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Runs a lighting build for specific, or all, map(s). Reusing the ResavePackages commandlet. The commandline for the commandlet is: ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=optionalmapname Script added to UAT to automate the process. The commandline for this is: RebuildLightmaps -project="My:/Absolute/Project/Path.uproject" -MapsToRebuildLightMaps=OptionalMapName [CL 2709358 by Terence Burns in Main branch]
107 lines
2.9 KiB
C#
107 lines
2.9 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using AutomationTool;
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using UnrealBuildTool;
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/// <summary>
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/// Helper command used for rebuilding a projects light maps.
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/// </summary>
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/// <remarks>
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/// Command line parameters used by this command:
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/// -
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/// </remarks>
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namespace AutomationScripts.Automation
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{
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public class RebuildLightMaps : BuildCommand
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{
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#region RebuildLightMaps Command
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public override void ExecuteBuild()
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{
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var Params = new ProjectParams
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(
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Command: this,
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// Shared
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RawProjectPath: ProjectPath
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);
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Log("********** REBUILD LIGHT MAPS COMMAND STARTED **********");
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string UE4EditorExe = HostPlatform.Current.GetUE4ExePath(Params.UE4Exe);
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if (!FileExists(UE4EditorExe))
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{
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throw new AutomationException("Missing " + UE4EditorExe + " executable. Needs to be built first.");
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}
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try
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{
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var CommandletParams = IsBuildMachine ? "-buildmachine -fileopenlog" : "-fileopenlog";
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RebuildLightMapsCommandlet(Params.RawProjectPath, Params.UE4Exe, Params.MapsToRebuildLightMaps.ToArray(), CommandletParams);
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}
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catch (Exception Ex)
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{
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if (Params.IgnoreLightMapErrors)
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{
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LogWarning("Ignoring Rebuild Light Map failure.");
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}
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else
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{
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// Abandon this run, dont check in any updated files, etc.
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Log("Rebuild Light Maps has failed.");
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//CleanupCookedData(PlatformsToCook.ToList(), Params);
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throw new AutomationException(ExitCode.Error_UnknownCookFailure, Ex, "RebuildLightMaps failed.");
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}
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}
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Log("********** COOK COMMAND COMPLETED **********");
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}
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#endregion
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private FileReference ProjectFullPath;
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public virtual FileReference ProjectPath
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{
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get
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{
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if (ProjectFullPath == null)
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{
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var OriginalProjectName = ParseParamValue("project", "");
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var ProjectName = OriginalProjectName;
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ProjectName = ProjectName.Trim(new char[] { '\"' });
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if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
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{
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ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
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}
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else if (!FileExists_NoExceptions(ProjectName))
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{
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ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
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}
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if (FileExists_NoExceptions(ProjectName))
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{
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ProjectFullPath = new FileReference(ProjectName);
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}
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else
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{
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var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
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var GameProj = Branch.FindGame(OriginalProjectName);
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if (GameProj != null)
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{
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ProjectFullPath = GameProj.FilePath;
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}
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if (!FileExists_NoExceptions(ProjectFullPath.FullName))
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{
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throw new AutomationException("Could not find a project file {0}.", ProjectName);
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}
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}
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}
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return ProjectFullPath;
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}
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}
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}
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} |