Files
UnrealEngine/Engine/Source/Programs/UnrealPak/Private/UnrealPak.cpp
2025-05-18 13:04:45 +08:00

44 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UnrealPak.h"
#include "RequiredProgramMainCPPInclude.h"
#include "PakFileUtilities.h"
#include "IPlatformFilePak.h"
#include "ProjectUtilities.h"
IMPLEMENT_APPLICATION(UnrealPak, "UnrealPak");
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
FTaskTagScope Scope(ETaskTag::EGameThread);
// Allows this program to accept a project argument on the commandline and use project-specific config
UE::ProjectUtilities::ParseProjectDirFromCommandline(ArgC, ArgV);
// start up the main loop,
// add -nopak since we never want to pick up and mount any existing pak files from the project directory
GEngineLoop.PreInit(ArgC, ArgV, TEXT("-nopak"));
double StartTime = FPlatformTime::Seconds();
int32 Result = ExecuteUnrealPak(FCommandLine::Get())? 0 : 1;
UE_LOG(LogPakFile, Display, TEXT("UnrealPak executed in %f seconds"), FPlatformTime::Seconds() - StartTime);
if (FParse::Param(FCommandLine::Get(), TEXT("fastexit")))
{
FPlatformMisc::RequestExitWithStatus(true, Result);
}
GLog->Flush();
RequestEngineExit(TEXT("UnrealPak Exiting"));
FEngineLoop::AppPreExit();
FModuleManager::Get().UnloadModulesAtShutdown();
FEngineLoop::AppExit();
return Result;
}