Files
UnrealEngineUWP/Engine/Source/Programs/UnrealPak/Private/UnrealPak.cpp
charles bloom e676538c73 intentional nop touch of UnrealPak.cpp so it gets rebuilt with Oodle plugin
#rb none

[CL 15994514 by charles bloom in ue5-main branch]
2021-04-13 16:49:41 -04:00

34 lines
781 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealPak.h"
#include "RequiredProgramMainCPPInclude.h"
#include "PakFileUtilities.h"
#include "IPlatformFilePak.h"
IMPLEMENT_APPLICATION(UnrealPak, "UnrealPak");
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
FTaskTagScope Scope(ETaskTag::EGameThread);
// start up the main loop
GEngineLoop.PreInit(ArgC, ArgV);
double StartTime = FPlatformTime::Seconds();
int32 Result = ExecuteUnrealPak(FCommandLine::Get())? 0 : 1;
UE_LOG(LogPakFile, Display, TEXT("UnrealPak executed in %f seconds"), FPlatformTime::Seconds() - StartTime);
GLog->Flush();
RequestEngineExit(TEXT("UnrealPak Exiting"));
FEngineLoop::AppPreExit();
FModuleManager::Get().UnloadModulesAtShutdown();
FEngineLoop::AppExit();
return Result;
}