Files
UnrealEngineUWP/Engine/Source/Editor/VirtualizationEditor/Private/ValidateVirtualizedContentCommandlet.h
paul chipchase 4a9de4ab1b The VA commandlet 'ValidateVirtualizedContent' now iterates over all packages in a project and makes sure that any virtualized payloads encountered can be found in persistent storage. The original version of this commandlet has been renamed to 'CheckForVirtualizedContent' and continues to be used to make sure that virtualized packages do not get submitted to places that they should not.
#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]
2023-02-28 10:48:04 -05:00

33 lines
1023 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Commandlets/Commandlet.h"
#include "UObject/ObjectMacros.h"
#include "ValidateVirtualizedContentCommandlet.generated.h"
/**
* Iterates over all of the packages in a project and identifies which packages contain
* references to virtualized payloads. The commandlet will then check that all virtualized
* payloads can be found in persistent storage. Error messages will be logged for
* packages that contain virtualized payloads that cannot be found in one or more persistent
* storage backend.
*
* Because the commandlet is the VirtualizationEditor module it needs to be invoked
* with the command line:
* -run=VirtualizationEditor.ValidateVirtualizedContent
*/
UCLASS()
class UValidateVirtualizedContentCommandlet
: public UCommandlet
{
GENERATED_UCLASS_BODY()
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override;
//~ End UCommandlet Interface
static int32 StaticMain(const FString& Params);
};