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41 lines
1.5 KiB
C++
41 lines
1.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "GenerateNativePluginFromBlueprintCommandlet.h"
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#include "NativeCodeGenCommandlineParams.h"
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#include "BlueprintNativeCodeGenCoordinator.h"
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#include "BlueprintNativeCodeGenUtils.h"
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#include "BlueprintNativeCodeGenManifest.h"
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#include "FileManager.h"
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/*******************************************************************************
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* UGenerateNativePluginFromBlueprintCommandlet
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*******************************************************************************/
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//------------------------------------------------------------------------------
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UGenerateNativePluginFromBlueprintCommandlet::UGenerateNativePluginFromBlueprintCommandlet(FObjectInitializer const& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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//------------------------------------------------------------------------------
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int32 UGenerateNativePluginFromBlueprintCommandlet::Main(FString const& Params)
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{
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TArray<FString> Tokens, Switches;
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ParseCommandLine(*Params, Tokens, Switches);
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FNativeCodeGenCommandlineParams CommandlineParams(Switches);
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if (CommandlineParams.bHelpRequested)
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{
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UE_LOG(LogBlueprintCodeGen, Display, TEXT("%s"), *FNativeCodeGenCommandlineParams::HelpMessage);
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return 0;
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}
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FBlueprintNativeCodeGenUtils::FScopedFeedbackContext ScopedErrorTracker;
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const bool bSuccess = FBlueprintNativeCodeGenUtils::GeneratePlugin(CommandlineParams);
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return bSuccess && ScopedErrorTracker.HasErrors();
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}
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