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Brass Orrery

Orrery Terrain · OrreryTerrainEditor module · class

UOrreryTerrainBakeCommandlet

Editor only

UnrealEditor-Cmd <project> -run=OrreryTerrainBake -Map=<maps> [-Check] [-MaxResidentTiles=N] [-Workers=N]

Declaration

UCLASS()
class UOrreryTerrainBakeCommandlet : public UCommandlet
Header
#include "Authoring/OrreryTerrainBakeCommandlet.h"
Module
PublicDependencyModuleNames.Add("OrreryTerrainEditor"); in an editor module’s Build.cs: an editor module, not in packaged games.
Stability
Stable: changes within a major version only add.
Thread
Game thread, editor only.
Derives from
UCommandlet

Description

-Map takes map package names (/Game/Maps/M_World), object paths or short names found on disk, separated by + or ,; a name ending in / is a content folder, every map under it. Each map's terrain actors are found in its persistent level, in the sublevels its level list streams (each scanned once, however many maps stream it) and, for World Partition maps, among its external actors. A sublevel a Blueprint streams by name is not seen: name it in -Map.

Without -Check, each actor whose authoring asset still holds a payload is baked with UOrreryTerrainBake::BakeAuthoring and saved: the new tile store, the archive of the authoring layer, the map (or the actor's package) and the emptied authoring asset. With -Check nothing is changed or saved: every such actor is logged as an error.

The exit code is 0 when every map loaded and (with -Check) none holds an unbaked authoring layer, or (without it) every bake succeeded; 1 otherwise; 2 for a usage error. The last line starts with OrreryTerrainBake: and counts the maps, the unbaked actors, the bakes and the failures.

Note.

Game thread, editor only.

Functions