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- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app - Various changes for facial animation, screen recording, others - ARKit and ARCore plugins were removed, as deemed "not ready" #rb many people #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: josh.adams #ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 [CL 5226277 by Josh Adams in Main branch]
122 lines
3.4 KiB
C++
122 lines
3.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "UnrealHeaderTool.h"
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#include "CoreMinimal.h"
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#include "Containers/UnrealString.h"
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#include "Logging/LogMacros.h"
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#include "CoreGlobals.h"
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#include "Misc/Parse.h"
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#include "Misc/CommandLine.h"
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#include "Misc/Paths.h"
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#include "Misc/ScopeExit.h"
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#include "Modules/ModuleManager.h"
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#include "Misc/CompilationResult.h"
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#include "UnrealHeaderToolGlobals.h"
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#include "RequiredProgramMainCPPInclude.h"
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IMPLEMENT_APPLICATION(UnrealHeaderTool, "UnrealHeaderTool");
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DEFINE_LOG_CATEGORY(LogCompile);
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bool GUHTWarningLogged = false;
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bool GUHTErrorLogged = false;
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/**
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* Application entry point
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*
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* @param ArgC Command-line argument count
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* @param ArgV Argument strings
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*/
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INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
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{
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FString CmdLine;
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for (int32 Arg = 0; Arg < ArgC; Arg++)
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{
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FString LocalArg = ArgV[Arg];
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if (LocalArg.Contains(TEXT(" ")))
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{
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CmdLine += TEXT("\"");
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CmdLine += LocalArg;
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CmdLine += TEXT("\"");
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}
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else
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{
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CmdLine += LocalArg;
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}
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if (Arg + 1 < ArgC)
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{
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CmdLine += TEXT(" ");
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}
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}
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FString ShortCmdLine = FCommandLine::RemoveExeName(*CmdLine);
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ShortCmdLine.TrimStartInline();
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// Get game name from the commandline. It will later be used to load the correct ini files.
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FString ModuleInfoFilename;
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if (ShortCmdLine.Len() && **ShortCmdLine != TEXT('-'))
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{
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const TCHAR* CmdLinePtr = *ShortCmdLine;
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// Parse the game name or project filename. UHT reads the list of plugins from there in case one of the plugins is UHT plugin.
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FString GameName = FParse::Token(CmdLinePtr, false);
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// This parameter is the absolute path to the file which contains information about the modules
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// that UHT needs to generate code for.
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ModuleInfoFilename = FParse::Token(CmdLinePtr, false );
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}
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#if !NO_LOGGING
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const static bool bVerbose = FParse::Param(*CmdLine,TEXT("VERBOSE"));
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if (bVerbose)
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{
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LogCompile.SetVerbosity(ELogVerbosity::Verbose);
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}
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#endif
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// Make sure the engine is properly cleaned up whenever we exit this function
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ON_SCOPE_EXIT
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{
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FEngineLoop::AppPreExit();
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FEngineLoop::AppExit();
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};
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GIsUCCMakeStandaloneHeaderGenerator = true;
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if (GEngineLoop.PreInit(*ShortCmdLine) != 0)
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{
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UE_LOG(LogCompile, Error, TEXT("Failed to initialize the engine (PreInit failed)."));
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return ECompilationResult::CrashOrAssert;
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}
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// Log full command line for UHT as UBT overrides LogInit verbosity settings
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UE_LOG(LogCompile, Log, TEXT("UHT Command Line: %s"), *CmdLine);
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if (ModuleInfoFilename.IsEmpty())
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{
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if (!FPlatformMisc::IsDebuggerPresent())
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{
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UE_LOG(LogCompile, Error, TEXT( "Missing module info filename on command line" ));
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return ECompilationResult::OtherCompilationError;
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}
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// If we have a debugger, let's use a pre-existing manifest file to streamline debugging
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// without the user having to faff around trying to get a UBT-generated manifest
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ModuleInfoFilename = FPaths::ConvertRelativePathToFull(FPlatformProcess::BaseDir(), TEXT("../../Source/Programs/UnrealHeaderTool/Resources/UHTDebugging.manifest"));
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}
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extern ECompilationResult::Type UnrealHeaderTool_Main(const FString& ModuleInfoFilename);
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ECompilationResult::Type Result = UnrealHeaderTool_Main(ModuleInfoFilename);
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if (Result == ECompilationResult::Succeeded && (GUHTErrorLogged || (GUHTWarningLogged && GWarn->TreatWarningsAsErrors)))
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{
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Result = ECompilationResult::OtherCompilationError;
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}
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return Result;
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}
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