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UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal #jira none [CL 16648181 by jonathan adamczewski in ue5-main branch]
50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
// Copyright 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.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using EpicGames.Core;
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using UnrealBuildBase;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// General deploy support functions, exported for UAT
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/// </summary>
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public class DeployExports
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{
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/// <summary>
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/// The max length of the deploy folder name.
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/// </summary>
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public const int DeployFolderMaxLength = 50;
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/// <summary>
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/// Gets the default deploy folder name on the format ShortProjectName-RootDirectoryName-UserName,
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/// truncated to DeployFolderMaxLength characters, with dots '.' and whitespace ' ' stripped.
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/// </summary>
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/// <param name="ShortProjectName">Project to deploy</param>
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/// <returns>The default deploy folder name.</returns>
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public static string GetDefaultDeployFolder(string ShortProjectName)
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{
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string DeployFolder = string.Format("{0}-{1}-{2}",
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ShortProjectName,
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Unreal.RootDirectory.GetDirectoryName(),
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Environment.UserName);
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DeployFolder = DeployFolder.Replace(" ", "");
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DeployFolder = DeployFolder.Replace(".", "");
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if (DeployFolder.Length > DeployFolderMaxLength)
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{
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DeployFolder = DeployFolder.Substring(0, DeployFolderMaxLength);
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char[] CharsToTrim = {'-'};
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DeployFolder = DeployFolder.Trim(CharsToTrim);
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}
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return DeployFolder;
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}
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}
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}
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