Files
UnrealEngine/Engine/Source/Editor/DeviceProfileServices/Public/CheckAndroidDeviceProfileCommandlet.h
2025-05-18 13:04:45 +08:00

47 lines
1.6 KiB
C++

// 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=<directory containing device.json files>
-DeviceSpecsFile=<path to a single device.json file>
-OutDir=<output directory>
[-OverrideDP=<optional DP name to override device profile selection>]
*/
UCLASS()
class UCheckAndroidDeviceProfileCommandlet
: public UCommandlet
{
GENERATED_BODY()
public:
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override;
//~ End UCommandlet Interface
private:
};