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@echo off | |
:: This batch file cleans up an Unreal Engine project directory by deleting certain folders and files. | |
:: It offers three options to the user | |
:: 1. Will clean Project only | |
:: 2. Will clean ...AppData\Local\UnrealEngine saved folders | |
:: 3. Will clean all Unreal Engine related folder in the AppData. This will also remove compiled Shaders for all the projects | |
setlocal EnableDelayedExpansion |
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:: Copyright (c) Solessfir under MIT license | |
:: This is a batch file that is used to build a plugin for the Unreal Engine. | |
:: The file first sets the root directory to the current directory of the batch file. | |
:: It searches for a ".uplugin" file in the root directory and its parent directory. | |
:: If it doesn't find any ".uplugin" files, it outputs an error message and exits the script. | |
:: If it finds a ".uplugin" file, it extracts the engine version from the file and looks for the Unreal Engine installation directory in the Windows registry. | |
:: If it finds the installation directory, it sets the path to the AutomationTool, which is used to build the plugin. | |
:: If it can't find the installation directory, it outputs an error message and exits the script. |
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:: Copyright (c) Solessfir under MIT license | |
:: This is a batch file used for building a "Derived Data Cache" for an Unreal Engine project. | |
:: A "Derived Data Cache" is a database of preprocessed assets that are used to speed up the development process in Unreal Engine. | |
:: The batch file searches for a .uproject file in the current directory and its parent directory. | |
:: Once found, it extracts the EngineAssociation parameter from the .uproject file to determine the version of the Unreal Engine used to create the project. | |
:: Then it searches the Windows registry for the installation directory of that version of Unreal Engine. | |
:: Once the installation directory is found, the batch file calls the Unreal Editor with the necessary parameters to build the "Derived Data Cache". |
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#pragma once | |
/** Current Class and Line Number where this is called */ | |
#define LOG_FUNC_LINE (FString(__FUNCTION__) + " (Line: " + FString::FromInt(__LINE__) + ")") | |
/** | |
* Usage: | |
* ADVANCED_LOG("Actor name is: {0}", AnyActorPointer); | |
* No need for GetName() or ToString(), etc. Type will be automatically deduced | |
*/ |