Files
UnrealEngineUWP/Engine/Source/Editor/VirtualizationEditor/Private/PrecachePayloadsCommandlet.h
paul chipchase 425e201624 Improve VA commandlet documentation to avoid problems when people invoke them via powershell.
#rb trivial
#jira none
#rnx
#preflight 640adf1eaf3fc352929322a9

- When a tester tried '-run=VirtualizationEditor.???' via powershell a spece was added so the editor got '-run=VirtualizationEditor .???' which doesn't parse correctly.
- Change the documentation to suggest using '-run="VirtualizationEditor.???"' so that the original text is preserved.

[CL 24588709 by paul chipchase in ue5-main branch]
2023-03-10 02:56:22 -05:00

34 lines
1000 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Commandlets/Commandlet.h"
#include "UObject/ObjectMacros.h"
#include "PrecachePayloadsCommandlet.generated.h"
/**
* Attempts to pull all virtualized content in the current project. Since the virtualization
* system will push any payloads pulled from persistent storage to cached storage this
* has the side effect of making sure that all payloads are stored in cached storage. This
* can be used to reduce the cost of virtualized payload access for a user at the cost of
* disk space.
*
*
* Because the commandlet is the VirtualizationEditor module it needs to be invoked
* with the command line:
* -run="VirtualizationEditor.PrecachePayloads"
*/
UCLASS()
class UPrecachePayloadsCommandlet
: public UCommandlet
{
GENERATED_UCLASS_BODY()
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override;
//~ End UCommandlet Interface
static int32 StaticMain(const FString& Params);
};