Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/WrangleContentForDebugging.Automation.cs
axel riffard 9780d35625 WrangleContentForDebugging UAT command to prepare for debug iOS / tvOS
#rb josh.adams
#jira UE-162968
#preflight 637458b1232e3d12cb01b154

[CL 23150547 by axel riffard in ue5-main branch]
2022-11-15 22:39:50 -05:00

39 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using Microsoft.Extensions.Logging;
using System.Collections.Generic;
using AutomationTool;
using UnrealBuildTool;
using System.IO;
//using System.Linq;
using EpicGames.Core;
namespace AutomationScripts
{
public class WrangleContentForDebugging : BuildCommand
{
public override void ExecuteBuild()
{
LogInformation("======= WrangleContentForDebugging - Start =======");
if (ParseParam("usage"))
{
LogInformation("Arguments : \n -platform=<platform> \n -ProjectFilePath=<path/ProjectName.uproject> Mandatory. Path to a path to the roject you want to Wrangle Debug Data to. \n -SourcePackage=<path/PackageName.ipa> Optional. Specify the .ipa to wrangle data for debug from. When not specified, [ProjectPath]/Build/[IOS|TVOS]/[ProjectName].ipa will be used.");
}
FileReference ProjectFile = new FileReference(ParseParamValue("ProjectFilePath=", null));
//ProjectFile = ParseProjectParam();
var Params = new ProjectParams
(
Command: this,
RawProjectPath: ProjectFile
);
var SC = Project.CreateDeploymentContext(Params, false);
//Project newProject;
SC[0].StageTargetPlatform.PrepareForDebugging(ParseParamValue("SourcePackage=", null), ParseParamValue("ProjectFilePath=", null), ParseParamValue("platform=", null));
LogInformation("======= WrangleContentForDebugging - Done ========");
}
}
}