// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Commandlets/Commandlet.h" #include "UObject/ObjectMacros.h" #include "PrecachePayloadsCommandlet.generated.h" /** * Attempts to pull all virtualized content in the current project. Since the virtualization * system will push any payloads pulled from persistent storage to cached storage this * has the side effect of making sure that all payloads are stored in cached storage. This * can be used to reduce the cost of virtualized payload access for a user at the cost of * disk space. * * * Because the commandlet is the VirtualizationEditor module it needs to be invoked * with the command line: * -run="VirtualizationEditor.PrecachePayloads" */ UCLASS() class UPrecachePayloadsCommandlet : public UCommandlet { GENERATED_UCLASS_BODY() //~ Begin UCommandlet Interface virtual int32 Main(const FString& Params) override; //~ End UCommandlet Interface static int32 StaticMain(const FString& Params); };