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* add clean script and add IncludeOrderVersion * Disable livecoding on build * Rebuild lighting step * setup editor frame rate * add cleanup step
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[/Script/AdvancedPreviewScene.SharedProfiles] | ||
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[/Script/AdvancedPreviewScene.SharedProfiles] | ||
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[/Script/LiveCoding.LiveCodingSettings] | ||
bEnabled=False | ||
Startup=Manual |
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powershell -Command rm -Recurse "Binaries" | ||
powershell -Command rm -Recurse "Build" | ||
powershell -Command rm -Recurse "DerivedDataCache" | ||
powershell -Command rm -Recurse "Intermediate" | ||
powershell -Command rm -Recurse "Saved" |
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:: reference from https://forums.unrealengine.com/t/build-lighting-from-command-line/297535 | ||
:: Not working using RunUAT.bat | ||
:: RunUAT.bat RebuildLightmaps -project="E:\unreal\coop-game-fleep\CoopGameFleep.uproject" -noP4 -platform=Win64 -clientconfig=Development | ||
:: Running AutomationTool... | ||
:: Using bundled DotNet SDK version: 6.0.302 | ||
:: Starting AutomationTool... | ||
:: Parsing command line: RebuildLightmaps -project=E:\unreal\coop-game-fleep\CoopGameFleep.uproject -noP4 -platform=Win64 -clientconfig=Development | ||
:: Initializing script modules... | ||
:: Total script module initialization time: 0.26 s. | ||
:: Command RebuildLightMaps requires P4 functionality. | ||
:: ERROR: System.ComponentModel.Win32Exception (2): An error occurred trying to start process 'p4.exe' with working directory 'E:\unreal\UE_5.2'. O sistema não conseguiu localizar o ficheiro especificado. | ||
:: at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) | ||
:: at System.Diagnostics.Process.Start() | ||
:: at AutomationTool.CommandUtils.Run(String App, String CommandLine, String Input, ERunOptions Options, Dictionary`2 Env, SpewFilterCallbackType SpewFilterCallback, String Identifier, String WorkingDir) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 915 | ||
:: at AutomationTool.P4Environment.DetectP4Port() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\P4Environment.cs:line 269 | ||
:: at AutomationTool.P4Environment..ctor(CommandEnvironment CmdEnv) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\P4Environment.cs:line 124 | ||
:: at AutomationTool.CommandUtils.InitP4Environment() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\P4Utils.cs:line 990 | ||
:: at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 149 | ||
:: (see C:\Users\filipe\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+unreal+UE_5.2\Log.txt for full exception trace) | ||
:: ERROR: Exception performing nothrow action "Kill All Processes": System.InvalidOperationException: No process is associated with this object. | ||
:: at System.Diagnostics.Process.EnsureState(State state) | ||
:: at System.Diagnostics.Process.get_HasExited() | ||
:: at AutomationTool.ProcessResult.get_HasExited() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 419 | ||
:: at AutomationTool.ProcessManager.KillAll() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 122 | ||
:: at AutomationTool.Automation.<>c.<ProcessAsync>b__3_1() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 212 | ||
:: at AutomationTool.Automation.NoThrow(Action Action, String ActionDesc) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 227 | ||
set ueLocation=%~1 | ||
set projectLocation=%~2 | ||
set projectName=%~3 | ||
set testSuiteToRun=%~4 | ||
set testReportFolder=%~5 | ||
set testLogName=%~6 | ||
set UnrealEditorCmd=%~7 | ||
set LightQuality=%~8 | ||
set MapToRebuild=%~9 | ||
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:: "%ueLocation%\Engine\Binaries\Win64\%UnrealEditorCmd%" "%projectLocation%\%projectName%" -run=resavepackages -buildlighting -allowcommandletrendering -quality=%LightQuality% | ||
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"%ueLocation%\Engine\Binaries\Win64\%UnrealEditorCmd%" "%projectLocation%\%projectName%" -run=resavepackages -buildlighting -allowcommandletrendering -quality=%LightQuality% -map=%MapToRebuild% |