Question about why `Param.RunCommandline` is no longer parsed in AutomationTool

Hi [Content removed]

In UE we have two types of commandlines:

- StageCommandline

- RunCommandline

Because UECommandLine.txt is packaged inside a package build (e.g. inside .apk or .ipa) we only package StageCommandline because this should be sufficient to run the packaged build on it’s own.

For example imagine using RunCommandline for something customizing some cvars for testing, it would be suboptimal to repackage and reinstall .apk/.ipa every time we want to change the tested cvar.

Instead RunCommandline on Android is provided externally via

- adb shell am start … --e cmdline “…”

- storage location like /sdcard/Android/data/…/files/UnrealGame/…/UECommandLine.txt

See how it’s implemented in https://github.com/EpicGames/UnrealEngine/blob/ue5\-main/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp\#L373\-L486

From what I can see they are combined on SteamDeck platform.