// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlueprintNativeCodeGenPCH.h" #include "GenerateNativePluginFromBlueprintCommandlet.h" #include "NativeCodeGenCommandlineParams.h" #include "BlueprintNativeCodeGenCoordinator.h" #include "BlueprintNativeCodeGenUtils.h" #include "BlueprintNativeCodeGenManifest.h" #include "FileManager.h" /******************************************************************************* * UGenerateNativePluginFromBlueprintCommandlet *******************************************************************************/ //------------------------------------------------------------------------------ UGenerateNativePluginFromBlueprintCommandlet::UGenerateNativePluginFromBlueprintCommandlet(FObjectInitializer const& ObjectInitializer) : Super(ObjectInitializer) { } //------------------------------------------------------------------------------ int32 UGenerateNativePluginFromBlueprintCommandlet::Main(FString const& Params) { TArray Tokens, Switches; ParseCommandLine(*Params, Tokens, Switches); FNativeCodeGenCommandlineParams CommandlineParams(Switches); if (CommandlineParams.bHelpRequested) { UE_LOG(LogBlueprintCodeGen, Display, TEXT("%s"), *FNativeCodeGenCommandlineParams::HelpMessage); return 0; } FBlueprintNativeCodeGenUtils::FScopedFeedbackContext ScopedErrorTracker; const bool bSuccess = FBlueprintNativeCodeGenUtils::GeneratePlugin(CommandlineParams); return bSuccess && ScopedErrorTracker.HasErrors(); }