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Some behavior changes: Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this. UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work. #rb ben.marsh [CL 14834347 by Joakim Lindqvist in ue5-main branch]
52 lines
1.1 KiB
C#
52 lines
1.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Reflection;
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using System.IO;
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using System.Linq;
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using System.Diagnostics;
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using System.Dynamic;
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namespace AutomationToolLauncher
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{
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class Launcher
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{
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static int Main(string[] Arguments)
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{
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return Run(Arguments);
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}
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static int Run(string[] Arguments)
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{
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string ApplicationBase = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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string UATExecutable = Path.Combine(ApplicationBase, "..\\AutomationTool", "AutomationTool.exe");
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if (!File.Exists(UATExecutable))
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{
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Console.WriteLine(string.Format("AutomationTool does not exist at: {0}", UATExecutable));
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return -1;
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}
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try
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{
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ProcessStartInfo StartInfo = new ProcessStartInfo(UATExecutable);
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foreach (string s in Arguments)
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{
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StartInfo.ArgumentList.Add(s);
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}
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Process uatProcess = Process.Start(StartInfo);
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uatProcess.WaitForExit();
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Environment.Exit(uatProcess.ExitCode);
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}
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catch (Exception Ex)
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{
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Console.WriteLine(Ex.Message);
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Console.WriteLine(Ex.StackTrace);
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}
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return -1;
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}
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}
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}
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