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This initial revision can be used to load and save cache replays. #preflight none #rb none [CL 23057676 by Devin Doucette in ue5-main branch]
41 lines
853 B
C++
41 lines
853 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "RequiredProgramMainCPPInclude.h"
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#include "CoreGlobals.h"
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#include "DerivedDataCache.h"
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#include "HAL/LowLevelMemTracker.h"
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#include "Misc/ScopeExit.h"
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#include "Modules/ModuleManager.h"
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DEFINE_LOG_CATEGORY_STATIC(LogDerivedDataTool, Log, All);
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IMPLEMENT_APPLICATION(DerivedDataTool, "DerivedDataTool");
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INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
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{
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using namespace UE::DerivedData;
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const FTaskTagScope Scope(ETaskTag::EGameThread);
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if (int32 Ret = GEngineLoop.PreInit(ArgC, ArgV))
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{
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return Ret;
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}
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ON_SCOPE_EXIT
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{
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#if ENABLE_LOW_LEVEL_MEM_TRACKER
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FLowLevelMemTracker::Get().UpdateStatsPerFrame();
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#endif
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RequestEngineExit(TEXT("Exiting"));
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FEngineLoop::AppPreExit();
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FModuleManager::Get().UnloadModulesAtShutdown();
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FEngineLoop::AppExit();
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};
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GetCache();
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return 0;
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}
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