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@iUltimateLP
Last active October 29, 2024 08:03
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Example Unreal Engine 4/5 Build.cs script that automatically fetches the current Perforce changelist and embeds it into code
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using UnrealBuildTool;
using System.Diagnostics;
public class BuildScriptUtils
{
// Runs p4.exe to determine the current changelist
// Returns true if it could determine the changelist, false if not
// The out changelist parameter is the current changelist, or 0.
public static bool GetP4Changelist(out int changelist)
{
// Connection constants
const string P4_IP = "your-p4-server.com:1666";
const string P4_USER = "username";
const string P4_PASS = "password";
// Default value for the changelist
changelist = 0;
// Try to get the last line the process output
try
{
// Try to obtain the current P4 changelist by running p4.exe
Process process = new Process();
process.StartInfo.FileName = "p4.exe";
process.StartInfo.Arguments = "-p " + P4_IP + " -u " + P4_USER + " -P " + P4_PASS + " changes -m 1 -s submitted";
process.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
process.StartInfo.UseShellExecute = false;
process.StartInfo.RedirectStandardOutput = true;
process.Start();
process.WaitForExit();
// The response of the command above looks like this:
// Change 420 on 2022/08/02 by User@Workspace 'Some changelist message'
string changelistStr = process.StandardOutput.ReadLine();
if (changelistStr != null && changelistStr.Length > 0)
{
// Remove the "Change " at the beginning and then take the first string
changelistStr = changelistStr.Substring("Change ".Length);
changelistStr = changelistStr.Split(' ')[0];
// Parse as int
changelist = int.Parse(changelistStr);
// Debug print
Console.WriteLine("Determined P4 changelist: " + changelist);
return true;
}
else
{
throw new Exception();
}
}
catch (Exception e)
{
// Catch any exception and just return false
Console.WriteLine("Error determining P4 changelist!");
return false;
}
}
}
public class ExampleProject : ModuleRules
{
public ExampleProject(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// Public modules used by the game
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore"
});
// Get the current P4 changelist and set it as a code definition
int changelist = 0;
if (BuildScriptUtils.GetP4Changelist(out changelist))
{
// Save it as a definition so the game can access it
PublicDefinitions.Add("PROJECT_CL=" + changelist);
}
}
}
@gustmes
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gustmes commented Dec 16, 2022

Is there a way to run the p4 process without hard coding your password in code?

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