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