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Docs for ancilliary tools
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# Cleanup tool
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TODO
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Mostly this script cleans up Hot Reload DLLs that often get left over. It used
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to also call `git lfs prune` but has stopped doing that for now because
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of a previous bug in Git LFS which would delete stashed LFS files.
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I don't use this script very much any more because I'm using Live Coding now.
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The script also cleans up Live Coding patches but there's fewer of those.
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```
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ue4-cleanup.ps1 [[-src:]sourcefolder] [Options]
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-src : Source folder (current folder if omitted)
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: (should be root of project)
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-nocloseeditor : Don't close UE4 editor (this will prevent DLL cleanup)
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-lfsprune : Call 'git lfs prune' to delete old LFS files as well
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-dryrun : Don't perform any actual actions, just report on what you would do
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-help : Print this help
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```
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# Getting Latest for Artists
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TODO
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We've found it useful to provide a simple script which can be run on artists'
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machines to get the latest from Git, and make sure all the C++ components are
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built.
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While the UE editor can sometimes do this successfully on startup as well,
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it's just nicer to do it as part of the update process - the artist can then
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just double-click a shortcut on their desktop and let it run while getting
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coffee or something.
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The script also automatically closes the UE editor if it's open on the same
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project to make sure the build is successful.
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```
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ue4-get-latest.ps1 [[-src:]sourcefolder] [Options]
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-src : Source folder (current folder if omitted)
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: (should be root of project)
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-nocloseeditor : Don't close UE4 editor (this will prevent DLL cleanup)
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-dryrun : Don't perform any actual actions, just report on what you would do
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-help : Print this help
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```
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# Rebuilding Lightmaps
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TODO
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This script is a more convenient alternative to calling `RunUAT RebuildLightmaps`, which
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has the downside of being unnecessarily dependent on Perforce.
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This script is compatible with Git (if you're using it), and specifically copes
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with Git LFS file locking. When building lighting the `.umap` needs to be locked
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for writing, this script will do that if necessary. The RunUAT version fails if
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you don't have Perforce even if you've already locked the file in LFS! Very silly.
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This script uses the [packaging configuration file](./Package.md) and can
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automatically determine which maps to rebuild if you want, or you can
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explicitly list them as arguments:
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```
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ue4-rebuild-lightmaps.ps1 [-src:sourcefolder] [-quality:(preview|medium|high|production)] [-maps Map1,Map2,Map3] [-dryrun]
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-src : Source folder (current folder if omitted)
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-quality : Lightmap quality, preview/medium/high/production
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: (Default: production)
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-maps : List of maps to rebuild. If omitted, will derive which ones to
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rebuild based on cooked maps in packageconfig.json
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-dryrun : Don't perform any actual actions, just report on what you would do
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-help : Print this help
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Environment Variables:
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UE4INSTALL : Use a specific UE4 install.
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: Default is to find one based on project version, under UE4ROOT
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UE4ROOT : Parent folder of all binary UE4 installs (detects version).
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: Default C:\Program Files\Epic Games
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```
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