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Adds "Diff Tags" to aid in determining why a given bulk data change occurred. Other large bulk data assets should add their own diff tags (i.e. StaticMesh). Currently only Texture is filled out. #rb fabian.giesen #rb devin.doucette #preflight 6256fbee2b4502493e86c668 [CL 19741678 by Dan Thompson in ue5-main branch]
24 lines
497 B
C++
24 lines
497 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "Commandlets/Commandlet.h"
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#include "DiffAssetBulkDataCommandlet.generated.h"
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// Detailed comments in DiffAssetBulkDataCommandlet.cpp
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UCLASS()
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class UDiffAssetBulkDataCommandlet : public UCommandlet
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{
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GENERATED_UCLASS_BODY()
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public:
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// Begin UCommandlet Interface
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virtual int32 Main(const FString& Params) override;
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// End UCommandlet Interface
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private:
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};
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