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- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app - Various changes for facial animation, screen recording, others - ARKit and ARCore plugins were removed, as deemed "not ready" #rb many people #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: josh.adams #ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 via CL 5226277 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5244512 by josh adams in Dev-VR branch]
29 lines
649 B
C++
29 lines
649 B
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "UnrealPak.h"
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#include "RequiredProgramMainCPPInclude.h"
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#include "PakFileUtilities.h"
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#include "IPlatformFilePak.h"
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IMPLEMENT_APPLICATION(UnrealPak, "UnrealPak");
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INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
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{
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// start up the main loop
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GEngineLoop.PreInit(ArgC, ArgV);
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double StartTime = FPlatformTime::Seconds();
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int32 Result = ExecuteUnrealPak(FCommandLine::Get())? 0 : 1;
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UE_LOG(LogPakFile, Display, TEXT("Unreal pak executed in %f seconds"), FPlatformTime::Seconds() - StartTime );
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GLog->Flush();
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FEngineLoop::AppPreExit();
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FEngineLoop::AppExit();
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return Result;
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}
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