Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/GenerateNativePluginFromBlueprintCommandlet.cpp
2015-09-24 18:57:23 -04:00

41 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "GenerateNativePluginFromBlueprintCommandlet.h"
#include "NativeCodeGenCommandlineParams.h"
#include "BlueprintNativeCodeGenCoordinator.h"
#include "BlueprintNativeCodeGenUtils.h"
#include "BlueprintNativeCodeGenManifest.h"
#include "FileManager.h"
/*******************************************************************************
* UGenerateNativePluginFromBlueprintCommandlet
*******************************************************************************/
//------------------------------------------------------------------------------
UGenerateNativePluginFromBlueprintCommandlet::UGenerateNativePluginFromBlueprintCommandlet(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
{
}
//------------------------------------------------------------------------------
int32 UGenerateNativePluginFromBlueprintCommandlet::Main(FString const& Params)
{
TArray<FString> Tokens, Switches;
ParseCommandLine(*Params, Tokens, Switches);
FNativeCodeGenCommandlineParams CommandlineParams(Switches);
if (CommandlineParams.bHelpRequested)
{
UE_LOG(LogBlueprintCodeGen, Display, TEXT("%s"), *FNativeCodeGenCommandlineParams::HelpMessage);
return 0;
}
FBlueprintNativeCodeGenUtils::FScopedFeedbackContext ScopedErrorTracker;
const bool bSuccess = FBlueprintNativeCodeGenUtils::GeneratePlugin(CommandlineParams);
return bSuccess && ScopedErrorTracker.HasErrors();
}