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#rb trivial #jira UE-176611 #preflight 63fe18fcf43e53f68189d869 - Renamed UValidateVirtualizedContentCommandlet to UCheckForVirtualizedContentCommandlet. P4 rename was not done because I wanted to repurpose UValidateVirtualizedContentCommandlet and adding new versions of the code files after renaming them is likely to cause weird p4 merge issues in the future. [CL 24442899 by paul chipchase in ue5-main branch]
33 lines
1023 B
C++
33 lines
1023 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Commandlets/Commandlet.h"
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#include "UObject/ObjectMacros.h"
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#include "ValidateVirtualizedContentCommandlet.generated.h"
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/**
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* Iterates over all of the packages in a project and identifies which packages contain
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* references to virtualized payloads. The commandlet will then check that all virtualized
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* payloads can be found in persistent storage. Error messages will be logged for
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* packages that contain virtualized payloads that cannot be found in one or more persistent
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* storage backend.
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*
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* Because the commandlet is the VirtualizationEditor module it needs to be invoked
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* with the command line:
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* -run=VirtualizationEditor.ValidateVirtualizedContent
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*/
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UCLASS()
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class UValidateVirtualizedContentCommandlet
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: public UCommandlet
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UCommandlet Interface
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virtual int32 Main(const FString& Params) override;
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//~ End UCommandlet Interface
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static int32 StaticMain(const FString& Params);
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};
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