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Advanced copy, builds a list of depended assets, builds patching rules, and calls the AssetHeaderPatcher. use `-ini:Engine:[ConsoleVariables]:AssetTools.UseHeaderPatchingAdvancedCopy=true` as cli option #ushell-cherrypick of 28492015 by andrew.phillips [CL 29144603 by andrew phillips in ue5-main branch]
32 lines
834 B
C
32 lines
834 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Tasks/Task.h"
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#include "Containers/ContainersFwd.h"
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struct FAssetHeaderPatcher
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{
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enum class EResult
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{
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Success,
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ErrorFailedToLoadSourceAsset,
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ErrorFailedToDeserializeSourceAsset,
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ErrorUnexpectedSectionOrder,
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ErrorBadOffset,
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ErrorUnkownSection,
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ErrorFailedToOpenDestinationFile,
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ErrorFailedToWriteToDestinationFile,
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ErrorEmptyRequireSection,
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};
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static UE::Tasks::TTask<EResult> Start(FString InSrcAsset, FString InDstAsset,
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TMap<FString, FString> InSearchAndReplace);
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static UE::Tasks::TTask<EResult> Start(TUniquePtr<FArchive> InSrcReader, FString InDstAsset,
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TMap<FString, FString> InSearchAndReplace);
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static EResult Test_DoPatch(FArchive& InSrcReader, FArchive& InDstWriter,
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TMap<FString, FString> InSearchAndReplace);
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};
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