f..08c60728a3c1 100644
--- a/Engine/Source/Programs/AutomationTool/AutomationUtils/ProjectParams.cs
+++ b/Engine/Source/Programs/AutomationTool/AutomationUtils/ProjectParams.cs
@@ -1746,7 +1746,7 @@ namespace AutomationTool
///
/// Stage: If non-empty, the contents will be put into the stage
///
- [Help("cmdline", "command line to put into the stage in UE4CommandLine.txt")]
+ [Help("cmdline", "command line to put into the stage in UECommandLine.txt")]
public string StageCommandline;
///
diff --git a/Engine/Source/Programs/AutomationTool/Gauntlet/Platform/Android/Gauntlet.TargetDeviceAndroid.cs b/Engine/Source/Programs/AutomationTool/Gauntlet/Platform/Android/Gauntlet.TargetDeviceAndroid.cs
index b8f1400d83b4..18c136621b2d 100644
--- a/Engine/Source/Programs/AutomationTool/Gauntlet/Platform/Android/Gauntlet.TargetDeviceAndroid.cs
+++ b/Engine/Source/Programs/AutomationTool/Gauntlet/Platform/Android/Gauntlet.TargetDeviceAndroid.cs
@@ -1018,7 +1018,7 @@ namespace Gauntlet
// create a tempfile, insert the command line, and push it over
string TmpFile = Path.GetTempFileName();
- CommandLineFilePath = string.Format("{0}/UE4CommandLine.txt", RemoteDir);
+ CommandLineFilePath = string.Format("{0}/UECommandLine.txt", RemoteDir);
// I've seen a weird thing where adb push truncates by a byte, so add some padding...
File.WriteAllText(TmpFile, AppConfig.CommandLine + " ");
diff --git a/Engine/Source/Programs/AutomationTool/HoloLens/HoloLensPlatform.Automation.cs b/Engine/Source/Programs/AutomationTool/HoloLens/HoloLensPlatform.Automation.cs
index 1c3c6ca75576..cda905299104 100644
--- a/Engine/Source/Programs/AutomationTool/HoloLens/HoloLensPlatform.Automation.cs
+++ b/Engine/Source/Programs/AutomationTool/HoloLens/HoloLensPlatform.Automation.cs
@@ -1084,8 +1084,8 @@ namespace HoloLens.Automation
if (updateCommandLine)
{
- // Update the ue4commandline.txt
- FileReference IntermediateCmdLineFile = FileReference.Combine(SC.StageDirectory, "UE4CommandLine.txt");
+ // Update the uecommandline.txt
+ FileReference IntermediateCmdLineFile = FileReference.Combine(SC.StageDirectory, "UECommandLine.txt");
Log.TraceInformation("Writing cmd line to: " + IntermediateCmdLineFile.FullName);
Project.WriteStageCommandline(IntermediateCmdLineFile, Params, SC);
}
diff --git a/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs b/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs
index eaea0608c982..e29272a59dd8 100644
--- a/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs
+++ b/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs
@@ -827,7 +827,7 @@ public class IOSPlatform : Platform
// delete the old cookeddata
InternalUtils.SafeDeleteDirectory(AppDirectory + "/cookeddata", true);
- InternalUtils.SafeDeleteFile(AppDirectory + "/ue4commandline.txt", true);
+ InternalUtils.SafeDeleteFile(AppDirectory + "/uecommandline.txt", true);
SearchOption searchMethod;
if (!Params.IterativeDeploy)
diff --git a/Engine/Source/Programs/AutomationTool/Lumin/LuminPlatform.Automation.cs b/Engine/Source/Programs/AutomationTool/Lumin/LuminPlatform.Automation.cs
index 5ad920753009..418cf88e0d00 100644
--- a/Engine/Source/Programs/AutomationTool/Lumin/LuminPlatform.Automation.cs
+++ b/Engine/Source/Programs/AutomationTool/Lumin/LuminPlatform.Automation.cs
@@ -530,9 +530,9 @@ public class LuminPlatform : Platform
bool NeedDeployNonUFSFiles = false;
foreach (string Line in Lines)
{
- // We should not count ue4commandline.txt as a NonUFS file since it is deployed regardless (see Deploy() function).
+ // We should not count uecommandline.txt as a NonUFS file since it is deployed regardless (see Deploy() function).
// and counting it here as NonUFS causes an unnecesarry minimal package.
- if (!(string.IsNullOrWhiteSpace(Line) || Line.Contains("ue4commandline.txt")))
+ if (!(string.IsNullOrWhiteSpace(Line) || Line.Contains("uecommandline.txt")))
{
NeedDeployNonUFSFiles = true;
break;
@@ -906,11 +906,11 @@ public class LuminPlatform : Platform
private void Deploy(ProjectParams Params, DeploymentContext SC, String DeviceName)
{
- // update the ue4commandline.txt
- // update and deploy ue4commandline.txt
+ // update the uecommandline.txt
+ // update and deploy uecommandline.txt
// always delete the existing commandline text file, so it doesn't reuse an old one
// only the file name should be lowercased, not the entire path
- string IntermediateCmdLineFile = CombinePaths(SC.StageDirectory.FullName, "ue4commandline.txt");
+ string IntermediateCmdLineFile = CombinePaths(SC.StageDirectory.FullName, "uecommandline.txt");
Project.WriteStageCommandline(new FileReference(IntermediateCmdLineFile), Params, SC);
// Where we put the files on device.
@@ -925,7 +925,7 @@ public class LuminPlatform : Platform
if (Params.IterativeDeploy)
{
LogInformation("ITERATIVE DEPLOY..");
- // always send ue4commandline.txt (it was written above after delta checks applied)
+ // always send uecommandline.txt (it was written above after delta checks applied)
EntriesToDeploy.Add(IntermediateCmdLineFile);
// Add non UFS files if any to deploy
diff --git a/Engine/Source/Programs/AutomationTool/Scripts/CopyBuildToStagingDirectory.Automation.cs b/Engine/Source/Programs/AutomationTool/Scripts/CopyBuildToStagingDirectory.Automation.cs
index e0c4beb0dfd6..a0347b937abc 100644
--- a/Engine/Source/Programs/AutomationTool/Scripts/CopyBuildToStagingDirectory.Automation.cs
+++ b/Engine/Source/Programs/AutomationTool/Scripts/CopyBuildToStagingDirectory.Automation.cs
@@ -760,13 +760,13 @@ public partial class Project : CommandUtils
}
}
- // move the UE4Commandline.txt file to the root of the stage
+ // move the UECommandline.txt file to the root of the stage
// this file needs to be treated as a UFS file for casing, but NonUFS for being put into the .pak file
// @todo: Maybe there should be a new category - UFSNotForPak - and reevaluate all SystemNonUFS references
- FileReference CommandLineFile = FileReference.Combine(GetIntermediateCommandlineDir(SC), "UE4CommandLine.txt");
+ FileReference CommandLineFile = FileReference.Combine(GetIntermediateCommandlineDir(SC), "UECommandLine.txt");
if (FileReference.Exists(CommandLineFile))
{
- StagedFileReference StagedCommandLineFile = new StagedFileReference("UE4CommandLine.txt");
+ StagedFileReference StagedCommandLineFile = new StagedFileReference("UECommandLine.txt");
if (SC.StageTargetPlatform.DeployLowerCaseFilenames(StagedFileType.SystemNonUFS))
{
StagedCommandLineFile = StagedCommandLineFile.ToLowerInvariant();
@@ -3742,7 +3742,7 @@ public partial class Project : CommandUtils
return;
}
- LogInformation("Creating UE4CommandLine.txt");
+ LogInformation("Creating UECommandLine.txt");
if (!string.IsNullOrEmpty(Params.StageCommandline) || !string.IsNullOrEmpty(Params.RunCommandline))
{
string FileHostParams = " ";
@@ -3895,7 +3895,7 @@ public partial class Project : CommandUtils
private static void WriteStageCommandline(ProjectParams Params, DeploymentContext SC)
{
// always delete the existing commandline text file, so it doesn't reuse an old one
- FileReference IntermediateCmdLineFile = FileReference.Combine(GetIntermediateCommandlineDir(SC), "UE4CommandLine.txt");
+ FileReference IntermediateCmdLineFile = FileReference.Combine(GetIntermediateCommandlineDir(SC), "UECommandLine.txt");
WriteStageCommandline(IntermediateCmdLineFile, Params, SC);
}
diff --git a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs
index 388fdd803d2b..4ddf621253b2 100644
--- a/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEDeployAndroid.cs
@@ -3963,9 +3963,9 @@ namespace UnrealBuildTool
SafeDeleteFile(DestFileName);
}
- // See if we need to stage a UE4CommandLine.txt file in assets
- string CommandLineSourceFileName = Path.Combine(Path.GetDirectoryName(ObbFileLocation), Path.GetFileNameWithoutExtension(ObbFileLocation), "UE4CommandLine.txt");
- string CommandLineDestFileName = Path.Combine(UnrealBuildPath, "assets", "UE4CommandLine.txt");
+ // See if we need to stage a UECommandLine.txt file in assets
+ string CommandLineSourceFileName = Path.Combine(Path.GetDirectoryName(ObbFileLocation), Path.GetFileNameWithoutExtension(ObbFileLocation), "UECommandLine.txt");
+ string CommandLineDestFileName = Path.Combine(UnrealBuildPath, "assets", "UECommandLine.txt");
if (File.Exists(CommandLineSourceFileName))
{
Directory.CreateDirectory(UnrealBuildPath);
diff --git a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeFrameworkWrapperProject.cs b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeFrameworkWrapperProject.cs
index 2ec544c22fb5..9960d2815891 100644
--- a/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeFrameworkWrapperProject.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/Xcode/XcodeFrameworkWrapperProject.cs
@@ -20,7 +20,7 @@ namespace UnrealBuildTool.ProjectFiles.Xcode
private readonly static string TEMPLATE_NAME = "FrameworkWrapper";
private readonly static string FRAMEWORK_WRAPPER_TEMPLATE_DIRECTORY = Path.Combine(UnrealBuildTool.EngineDirectory.ToNormalizedPath(), "Build", "IOS", "Resources", TEMPLATE_NAME);
private readonly static string TEMPLATE_PROJECT_NAME = "PROJECT_NAME";
- private readonly static string COMMANDLINE_FILENAME = "ue4commandline.txt";
+ private readonly static string COMMANDLINE_FILENAME = "uecommandline.txt";
///
/// Recursively copies all of the files and directories that are inside into .
diff --git a/Engine/Source/Runtime/Core/Public/IOS/IOSCommandLineHelper.h b/Engine/Source/Runtime/Core/Public/IOS/IOSCommandLineHelper.h
index 33a10e29c150..b9eaa4fd2103 100644
--- a/Engine/Source/Runtime/Core/Public/IOS/IOSCommandLineHelper.h
+++ b/Engine/Source/Runtime/Core/Public/IOS/IOSCommandLineHelper.h
@@ -90,10 +90,10 @@ class FIOSCommandLineHelper
FCommandLine::Set(TEXT(""));
// command line text file included in the bundle
- FString BundleCommandLineFilePath = FString([[NSBundle mainBundle] bundlePath]) + TEXT("/ue4commandline.txt");
+ FString BundleCommandLineFilePath = FString([[NSBundle mainBundle] bundlePath]) + TEXT("/uecommandline.txt");
// command line text file pushed to the documents folder
- FString DocumentsCommandLineFilePath = FString([NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]) + TEXT("/ue4commandline.txt");
+ FString DocumentsCommandLineFilePath = FString([NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]) + TEXT("/uecommandline.txt");
#if UE_BUILD_SHIPPING
bool bIsTestFlightOrInternal = [[[[NSBundle mainBundle] appStoreReceiptURL] lastPathComponent] isEqualToString: @"sandboxReceipt"];
diff --git a/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp b/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp
index 06c30730e529..c07e52099e04 100644
--- a/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp
+++ b/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp
@@ -182,8 +182,8 @@ static void* AndroidEventThreadWorker(void* param);
// How often to process (read & dispatch) events, in seconds.
static const float EventRefreshRate = 1.0f / 20.0f;
-// Name of the UE4 commandline append setprop
-static constexpr char UE4CommandLineSetprop[] = "debug.ue4.commandline";
+// Name of the UE commandline append setprop
+static constexpr char UECommandLineSetprop[] = "debug.ue.commandline";
//Android event callback functions
static int32_t HandleInputCB(struct android_app* app, AInputEvent* event); //Touch and key input events
@@ -280,7 +280,7 @@ static void InitCommandLine()
FCommandLine::Set(TEXT(""));
AAssetManager* AssetMgr = AndroidThunkCpp_GetAssetManager();
- AAsset* asset = AAssetManager_open(AssetMgr, TCHAR_TO_UTF8(TEXT("UE4CommandLine.txt")), AASSET_MODE_BUFFER);
+ AAsset* asset = AAssetManager_open(AssetMgr, TCHAR_TO_UTF8(TEXT("UECommandLine.txt")), AASSET_MODE_BUFFER);
if (nullptr != asset)
{
const void* FileContents = AAsset_getBuffer(asset);
@@ -304,12 +304,12 @@ static void InitCommandLine()
}
// read in the command line text file from the sdcard if it exists
- FString CommandLineFilePath = GFilePathBase + FString("/UnrealGame/") + (!FApp::IsProjectNameEmpty() ? FApp::GetProjectName() : FPlatformProcess::ExecutableName()) + FString("/UE4CommandLine.txt");
+ FString CommandLineFilePath = GFilePathBase + FString("/UnrealGame/") + (!FApp::IsProjectNameEmpty() ? FApp::GetProjectName() : FPlatformProcess::ExecutableName()) + FString("/UECommandLine.txt");
FILE* CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
if(CommandLineFile == NULL)
{
// if that failed, try the lowercase version
- CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UE4CommandLine.txt"), TEXT("ue4commandline.txt"));
+ CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UECommandLine.txt"), TEXT("uecommandline.txt"));
CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
}
@@ -341,11 +341,11 @@ static void InitCommandLine()
}
char CommandLineSetpropAppend[CMD_LINE_MAX];
- if (__system_property_get(UE4CommandLineSetprop, CommandLineSetpropAppend) > 0)
+ if (__system_property_get(UECommandLineSetprop, CommandLineSetpropAppend) > 0)
{
FCommandLine::Append(UTF8_TO_TCHAR(" "));
FCommandLine::Append(UTF8_TO_TCHAR(CommandLineSetpropAppend));
- FPlatformMisc::LowLevelOutputDebugStringf(TEXT("UE4 setprop appended: %s"), UTF8_TO_TCHAR(CommandLineSetpropAppend));
+ FPlatformMisc::LowLevelOutputDebugStringf(TEXT("UE setprop appended: %s"), UTF8_TO_TCHAR(CommandLineSetpropAppend));
}
#endif
}
diff --git a/Engine/Source/Runtime/Launch/Private/HoloLens/HoloLensLaunch.cpp b/Engine/Source/Runtime/Launch/Private/HoloLens/HoloLensLaunch.cpp
index b3564bce10e6..f9893bc43ba9 100644
--- a/Engine/Source/Runtime/Launch/Private/HoloLens/HoloLensLaunch.cpp
+++ b/Engine/Source/Runtime/Launch/Private/HoloLens/HoloLensLaunch.cpp
@@ -628,13 +628,13 @@ void ViewProvider::Initialize(Windows::ApplicationModel::Core::CoreApplicationVi
static void InitCommandLine(Platform::String^ args)
{
- // check for a ue4commandline.txt.
+ // check for a uecommandline.txt.
FCommandLine::Set(L"");
// FPaths should be good at this point (FPaths::EngineDir() is used during static init for instance)
// so be specific about the location we want, otherwise working directory changes can mess this up.
// Also this means the regular file interface is in place, so let's use that.
- FString FileName = FString(FPaths::RootDir()) / TEXT("UE4CommandLine.txt");
+ FString FileName = FString(FPaths::RootDir()) / TEXT("UECommandLine.txt");
IFileHandle* CmdLineFileHandle = IPlatformFile::GetPlatformPhysical().OpenRead(*FileName);
if (CmdLineFileHandle != nullptr)
diff --git a/Engine/Source/Runtime/Launch/Private/Lumin/LaunchLumin.cpp b/Engine/Source/Runtime/Launch/Private/Lumin/LaunchLumin.cpp
index 91dc63aa1398..98f8350e3769 100644
--- a/Engine/Source/Runtime/Launch/Private/Lumin/LaunchLumin.cpp
+++ b/Engine/Source/Runtime/Launch/Private/Lumin/LaunchLumin.cpp
@@ -38,16 +38,16 @@ static void InitCommandLine()
// Adds command line args coming from lifecycle app init args.
FLuminPlatformMisc::InitLifecycle();
- // append space as UE4CommandLine.txt may or may not have a space at the start.
+ // append space as UECommandLine.txt may or may not have a space at the start.
FCommandLine::Append(TEXT(" "));
// read in the command line text file from the sdcard if it exists
- FString CommandLineFilePath = FString(FPlatformProcess::BaseDir()) + FString("UE4CommandLine.txt");
+ FString CommandLineFilePath = FString(FPlatformProcess::BaseDir()) + FString("UECommandLine.txt");
FILE* CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
if (CommandLineFile == NULL)
{
// if that failed, try the lowercase version
- CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UE4CommandLine.txt"), TEXT("ue4commandline.txt"));
+ CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UECommandLine.txt"), TEXT("uecommandline.txt"));
CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
}