// Copyright Epic Games, Inc. All Rights Reserved. #include "TraceAnalyzer.h" #include "CoreMinimal.h" #include "Misc/CommandLine.h" #include "RequiredProgramMainCPPInclude.h" #include "Command.h" #include DEFINE_LOG_CATEGORY_STATIC(LogTraceAnalyzer, Log, All); IMPLEMENT_APPLICATION(TraceAnalyzer, "TraceAnalyzer"); //////////////////////////////////////////////////////////////////////////////////////////////////// namespace UE { namespace TraceAnalyzer { FCommand GetConvertToTextCommand(); int32 Main(int32 ArgC, TCHAR const* const* ArgV) { FCommandLine::Set(TEXT("")); const FCommand& Cmd = GetConvertToTextCommand(); return Cmd.Main(ArgC, ArgV); } } // namespace TraceAnalyzer } // namespace UE //////////////////////////////////////////////////////////////////////////////////////////////////// INT32_MAIN_INT32_ARGC_TCHAR_ARGV() { #if 0 FTaskTagScope Scope(ETaskTag::EGameThread); ON_SCOPE_EXIT { LLM(FLowLevelMemTracker::Get().UpdateStatsPerFrame()); RequestEngineExit(TEXT("Exiting")); FEngineLoop::AppPreExit(); FModuleManager::Get().UnloadModulesAtShutdown(); FEngineLoop::AppExit(); }; if (int32 Ret = GEngineLoop.PreInit(ArgC, ArgV)) { return Ret; } UE_LOG(LogTraceAnalyzer, Display, TEXT("Trace Analyzer")); #endif return UE::TraceAnalyzer::Main(ArgC, ArgV); } //////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////