Files
UnrealEngineUWP/Engine/Source/Editor/TurnkeySupport/Private/TurnkeyWrapper.cpp
Josh Adams 8f2b9e8cb6 - Removed commented out code
#rb none

[CL 15258580 by Josh Adams in ue5-main branch]
2021-01-28 22:25:47 -04:00

48 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TurnkeySupportModule.h"
#include "Async/Async.h"
#include "Misc/MonitoredProcess.h"
FString ConvertToDDPIPlatform(const FString& Platform)
{
FString New = Platform.Replace(TEXT("Editor"), TEXT("")).Replace(TEXT("Client"), TEXT("")).Replace(TEXT("Server"), TEXT(""));
if (New == TEXT("Win64"))
{
New = TEXT("Windows");
}
return New;
}
FName ConvertToDDPIPlatform(const FName& Platform)
{
return FName(*ConvertToDDPIPlatform(Platform.ToString()));
}
FString ConvertToUATPlatform(const FString& Platform)
{
FString New = ConvertToDDPIPlatform(Platform);
if (New == TEXT("Windows"))
{
New = TEXT("Win64");
}
return New;
}
FString ConvertToUATDeviceId(const FString& DeviceId)
{
TArray<FString> PlatformAndDevice;
DeviceId.ParseIntoArray(PlatformAndDevice, TEXT("@"), true);
return FString::Printf(TEXT("%s@%s"), *ConvertToUATPlatform(PlatformAndDevice[0]), *PlatformAndDevice[1]);
}
FString ConvertToDDPIDeviceId(const FString& DeviceId)
{
TArray<FString> PlatformAndDevice;
DeviceId.ParseIntoArray(PlatformAndDevice, TEXT("@"), true);
return FString::Printf(TEXT("%s@%s"), *ConvertToDDPIPlatform(PlatformAndDevice[0]), *PlatformAndDevice[1]);
}