Command Line Interface¶
AutoBonk comes bundled with two executables:
AutoBonk.exe- GUI versionAutoBonk-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   | 
AutoExit  | 
✅  | 
🟥  | 
Used with   | 
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:
StartupCommandsExample:
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.
                        AutoBonk