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(WIP) New BlueprintNativeCodeGen module, to house the commandlet which will convert Blueprint assets into native classes (for cooked builds).
#codreview Maciej.Mroz [CL 2675620 by Mike Beach in Main branch]
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committed by
Mike.Beach@epicgames.com
parent
b106ceebd7
commit
9ef564e970
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "GenerateBlueprintCodeModuleCommandlet.h"
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#include "NativeCodeGenCommandlineParams.h"
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#include "BlueprintNativeCodeGenCoordinator.h"
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DEFINE_LOG_CATEGORY_STATIC(LogBlueprintCodeGen, Log, All);
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/*******************************************************************************
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* GenerateBlueprintCodeModuleImpl
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*******************************************************************************/
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namespace GenerateBlueprintCodeModuleImpl
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{
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}
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/*******************************************************************************
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* UGenerateBlueprintCodeModuleCommandlet
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*******************************************************************************/
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//------------------------------------------------------------------------------
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UGenerateBlueprintCodeModuleCommandlet::UGenerateBlueprintCodeModuleCommandlet(FObjectInitializer const& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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//------------------------------------------------------------------------------
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int32 UGenerateBlueprintCodeModuleCommandlet::Main(FString const& Params)
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{
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TArray<FString> Tokens, Switches;
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ParseCommandLine(*Params, Tokens, Switches);
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FNativeCodeGenCommandlineParams CommandlineParams(Switches);
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if (CommandlineParams.bHelpRequested)
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{
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UE_LOG(LogBlueprintCodeGen, Display, TEXT("%s"), *FNativeCodeGenCommandlineParams::HelpMessage);
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return 0;
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}
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FBlueprintNativeCodeGenCoordinator Coordinator(CommandlineParams);
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return 0;
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}
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