// Copyright Epic Games, Inc. All Rights Reserved. #include "MuV/CacheAssetRegistryCommandlet.h" #include "ValidationUtils.h" #include "Misc/CommandLine.h" int32 UCacheAssetRegistryCommandlet::Main(const FString& Params) { // Ensure we are not running this commandlet in vain as we want the cache to be filled if (FParse::Param(FCommandLine::Get(), TEXT("NoAssetRegistryCacheWrite"))) { UE_LOG(LogTemp, Error, TEXT("The Asset Registry data is not going to be cached due to the arg 'NoAssetRegistryCacheWrite' being present in the commandline.")); return 1; } // Perform a blocking search to ensure all assets used by mutable are reachable using the AssetRegistry PrepareAssetRegistry(); return 0; }