Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/GenerateBlueprintCodeModuleCommandlet.cpp
Dan Oconnor d492ce2d8f CIS fix
#codereview Mike.Beach

[CL 2680852 by Dan Oconnor in Main branch]
2015-09-04 15:20:09 -04:00

50 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintNativeCodeGenPCH.h"
#include "GenerateBlueprintCodeModuleCommandlet.h"
#include "NativeCodeGenCommandlineParams.h"
#include "BlueprintNativeCodeGenCoordinator.h"
#include "BlueprintNativeCodeGenUtils.h"
DEFINE_LOG_CATEGORY_STATIC(LogBlueprintCodeGen, Log, All);
/*******************************************************************************
* GenerateBlueprintCodeModuleImpl
*******************************************************************************/
namespace GenerateBlueprintCodeModuleImpl
{
}
/*******************************************************************************
* UGenerateBlueprintCodeModuleCommandlet
*******************************************************************************/
//------------------------------------------------------------------------------
UGenerateBlueprintCodeModuleCommandlet::UGenerateBlueprintCodeModuleCommandlet(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
{
}
//------------------------------------------------------------------------------
int32 UGenerateBlueprintCodeModuleCommandlet::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;
}
FBlueprintNativeCodeGenCoordinator Coordinator(CommandlineParams);
//FBlueprintNativeCodeGenUtils::GenerateCodeModule(Coordinator);
return 0;
}