Command Line Interface

AutoBonk comes bundled with two executables:

  • AutoBonk.exe - GUI version

  • AutoBonk-Cmd.exe - CLI version

NOTE: AutoBonk-Cmd pretty much doesn’t do anything at the moment but will be more fully-featured in the future.

Both can accept different arguments to change their behavior at startup. Each option is specified as --Option= or --Option. For example: --Workspace=/Path/To/Automation.bonkspace and --StartupCommands "[[My Command]]" --AutoExit.

Option

GUI

CLI

Explanation

Workspace

🟥

Path (ending in .bonkspace or .bonk) determining how this application loads. If not specified, the last used workspace is loaded.

Open

🟥

Path to a log or workspace that is desired to be opened.

StartupCommands

🟥

List of commands to run, separated by spaces. These are loaded into the sequencer.

AutoStartCommands

🟥

Used with StartupCommands. Whether to auto-run those commands.

AutoExit

🟥

Used with StartupCommands. Whether or not to auto-exit once the sequence.finishes.

WaitForDebugger

Whether the executable waits for a debugger to attach before continuing execution.

Run

Name and arguments of commandlet to run (documentation TBD).

help

🟥

Displays the available options through the CLI.

Additional Notes:

  • StartupCommands

    • Example: AutoBonk.exe --StartupCommands "[[Generate Project Files]]" "[[Build: Editor]]" --AutoStartCommands --AutoExit. This loads up the commands “Generate Project Files” and “Build: Editor” in the sequencer, starts them, then exits AutoBonk when it finishes.

    • You would use this for example as part of Unreal Game Sync to have a scheduled task that runs after you sync the project to run a Cook, Validations, etc.