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OpenUnrealAutomationTools.psm1
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OpenUnrealAutomationTools.psm1
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$ErrorActionPreference = "Stop"
Set-StrictMode -Version Latest
$ScriptDirectory = Split-Path $MyInvocation.MyCommand.Path -Parent
Import-Module -Name "$ScriptDirectory/IniContent.psm1" -Force -Verbose
$UEEnvironmentVariables = @(
"CurrentProjectName",
"CurrentProjectPath",
"CurrentProjectDirectory",
"CurrentUProject",
"CurrentEngineAssociation",
"EngineInstallRoot",
"UEIsInstalledBuild",
"UEMajorVersion",
"UEMinorVersion",
"UEPatchVersion",
"UEVersion"
)
foreach ($VariableName in $UEEnvironmentVariables) {
Set-Variable -Name $VariableName -Value $null
}
function Get-UEVersionFilePath {
return "$EngineInstallRoot\Engine\Build\Build.version"
}
function Assert-UEEnvironment {
foreach ($VariableName in $UEEnvironmentVariables) {
if ($null -eq (Get-Variable $VariableName).Value) {
Write-Error "UE environment variable '$VariableName' not set!`nPlease load a project via Open-UEProject!"
}
}
}
$DefaultEmptyMap = "`"/OpenUnrealUtilities/Runtime/EmptyWorld`""
$HeadlessArgs = @("-unattended", "-buildmachine", "-stdout", "-nopause", "-nosplash")
<#
.SYNOPSIS
Opens a UE project and sets the current project and engine path.
.DESCRIPTION
Opens a UE project file, loads the json structure and saves it in a hidden global variable.
This also resolves and caches the engine install root of the project, which is the foundation for many other
functions in the UEBuildTools module that expect the EngineInstallRoot cache to be set.
The function returns a copy of the UProject as object tree so you can retreive metadata from it.
#>
function Open-UEProject {
param(
[String]
$ProjectPath
)
Write-Verbose "Opening UE project `"$ProjectPath`""
$script:CurrentProjectPath = Resolve-Path $ProjectPath
$script:CurrentProjectName = (Get-Item $CurrentProjectPath).Name -replace ".uproject", ""
$script:CurrentProjectDirectory = (Get-Item $CurrentProjectPath).Directory
$script:CurrentUProject = ConvertFrom-Json -InputObject (Get-Content -raw $ProjectPath)
$script:CurrentEngineAssociation = $CurrentUProject.EngineAssociation
if ($script:CurrentEngineAssociation -eq "") {
$EngineInstallCheckDir = $script:CurrentProjectDirectory
while (-not (Test-Path "$EngineInstallCheckDir/Engine") -and -not ($null -eq $EngineInstallCheckDir.Parent)) {
$EngineInstallCheckDir = $EngineInstallCheckDir.Parent.FullName
}
$script:EngineInstallRoot = Resolve-Path -Path "$EngineInstallCheckDir"
}
else {
try {
$CustomBuildEnginePath = (Get-ItemProperty "Registry::HKEY_CURRENT_USER\SOFTWARE\Epic Games\Unreal Engine\Builds")."$CurrentEngineAssociation"
Test-Path $CustomBuildEnginePath
$script:EngineInstallRoot = Resolve-Path $CustomBuildEnginePath
}
catch {
$InstalledEnginePath = (Get-ItemProperty "Registry::HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\$CurrentEngineAssociation" -Name "InstalledDirectory").InstalledDirectory
$script:EngineInstallRoot = Resolve-Path ($InstalledEnginePath)
}
}
$script:UEIsInstalledBuild = if (Test-Path "$EngineInstallRoot\Engine\Build\InstalledBuild.txt") { $true } else { $false }
Write-Verbose "Set current UE project to $CurrentProjectName ($CurrentProjectPath)"
Write-Verbose "Engine association: $CurrentEngineAssociation ($EngineInstallRoot)"
$EngineVersionFilePath = Get-UEVersionFilePath
if (Test-Path $EngineVersionFilePath) {
$EngineVersionFile = ConvertFrom-Json -InputObject (Get-Content -raw $EngineVersionFilePath)
$script:UEMajorVersion = $EngineVersionFile.MajorVersion
$script:UEMinorVersion = $EngineVersionFile.MinorVersion
$script:UEPatchVersion = $EngineVersionFile.PatchVersion
Write-Verbose "Detected UE Version from Build.version file"
}
else {
Write-Warning "Failed to detect engine version (Build.version file not found). Assuming UE 5.0.0"
$script:UEMajorVersion = 5
$script:UEMinorVersion = 0
$script:UEPatchVersion = 0
}
$script:UEVersion = "$UEMajorVersion.$UEMinorVersion.$UEPatchVersion"
Write-Verbose "Engine Version: $script:UEVersion"
Assert-UEEnvironment
return $CurrentUProject
}
# Programs available in UE Engine that can be started with Start-UE function.
enum UEProgram {
# UE Automation Tool
UAT
# UE Build Tool
UBT
# UE Editor
Editor
# UE Editor (command line)
EditorCmd
}
$ProgramPaths_UE4_Legacy = @{
[UEProgram]::UAT = "\Engine\Build\BatchFiles\RunUAT.bat"
[UEProgram]::UBT = "\Engine\Build\BatchFiles\Build.bat"
[UEProgram]::Editor = "\Engine\Binaries\Win64\UE4Editor.exe"
[UEProgram]::EditorCmd = "\Engine\Binaries\Win64\UE4Editor-Cmd.exe"
}
$ProgramPaths = @{
[UEProgram]::UAT = "\Engine\Build\BatchFiles\RunUAT.bat"
[UEProgram]::UBT = "\Engine\Build\BatchFiles\Build.bat"
[UEProgram]::Editor = "\Engine\Binaries\Win64\UnrealEditor.exe"
[UEProgram]::EditorCmd = "\Engine\Binaries\Win64\UnrealEditor-Cmd.exe"
}
<#
.SYNOPSIS
Returns the absolute path to a UE program.
.DESCRIPTION
Takes an input program code and returns the absolute file path to the program executable inside the current active UE engine directory.
This function throws an error if you did not previously open a UE project with Open-UEProject.
#>
function Get-UEProgramPath {
param(
[Parameter(Mandatory = $true)]
[UEProgram]
$Program
)
Assert-UEEnvironment
$RelativePath = if ($script:UEMajorVersion -gt 4) { $ProgramPaths[$Program] } else { $ProgramPaths_UE4_Legacy[$Program] }
Resolve-Path "$EngineInstallRoot\$RelativePath"
}
<#
.SYNOPSIS
Recursively expands arrays and generic object lists by flattening them to a simple object array
#>
function Expand-Array {
param($Arguments)
$Arguments | ForEach-Object {
if ($_ -is [array] -or $_ -is [System.Collections.Generic.List[System.Object]]) {
Expand-Array $_
}
else {
$_
}
}
}
<#
.SYNOPSIS
Regenerate the C++ solution and project files.
.DESCRIPTION
This command should be executted ahead of any build commands.
It's not automatically invoked within the build command itself, because regenerating the project files
is a waste of time if you build multiple targets in a row.
#>
function Write-UEProjectFiles {
Start-UE UBT -projectfiles -project="$CurrentProjectPath" -game -rocket -progress
}
enum UeBuildTarget {
Game
Server
Client
Editor
Program
}
enum UeBuildConfiguration {
Debug
DebugGame
Development
Shipping
Test
}
<#
.SYNOPSIS
Build a UE target using Unreal Build Tool (UBT)
#>
function Start-UEBuild {
param(
[Parameter(Mandatory = $true)]
[String]
$Target,
[Parameter(Mandatory = $true)]
[UeBuildConfiguration]
$BuildConfigruation,
[String]
$Platform = "Win64",
# Any remaining arguments that should be passed to the UE program
[parameter(ValueFromRemainingArguments = $true)]
$RemainingArguments
)
Assert-UEEnvironment
$UBT_BuildConfiguration_Args = @{
[UeBuildConfiguration]::Debug = "Debug"
[UeBuildConfiguration]::DebugGame = "DebugGame"
[UeBuildConfiguration]::Development = "Development"
[UeBuildConfiguration]::Shipping = "Shipping"
[UeBuildConfiguration]::Test = "Test"
}
$BuildConfigurationArg = $UBT_BuildConfiguration_Args[$BuildConfigruation]
$EditorArgs = if ($Target -eq [UeBuildTarget]::Editor) { "-editorrecompile" } else { "" }
Start-UE UBT $Target $BuildConfigurationArg $Platform "-project=`"$CurrentProjectPath`"" -NoHotReloadFromIDE -progress -noubtmakefiles -utf8output $EditorArgs $RemainingArguments
}
<#
.SYNOPSIS
Starts an UE program with arbitrary command-line arguments.
.DESCRIPTION
Takes an input program code and runs the program executable inside the current active UE engine directory.
This function throws an error if you did not previously open a UE project with Open-UEProject.
#>
function Start-UE {
param(
[Parameter(Mandatory = $true)]
[UEProgram]
$Program,
# Any remaining arguments that should be passed to the UE program
[parameter(ValueFromRemainingArguments = $true)]
$RemainingArguments
)
Assert-UEEnvironment
$ProgramPath = Get-UEProgramPath -Program $Program
$ExpandedArgs = Expand-Array $RemainingArguments
Write-Verbose "Starting UE $Program with the following command-line:`n$ProgramPath $ExpandedArgs"
&"$ProgramPath" $ExpandedArgs
if (-not $LASTEXITCODE -eq 0) {
Write-Error "`"$ProgramPath`" exited with code $LASTEXITCODE"
}
}
# Target configurations for running unit tests. Either in game or editor mode.
enum UeTestTarget {
# Run Game tests
Game
# Run Editor tests
Editor
}
function Start-UETests {
param(
[Parameter(Mandatory = $true)]
[String]
$TestFilter,
[Parameter(Mandatory = $true)]
[String]
$ReportExportPath,
[Parameter(Mandatory = $true)]
[UeTestTarget]
$Target,
# Any remaining arguments that should be passed to the UE program
[parameter(ValueFromRemainingArguments = $true)]
$RemainingArguments
)
Assert-UEEnvironment
$TargetArg = if ($Target -eq [UeTestTarget]::Game) { @("-game", "-gametest") } else { @("-editor", "-editortest") }
$RunTestCmdArg = "-ExecCmds=`"Automation RunTests Now $TestFilter;Quit`""
$ReportArg = "-ReportExportPath=`"$ReportExportPath`""
Start-UE EditorCmd $CurrentProjectPath $DefaultEmptyMap $TargetArg $HeadlessArgs "-nullrhi" $RunTestCmdArg $ReportArg $RemainingArguments
# Delete everything but the json from the test results.
$ReportFiles = Get-ChildItem $ReportExportPath
foreach ($File in $ReportFiles) {
if ($File.Name.EndsWith(".json")) { continue; }
Remove-Item $File.FullName
}
# Copy over our customized test report viewer template
Copy-Item -Path "$ScriptDirectory\TestReportViewer_Template\*" -Destination "$ReportExportPath\" -Recurse
}
<#
.SYNOPSIS
Starts a UE commandlet with arbitrary command-line arguments.
.DESCRIPTION
This function throws an error if you did not previously open a UE project with Open-UEProject.
#>
function Start-UECommandlet {
param(
[Parameter(Mandatory = $true)]
[String]
$CommandletName,
[String]
$TargetMap = $DefaultEmptyMap,
[switch]
$AllowCommandletRendering,
# Any remaining arguments that should be passed to the UE program
[parameter(ValueFromRemainingArguments = $true)]
$RemainingArguments
)
Assert-UEEnvironment
$RHIArg = if ($AllowCommandletRendering) { "-AllowCommandletRendering" } else { "-nullrhi" }
Start-UE EditorCmd $CurrentProjectPath $TargetMap $HeadlessArgs $RHIArg "-run=$CommandletName" $RemainingArguments
}
function Get-UEConfigPath {
param(
[parameter(Mandatory = $true)] [string] $ConfigName,
[bool] $Saved,
[string] $SavedPlatform = "Windows"
)
Assert-UEEnvironment
if ($Saved) {
return Resolve-Path "$CurrentProjectDirectory/Saved/Config/$SavedPlatform/$ConfigName.ini"
}
else {
return Resolve-Path "$CurrentProjectDirectory/Config/Default$ConfigName.ini"
}
}
function Get-UEConfig {
param(
[parameter(Mandatory = $true)] [string] $ConfigName,
[switch] $Saved,
[string] $SavedPlatform = "Windows"
)
$IniPath = Get-UEConfigPath -ConfigName $ConfigName -Saved $Saved -SavedPlatform $SavedPlatform
Get-IniContent -Path $IniPath
}
function Set-UEConfig {
[cmdletbinding()]
param (
[parameter(ValueFromPipeline)] [hashtable] $Data,
[parameter(Mandatory = $true)] [string] $ConfigName,
[switch] $Saved,
[string] $SavedPlatform = "Windows"
)
$IniPath = Get-UEConfigPath -ConfigName $ConfigName -Saved $Saved -SavedPlatform $SavedPlatform
$Data | Set-IniContent -Path $IniPath
}
function Set-UEConfigValue {
[cmdletbinding()]
param (
[parameter(ValueFromPipeline)] [string] $Value,
[parameter(Mandatory = $true)] [string] $ConfigName,
[parameter(Mandatory = $true)] [string] $Key,
[parameter(Mandatory = $true)] [string] $Section,
[switch] $Saved,
[string] $SavedPlatform = "Windows"
)
$IniPath = Get-UEConfigPath -ConfigName $ConfigName -Saved $Saved -SavedPlatform $SavedPlatform
$Value | Set-IniValue -Path $IniPath -Key $Key -Section $Section
}
function Get-UEEngineVersion {
}
function Get-UEProjectVersion {
param([parameter()] [string] $FallbackVersion = "0.1.0")
$GeneralProjectSettings = (Get-UEConfig "Game")."/Script/EngineSettings.GeneralProjectSettings"
if ($GeneralProjectSettings.ContainsKey("ProjectVersion")) {
return $GeneralProjectSettings.ProjectVersion
}
else {
return "$FallbackVersion"
}
}
function Set-UEProjectVersion {
param([parameter(Mandatory = $true)] [string] $Version)
$Version | Set-UEConfigValue -ConfigName "Game" -Key "ProjectVersion" -Section "/Script/EngineSettings.GeneralProjectSettings"
}
Export-ModuleMember -Function Open-UEProject, Get-UEProgramPath, Write-UEProjectFiles, Start-UEBuild, Start-UE, Start-UETests, Start-UECommandlet, Get-UEConfig, Set-UEConfig, Set-UEConfigValue, Get-UEProjectVersion, Set-UEProjectVersion
foreach ($VariableName in $UEEnvironmentVariables) {
Export-ModuleMember -Variable $VariableName
}