Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/OpenEditor.Automation.cs
andrew grant bb2842930b Moved SyncProject script out of notForLicensees, tidied it up a bit, added -build and -open commands
Added BuildTarget script that can builds specified targets for a project
Added OpenEditor utility script

[FYI] ben.marsh


#ROBOMERGE-SOURCE: CL 7553441 via CL 7553450 via CL 7568654
#ROBOMERGE-BOT: (v372-7473910)

[CL 7569064 by andrew grant in Main branch]
2019-07-23 15:25:57 -04:00

51 lines
1.2 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Tools.DotNETCommon;
using UnrealBuildTool;
namespace AutomationTool
{
[Help("Opens the specified project.")]
[Help("project=<QAGame>", "Project to open. Will search current path and paths in ueprojectdirs. If omitted will open vanilla UE4Editor")]
class OpenEditor: BuildCommand
{
// exposed as a property so projects can derive and set this directly
public string ProjectName { get; set; }
public OpenEditor()
{
}
public override ExitCode Execute()
{
string EditorPath = HostPlatform.Current.GetUE4ExePath("UE4Editor");
string EditorArgs = "";
ProjectName = ParseParamValue("project", ProjectName);
if (!String.IsNullOrEmpty(ProjectName))
{
FileReference ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectName);
if (ProjectFile == null)
{
throw new AutomationException("Unable to find uproject file for {0}", ProjectName);
}
EditorArgs = ProjectFile.FullName;
}
Run(EditorPath, EditorArgs, null, ERunOptions.NoWaitForExit);
return ExitCode.Success;
}
}
}