(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]
This commit is contained in:
Mike Beach
2015-09-01 12:27:21 -04:00
committed by Mike.Beach@epicgames.com
parent b106ceebd7
commit 9ef564e970
13 changed files with 580 additions and 5 deletions

View File

@@ -0,0 +1,47 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "GenerateBlueprintCodeModuleCommandlet.h"
#include "NativeCodeGenCommandlineParams.h"
#include "BlueprintNativeCodeGenCoordinator.h"
DEFINE_LOG_CATEGORY_STATIC(LogBlueprintCodeGen, Log, All);
/*******************************************************************************
* GenerateBlueprintCodeModuleImpl
*******************************************************************************/
namespace GenerateBlueprintCodeModuleImpl
{
}
/*******************************************************************************
* UGenerateBlueprintCodeModuleCommandlet
*******************************************************************************/
//------------------------------------------------------------------------------
UGenerateBlueprintCodeModuleCommandlet::UGenerateBlueprintCodeModuleCommandlet(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
{
}
//------------------------------------------------------------------------------
int32 UGenerateBlueprintCodeModuleCommandlet::Main(FString const& Params)
{
TArray<FString> Tokens, Switches;
ParseCommandLine(*Params, Tokens, Switches);
FNativeCodeGenCommandlineParams CommandlineParams(Switches);
if (CommandlineParams.bHelpRequested)
{
UE_LOG(LogBlueprintCodeGen, Display, TEXT("%s"), *FNativeCodeGenCommandlineParams::HelpMessage);
return 0;
}
FBlueprintNativeCodeGenCoordinator Coordinator(CommandlineParams);
return 0;
}