// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlueprintNativeCodeGenPCH.h" #include "GenerateBlueprintCodeModuleCommandlet.h" #include "NativeCodeGenCommandlineParams.h" #include "BlueprintNativeCodeGenCoordinator.h" #include "BlueprintNativeCodeGenUtils.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 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; FBlueprintNativeCodeGenCoordinator Coordinator(CommandlineParams); if (!ScopedErrorTracker.HasErrors()) { FBlueprintNativeCodeGenUtils::GenerateCodeModule(Coordinator); } return ScopedErrorTracker.HasErrors(); }