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$ ue4 setroot jndksfjnaskldjfnksda
Set engine root path override: /home/kornel/Projects/ue4cli/jndksfjnaskldjfnksda
Using user-specified engine root: /home/kornel/Projects/ue4cli/jndksfjnaskldjfnksda
Warning: the specified directory does not appear to contain a valid version of the Unreal Engine.
# return code 0
$ ue4 root
Using user-specified engine root: /home/kornel/Projects/ue4cli/jndksfjnaskldjfnksda
/home/kornel/Projects/ue4cli/jndksfjnaskldjfnksda
# return code 0
This should not happen. Setting root override to a non-valid Engine directory should fail.
Currently it always saves the override no matter what, and only prints warning.
In #65 I already changed warning to error by throwing UnrealManagerException.
Now I need to also prevent the override from being saved.
This is a bit tricky to fix as currently we save the override first and then validate it afterwards:
# Check that the specified directory is valid and warn the user if it is not
try:
self.getEngineVersion()
except:
print('Warning: the specified directory does not appear to contain a valid version of the Unreal Engine.')
The text was updated successfully, but these errors were encountered:
sleeptightAnsiC
changed the title
'ue4 setroot' seets the root even when specified directory is NOT valid
'ue4 setroot' saves the root even when specified directory is NOT valid
Mar 24, 2024
This should not happen. Setting root override to a non-valid Engine directory should fail.
Currently it always saves the override no matter what, and only prints warning.
In #65 I already changed warning to error by throwing UnrealManagerException.
Now I need to also prevent the override from being saved.
This is a bit tricky to fix as currently we save the override first and then validate it afterwards:
ue4cli/ue4cli/UnrealManagerBase.py
Lines 39 to 54 in fed71c1
The text was updated successfully, but these errors were encountered: