Files
UnrealEngineUWP/Engine/Source/Developer/LowLevelTestsRunner/Private/TestCommon/Initialization.cpp
wojciech krywult 568cba9511 [Backout] - CL22010754
#fyi chris.constantinescu
Original CL Desc
-----------------------------------------------------------------
(LLT) Set cached data directories via FPlatformFile::InitializeAfterProjectFilePath -> fixes code path cycle for Program type applications where no project path is defined.
#jira UE-163672
#rb Josh.Adams
#preflight 6321e55e506f1a33e0bf2576

Reverting as it causes UE-165118 (Insights log not being gathered on some platforms). The problem was that some systems rely on the cached paths being available very early during the launch sequence. Delaying the initialization of these paths leads to non-existent paths being used and traces not being written.

#preflight 633355a4d747fe52c807dfbf
#fyi chris.constantinescu
#jira UE-165118
#rnx

[CL 22212743 by wojciech krywult in ue5-main branch]
2022-09-27 18:30:41 -04:00

54 lines
1013 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TestCommon/Initialization.h"
#include "TestCommon/CoreUtilities.h"
#include "TestCommon/CoreUObjectUtilities.h"
#include "TestCommon/EditorUtilities.h"
#include "TestCommon/EngineUtilities.h"
void InitAllThreadPoolsEditorEx(bool MultiThreaded)
{
#if WITH_EDITOR
InitEditorThreadPools();
#endif // WITH_EDITOR
InitAllThreadPools(MultiThreaded);
}
void InitStats()
{
#if STATS
FThreadStats::StartThread();
#endif // #if STATS
}
void InitAll(bool bAllowLogging, bool bMultithreaded)
{
InitAllThreadPools(bMultithreaded);
#if WITH_ENGINE
InitAsyncQueues();
#endif // WITH_ENGINE
InitTaskGraph();
#if WITH_ENGINE
InitRendering();
#endif // WITH_ENGINE
#if WITH_EDITOR
InitDerivedDataCache();
InitSlate();
InitForWithEditorOnlyData();
InitEditor();
#endif // WITH_EDITOR
#if WITH_COREUOBJECT
InitCoreUObject();
#endif
}
void CleanupAll()
{
#if WITH_COREUOBJECT
CleanupCoreUObject();
#endif
CleanupAllThreadPools();
CleanupTaskGraph();
}