// Copyright Epic Games, Inc. All Rights Reserved. /*=========================================================================== Generated code exported from UnrealHeaderTool. DO NOT modify this manually! Edit the corresponding .h files instead! ===========================================================================*/ #include "UObject/GeneratedCppIncludes.h" #include "createProcess/Public/createProcessBPLibrary.h" #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable : 4883) #endif PRAGMA_DISABLE_DEPRECATION_WARNINGS void EmptyLinkFunctionForGeneratedCodecreateProcessBPLibrary() {} // Cross Module References CREATEPROCESS_API UClass* Z_Construct_UClass_UcreateProcessBPLibrary_NoRegister(); CREATEPROCESS_API UClass* Z_Construct_UClass_UcreateProcessBPLibrary(); ENGINE_API UClass* Z_Construct_UClass_UBlueprintFunctionLibrary(); UPackage* Z_Construct_UPackage__Script_createProcess(); // End Cross Module References DEFINE_FUNCTION(UcreateProcessBPLibrary::execRunSystemCommand) { P_GET_PROPERTY(FStrProperty,Z_Param_Command); P_FINISH; P_NATIVE_BEGIN; UcreateProcessBPLibrary::RunSystemCommand(Z_Param_Command); P_NATIVE_END; } DEFINE_FUNCTION(UcreateProcessBPLibrary::execcreateProc) { P_GET_PROPERTY(FStrProperty,Z_Param_FullPathOfProgramToRun); P_GET_TARRAY(FString,Z_Param_CommandlineArgs); P_GET_UBOOL(Z_Param_Detach); P_GET_UBOOL(Z_Param_Hidden); P_GET_PROPERTY(FIntProperty,Z_Param_Priority); P_GET_PROPERTY(FStrProperty,Z_Param_OptionalWorkingDirectory); P_FINISH; P_NATIVE_BEGIN; UcreateProcessBPLibrary::createProc(Z_Param_FullPathOfProgramToRun,Z_Param_CommandlineArgs,Z_Param_Detach,Z_Param_Hidden,Z_Param_Priority,Z_Param_OptionalWorkingDirectory); P_NATIVE_END; } void UcreateProcessBPLibrary::StaticRegisterNativesUcreateProcessBPLibrary() { UClass* Class = UcreateProcessBPLibrary::StaticClass(); static const FNameNativePtrPair Funcs[] = { { "createProc", &UcreateProcessBPLibrary::execcreateProc }, { "RunSystemCommand", &UcreateProcessBPLibrary::execRunSystemCommand }, }; FNativeFunctionRegistrar::RegisterFunctions(Class, Funcs, UE_ARRAY_COUNT(Funcs)); } struct Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics { struct createProcessBPLibrary_eventcreateProc_Parms { FString FullPathOfProgramToRun; TArray CommandlineArgs; bool Detach; bool Hidden; int32 Priority; FString OptionalWorkingDirectory; }; static const UE4CodeGen_Private::FStrPropertyParams NewProp_FullPathOfProgramToRun; static const UE4CodeGen_Private::FStrPropertyParams NewProp_CommandlineArgs_Inner; static const UE4CodeGen_Private::FArrayPropertyParams NewProp_CommandlineArgs; static void NewProp_Detach_SetBit(void* Obj); static const UE4CodeGen_Private::FBoolPropertyParams NewProp_Detach; static void NewProp_Hidden_SetBit(void* Obj); static const UE4CodeGen_Private::FBoolPropertyParams NewProp_Hidden; static const UE4CodeGen_Private::FIntPropertyParams NewProp_Priority; static const UE4CodeGen_Private::FStrPropertyParams NewProp_OptionalWorkingDirectory; static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[]; #if WITH_METADATA static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[]; #endif static const UE4CodeGen_Private::FFunctionParams FuncParams; }; const UE4CodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_FullPathOfProgramToRun = { "FullPathOfProgramToRun", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(createProcessBPLibrary_eventcreateProc_Parms, FullPathOfProgramToRun), METADATA_PARAMS(nullptr, 0) }; const UE4CodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_CommandlineArgs_Inner = { "CommandlineArgs", nullptr, (EPropertyFlags)0x0000000000000000, UE4CodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, 1, 0, METADATA_PARAMS(nullptr, 0) }; const UE4CodeGen_Private::FArrayPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_CommandlineArgs = { "CommandlineArgs", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Array, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(createProcessBPLibrary_eventcreateProc_Parms, CommandlineArgs), EArrayPropertyFlags::None, METADATA_PARAMS(nullptr, 0) }; void Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Detach_SetBit(void* Obj) { ((createProcessBPLibrary_eventcreateProc_Parms*)Obj)->Detach = 1; } const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Detach = { "Detach", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(createProcessBPLibrary_eventcreateProc_Parms), &Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Detach_SetBit, METADATA_PARAMS(nullptr, 0) }; void Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Hidden_SetBit(void* Obj) { ((createProcessBPLibrary_eventcreateProc_Parms*)Obj)->Hidden = 1; } const UE4CodeGen_Private::FBoolPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Hidden = { "Hidden", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Bool | UE4CodeGen_Private::EPropertyGenFlags::NativeBool, RF_Public|RF_Transient|RF_MarkAsNative, 1, sizeof(bool), sizeof(createProcessBPLibrary_eventcreateProc_Parms), &Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Hidden_SetBit, METADATA_PARAMS(nullptr, 0) }; const UE4CodeGen_Private::FIntPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Priority = { "Priority", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(createProcessBPLibrary_eventcreateProc_Parms, Priority), METADATA_PARAMS(nullptr, 0) }; const UE4CodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_OptionalWorkingDirectory = { "OptionalWorkingDirectory", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(createProcessBPLibrary_eventcreateProc_Parms, OptionalWorkingDirectory), METADATA_PARAMS(nullptr, 0) }; const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::PropPointers[] = { (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_FullPathOfProgramToRun, (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_CommandlineArgs_Inner, (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_CommandlineArgs, (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Detach, (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Hidden, (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_Priority, (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::NewProp_OptionalWorkingDirectory, }; #if WITH_METADATA const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::Function_MetaDataParams[] = { { "Category", "createProcess" }, { "ModuleRelativePath", "Public/createProcessBPLibrary.h" }, }; #endif const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UcreateProcessBPLibrary, nullptr, "createProc", nullptr, nullptr, sizeof(createProcessBPLibrary_eventcreateProc_Parms), Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022401, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::Function_MetaDataParams)) }; UFunction* Z_Construct_UFunction_UcreateProcessBPLibrary_createProc() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UcreateProcessBPLibrary_createProc_Statics::FuncParams); } return ReturnFunction; } struct Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics { struct createProcessBPLibrary_eventRunSystemCommand_Parms { FString Command; }; static const UE4CodeGen_Private::FStrPropertyParams NewProp_Command; static const UE4CodeGen_Private::FPropertyParamsBase* const PropPointers[]; #if WITH_METADATA static const UE4CodeGen_Private::FMetaDataPairParam Function_MetaDataParams[]; #endif static const UE4CodeGen_Private::FFunctionParams FuncParams; }; const UE4CodeGen_Private::FStrPropertyParams Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::NewProp_Command = { "Command", nullptr, (EPropertyFlags)0x0010000000000080, UE4CodeGen_Private::EPropertyGenFlags::Str, RF_Public|RF_Transient|RF_MarkAsNative, 1, STRUCT_OFFSET(createProcessBPLibrary_eventRunSystemCommand_Parms, Command), METADATA_PARAMS(nullptr, 0) }; const UE4CodeGen_Private::FPropertyParamsBase* const Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::PropPointers[] = { (const UE4CodeGen_Private::FPropertyParamsBase*)&Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::NewProp_Command, }; #if WITH_METADATA const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::Function_MetaDataParams[] = { { "Category", "createProcess" }, { "ModuleRelativePath", "Public/createProcessBPLibrary.h" }, }; #endif const UE4CodeGen_Private::FFunctionParams Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::FuncParams = { (UObject*(*)())Z_Construct_UClass_UcreateProcessBPLibrary, nullptr, "RunSystemCommand", nullptr, nullptr, sizeof(createProcessBPLibrary_eventRunSystemCommand_Parms), Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::PropPointers, UE_ARRAY_COUNT(Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::PropPointers), RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x04022401, 0, 0, METADATA_PARAMS(Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::Function_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::Function_MetaDataParams)) }; UFunction* Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand() { static UFunction* ReturnFunction = nullptr; if (!ReturnFunction) { UE4CodeGen_Private::ConstructUFunction(ReturnFunction, Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand_Statics::FuncParams); } return ReturnFunction; } UClass* Z_Construct_UClass_UcreateProcessBPLibrary_NoRegister() { return UcreateProcessBPLibrary::StaticClass(); } struct Z_Construct_UClass_UcreateProcessBPLibrary_Statics { static UObject* (*const DependentSingletons[])(); static const FClassFunctionLinkInfo FuncInfo[]; #if WITH_METADATA static const UE4CodeGen_Private::FMetaDataPairParam Class_MetaDataParams[]; #endif static const FCppClassTypeInfoStatic StaticCppClassTypeInfo; static const UE4CodeGen_Private::FClassParams ClassParams; }; UObject* (*const Z_Construct_UClass_UcreateProcessBPLibrary_Statics::DependentSingletons[])() = { (UObject* (*)())Z_Construct_UClass_UBlueprintFunctionLibrary, (UObject* (*)())Z_Construct_UPackage__Script_createProcess, }; const FClassFunctionLinkInfo Z_Construct_UClass_UcreateProcessBPLibrary_Statics::FuncInfo[] = { { &Z_Construct_UFunction_UcreateProcessBPLibrary_createProc, "createProc" }, // 722841254 { &Z_Construct_UFunction_UcreateProcessBPLibrary_RunSystemCommand, "RunSystemCommand" }, // 3787071710 }; #if WITH_METADATA const UE4CodeGen_Private::FMetaDataPairParam Z_Construct_UClass_UcreateProcessBPLibrary_Statics::Class_MetaDataParams[] = { { "Comment", "/* \n*\x09""Function library class.\n*\x09""Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.\n*\n*\x09When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.\n*\x09""BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.\n*\x09""BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.\n*\x09""DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.\n*\x09\x09\x09\x09Its lets you name the node using characters not allowed in C++ function names.\n*\x09""CompactNodeTitle - the word(s) that appear on the node.\n*\x09Keywords -\x09the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu. \n*\x09\x09\x09\x09Good example is \"Print String\" node which you can find also by using keyword \"log\".\n*\x09""Category -\x09the category your node will be under in the Blueprint drop-down menu.\n*\n*\x09""For more info on custom blueprint nodes visit documentation:\n*\x09https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation\n*/" }, { "IncludePath", "createProcessBPLibrary.h" }, { "ModuleRelativePath", "Public/createProcessBPLibrary.h" }, { "ToolTip", "* Function library class.\n* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.\n*\n* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.\n* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.\n* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.\n* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.\n* Its lets you name the node using characters not allowed in C++ function names.\n* CompactNodeTitle - the word(s) that appear on the node.\n* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.\n* Good example is \"Print String\" node which you can find also by using keyword \"log\".\n* Category - the category your node will be under in the Blueprint drop-down menu.\n*\n* For more info on custom blueprint nodes visit documentation:\n* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation" }, }; #endif const FCppClassTypeInfoStatic Z_Construct_UClass_UcreateProcessBPLibrary_Statics::StaticCppClassTypeInfo = { TCppClassTypeTraits::IsAbstract, }; const UE4CodeGen_Private::FClassParams Z_Construct_UClass_UcreateProcessBPLibrary_Statics::ClassParams = { &UcreateProcessBPLibrary::StaticClass, nullptr, &StaticCppClassTypeInfo, DependentSingletons, FuncInfo, nullptr, nullptr, UE_ARRAY_COUNT(DependentSingletons), UE_ARRAY_COUNT(FuncInfo), 0, 0, 0x000000A0u, METADATA_PARAMS(Z_Construct_UClass_UcreateProcessBPLibrary_Statics::Class_MetaDataParams, UE_ARRAY_COUNT(Z_Construct_UClass_UcreateProcessBPLibrary_Statics::Class_MetaDataParams)) }; UClass* Z_Construct_UClass_UcreateProcessBPLibrary() { static UClass* OuterClass = nullptr; if (!OuterClass) { UE4CodeGen_Private::ConstructUClass(OuterClass, Z_Construct_UClass_UcreateProcessBPLibrary_Statics::ClassParams); } return OuterClass; } IMPLEMENT_CLASS(UcreateProcessBPLibrary, 3731203558); template<> CREATEPROCESS_API UClass* StaticClass() { return UcreateProcessBPLibrary::StaticClass(); } static FCompiledInDefer Z_CompiledInDefer_UClass_UcreateProcessBPLibrary(Z_Construct_UClass_UcreateProcessBPLibrary, &UcreateProcessBPLibrary::StaticClass, TEXT("/Script/createProcess"), TEXT("UcreateProcessBPLibrary"), false, nullptr, nullptr, nullptr); DEFINE_VTABLE_PTR_HELPER_CTOR(UcreateProcessBPLibrary); PRAGMA_ENABLE_DEPRECATION_WARNINGS #ifdef _MSC_VER #pragma warning (pop) #endif