Files
UnrealEngineUWP/Engine/Source/Editor/VirtualizationEditor/Private/VirtualizeProjectCommandlet.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

38 lines
911 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Commandlets/Commandlet.h"
#include "UObject/ObjectMacros.h"
#include "VirtualizeProjectCommandlet.generated.h"
/**
* Finds all packages in the project and attempts to virtualize their content. If revision control
* is enabled then the commandlet will attempt to checkout the packages that need modification.
*
* Because the commandlet is the VirtualizationEditor module it needs to be invoked
* with the command line:
* -run="VirtualizationEditor.VirtualizeProject"
*/
UCLASS()
class UVirtualizeProjectCommandlet
: public UCommandlet
{
private:
GENERATED_UCLASS_BODY()
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override;
//~ End UCommandlet Interface
static int32 StaticMain(const FString& Params);
bool ParseCmdline(const FString& Params);
private:
bool bAutoCheckIn = false;
};