// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Commandlets/Commandlet.h" #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "HAL/Platform.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "CheckAndroidDeviceProfileCommandlet.generated.h" class UObject; /* * CheckAndroidDeviceProfile * Commandlet that runs the rules in [/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules] * against the supplied parameters and outputs the device profile that will be matched. * Usage: * ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile DeviceModel * ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile DeviceMake DeviceModel * ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile [-DeviceMake=...] [-DeviceModel=...] [-GPUFamily=...] [-GLVersion=...] [-VulkanAvailable=True|False] [-VulkanVersion=...] [-AndroidVersion=...] [-DeviceBuildNumber=...] [-UsingHoudini=True|False] [-Hardware=...] [-Chipset=...] * Running against * ProjectName -run=DeviceProfileServices.CheckAndroidDeviceProfile -DeviceSpecsFolder= -DeviceSpecsFile= -OutDir= [-OverrideDP=] */ UCLASS() class UCheckAndroidDeviceProfileCommandlet : public UCommandlet { GENERATED_BODY() public: //~ Begin UCommandlet Interface virtual int32 Main(const FString& Params) override; //~ End UCommandlet Interface private: };