Docs for ancilliary tools

This commit is contained in:
Steve Streeting 2020-10-08 15:41:43 +01:00
parent 741e754581
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# Cleanup tool # Cleanup tool
TODO Mostly this script cleans up Hot Reload DLLs that often get left over. It used
to also call `git lfs prune` but has stopped doing that for now because
of a previous bug in Git LFS which would delete stashed LFS files.
I don't use this script very much any more because I'm using Live Coding now.
The script also cleans up Live Coding patches but there's fewer of those.
```
ue4-cleanup.ps1 [[-src:]sourcefolder] [Options]
-src : Source folder (current folder if omitted)
: (should be root of project)
-nocloseeditor : Don't close UE4 editor (this will prevent DLL cleanup)
-lfsprune : Call 'git lfs prune' to delete old LFS files as well
-dryrun : Don't perform any actual actions, just report on what you would do
-help : Print this help
```

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# Getting Latest for Artists # Getting Latest for Artists
TODO We've found it useful to provide a simple script which can be run on artists'
machines to get the latest from Git, and make sure all the C++ components are
built.
While the UE editor can sometimes do this successfully on startup as well,
it's just nicer to do it as part of the update process - the artist can then
just double-click a shortcut on their desktop and let it run while getting
coffee or something.
The script also automatically closes the UE editor if it's open on the same
project to make sure the build is successful.
```
ue4-get-latest.ps1 [[-src:]sourcefolder] [Options]
-src : Source folder (current folder if omitted)
: (should be root of project)
-nocloseeditor : Don't close UE4 editor (this will prevent DLL cleanup)
-dryrun : Don't perform any actual actions, just report on what you would do
-help : Print this help
```

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# Rebuilding Lightmaps # Rebuilding Lightmaps
TODO This script is a more convenient alternative to calling `RunUAT RebuildLightmaps`, which
has the downside of being unnecessarily dependent on Perforce.
This script is compatible with Git (if you're using it), and specifically copes
with Git LFS file locking. When building lighting the `.umap` needs to be locked
for writing, this script will do that if necessary. The RunUAT version fails if
you don't have Perforce even if you've already locked the file in LFS! Very silly.
This script uses the [packaging configuration file](./Package.md) and can
automatically determine which maps to rebuild if you want, or you can
explicitly list them as arguments:
```
ue4-rebuild-lightmaps.ps1 [-src:sourcefolder] [-quality:(preview|medium|high|production)] [-maps Map1,Map2,Map3] [-dryrun]
-src : Source folder (current folder if omitted)
-quality : Lightmap quality, preview/medium/high/production
: (Default: production)
-maps : List of maps to rebuild. If omitted, will derive which ones to
rebuild based on cooked maps in packageconfig.json
-dryrun : Don't perform any actual actions, just report on what you would do
-help : Print this help
Environment Variables:
UE4INSTALL : Use a specific UE4 install.
: Default is to find one based on project version, under UE4ROOT
UE4ROOT : Parent folder of all binary UE4 installs (detects version).
: Default C:\Program Files\Epic Games
```