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"); }