34 lines
1000 B
C++
34 lines
1000 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Commandlets/Commandlet.h"
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#include "UObject/ObjectMacros.h"
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#include "PrecachePayloadsCommandlet.generated.h"
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/**
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* Attempts to pull all virtualized content in the current project. Since the virtualization
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* system will push any payloads pulled from persistent storage to cached storage this
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* has the side effect of making sure that all payloads are stored in cached storage. This
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* can be used to reduce the cost of virtualized payload access for a user at the cost of
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* disk space.
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*
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*
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* Because the commandlet is the VirtualizationEditor module it needs to be invoked
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* with the command line:
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* -run="VirtualizationEditor.PrecachePayloads"
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*/
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UCLASS()
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class UPrecachePayloadsCommandlet
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: public UCommandlet
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UCommandlet Interface
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virtual int32 Main(const FString& Params) override;
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//~ End UCommandlet Interface
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static int32 StaticMain(const FString& Params);
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};
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