Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/Commandlets/TextAssetCommandlet.h
graeme thornton 4329e99e55 TBA: Stood up a simple schema export pass from the text asset commandlet. Currently hardcoded and incomplete, but enough to test the framework
#ROBOMERGE-SOURCE: CL 12619834 via CL 12620274 via CL 12620285 via CL 12620295
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12620326 by graeme thornton in Main branch]
2020-04-06 08:07:23 -04:00

52 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
TextAssetCommandlet.cpp: Commandlet for saving assets in text asset format
=============================================================================*/
#pragma once
#include "Commandlets/Commandlet.h"
#include "TextAssetCommandlet.generated.h"
UNREALED_API DECLARE_LOG_CATEGORY_EXTERN(LogTextAsset, Log, All);
UENUM()
enum class ETextAssetCommandletMode
{
ResaveText,
ResaveBinary,
RoundTrip,
LoadBinary,
LoadText,
FindMismatchedSerializers,
GenerateSchema
};
UCLASS(config=Editor)
class UTextAssetCommandlet
: public UCommandlet
{
GENERATED_UCLASS_BODY()
public:
struct FProcessingArgs
{
ETextAssetCommandletMode ProcessingMode = ETextAssetCommandletMode::ResaveText;
int32 NumSaveIterations = 1;
bool bIncludeEngineContent = false;
bool bFilenameIsFilter = true;
FString Filename;
FString CSVFilename;
FString OutputPath;
bool bVerifyJson = true;
};
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& CmdLineParams) override;
//~ End UCommandlet Interface
static UNREALED_API bool DoTextAssetProcessing(const FString& InCommandLine);
static UNREALED_API bool DoTextAssetProcessing(const FProcessingArgs& InArgs);
};