Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Public/EditorCommandLineUtils.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

35 lines
1.4 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
/**
*
*/
struct FEditorCommandLineUtils
{
/**
* Parses commands from the supplied command-line and invokes any tools/
* settings that we're specified.
*
* @param CommandLine The string to parse for command-line switches/params
*/
static void ProcessEditorCommands(const TCHAR* CommandLine);
/**
* Generally, users supply the project path/name as the second argument of
* the editor command-line, but in some cases (like for the -diff command),
* we can infer the project from elements elsewhere in the command-line...
* This function serves as a fallback for determining the launching project
* path, and does special processing based off of commands that are found in
* the command-line.
*
* @param EditorCmdLine The string to parse a project path from.
* @param ProjPathOut [out] Will be filled out with a full .uproject file path (if one was successfully parsed out) from the command-line.
* @param GameNameOut [out] Will be filled out with a game name (if a project path was successfully parsed out) from the command-line.
* @return True if the command-line contained enough info to pull a .uproject file from.
*/
UNREALED_API static bool ParseGameProjectPath(const TCHAR* EditorCmdLine, FString& ProjPathOut, FString& GameNameOut);
};