тьма всякого барахла

This commit is contained in:
Andron666
2022-04-28 14:15:01 +05:00
parent d9824dca71
commit 471d187aec
751 changed files with 28441 additions and 6 deletions
@@ -0,0 +1,175 @@
#undef CREATEPROCESS_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UE_LIVE_CODING_ENGINE_DIR "D:\\UnrealEngine4\\Engines\\UE_4.27\\Engine"
#define UE_LIVE_CODING_PROJECT "E:\\Projects\\Ivazowsky\\Ivazowsky.uproject"
#define UBT_MODULE_MANIFEST "UE4.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME Ivazowsky
#define UE_TARGET_NAME Ivazowsky
#define UE_MODULE_NAME "createProcess"
#define UE_PLUGIN_NAME "createProcess"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API
#define TRACELOG_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 1
#define ENGINE_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define CREATEPROCESS_API
@@ -0,0 +1,13 @@
{
"RemapUnityFiles":
{
"Module.createProcess.cpp.obj": [
"createProcess.cpp.obj",
"createProcessBPLibrary.cpp.obj"
],
"Module.createProcess.gen.cpp.obj": [
"createProcess.init.gen.cpp.obj",
"createProcessBPLibrary.gen.cpp.obj"
]
}
}
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcess.cpp"
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcessBPLibrary.cpp"
@@ -0,0 +1,6 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4\Development\createProcess\Definitions.createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcess.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcessBPLibrary.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcessBPLibrary.h
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4\Inc\createProcess\createProcessBPLibrary.generated.h
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcess.init.gen.cpp"
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcessBPLibrary.gen.cpp"
@@ -0,0 +1,7 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4\Development\createProcess\Definitions.createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcess.init.gen.cpp
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/GeneratedCppIncludes.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/MetaData.h
E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcessBPLibrary.gen.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess/Public/createProcessBPLibrary.h
e:\projects\ivazowsky\plugins\createprocess\intermediate\build\win64\ue4\inc\createprocess\createProcessBPLibrary.generated.h
@@ -0,0 +1,6 @@
{
"OutputFiles": [
"Module.createProcess.cpp.obj",
"Module.createProcess.gen.cpp.obj"
]
}
@@ -0,0 +1 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcessBPLibrary.h
@@ -0,0 +1,35 @@
// 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"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodecreateProcess_init() {}
UPackage* Z_Construct_UPackage__Script_createProcess()
{
static UPackage* ReturnPackage = nullptr;
if (!ReturnPackage)
{
static const UE4CodeGen_Private::FPackageParams PackageParams = {
"/Script/createProcess",
nullptr,
0,
PKG_CompiledIn | 0x00000000,
0x15E8A36A,
0x85419042,
METADATA_PARAMS(nullptr, 0)
};
UE4CodeGen_Private::ConstructUPackage(ReturnPackage, PackageParams);
}
return ReturnPackage;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
@@ -0,0 +1,217 @@
// 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<FString> 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<UcreateProcessBPLibrary>::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<UcreateProcessBPLibrary>()
{
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
@@ -0,0 +1,105 @@
// 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/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#ifdef CREATEPROCESS_createProcessBPLibrary_generated_h
#error "createProcessBPLibrary.generated.h already included, missing '#pragma once' in createProcessBPLibrary.h"
#endif
#define CREATEPROCESS_createProcessBPLibrary_generated_h
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_SPARSE_DATA
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS \
\
DECLARE_FUNCTION(execRunSystemCommand); \
DECLARE_FUNCTION(execcreateProc);
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS_NO_PURE_DECLS \
\
DECLARE_FUNCTION(execRunSystemCommand); \
DECLARE_FUNCTION(execcreateProc);
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUcreateProcessBPLibrary(); \
friend struct Z_Construct_UClass_UcreateProcessBPLibrary_Statics; \
public: \
DECLARE_CLASS(UcreateProcessBPLibrary, UBlueprintFunctionLibrary, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/createProcess"), NO_API) \
DECLARE_SERIALIZER(UcreateProcessBPLibrary)
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS \
private: \
static void StaticRegisterNativesUcreateProcessBPLibrary(); \
friend struct Z_Construct_UClass_UcreateProcessBPLibrary_Statics; \
public: \
DECLARE_CLASS(UcreateProcessBPLibrary, UBlueprintFunctionLibrary, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/createProcess"), NO_API) \
DECLARE_SERIALIZER(UcreateProcessBPLibrary)
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API UcreateProcessBPLibrary(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UcreateProcessBPLibrary) \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UcreateProcessBPLibrary); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UcreateProcessBPLibrary); \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API UcreateProcessBPLibrary(UcreateProcessBPLibrary&&); \
NO_API UcreateProcessBPLibrary(const UcreateProcessBPLibrary&); \
public:
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API UcreateProcessBPLibrary(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()) : Super(ObjectInitializer) { }; \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API UcreateProcessBPLibrary(UcreateProcessBPLibrary&&); \
NO_API UcreateProcessBPLibrary(const UcreateProcessBPLibrary&); \
public: \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UcreateProcessBPLibrary); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UcreateProcessBPLibrary); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UcreateProcessBPLibrary)
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_PRIVATE_PROPERTY_OFFSET
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_26_PROLOG
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_PRIVATE_PROPERTY_OFFSET \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_SPARSE_DATA \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_PRIVATE_PROPERTY_OFFSET \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_SPARSE_DATA \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS_NO_PURE_DECLS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS_NO_PURE_DECLS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_ENHANCED_CONSTRUCTORS \
static_assert(false, "Unknown access specifier for GENERATED_BODY() macro in class createProcessBPLibrary."); \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
template<> CREATEPROCESS_API UClass* StaticClass<class UcreateProcessBPLibrary>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS
@@ -0,0 +1,10 @@
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#pragma once
@@ -0,0 +1,171 @@
#undef CREATEPROCESS_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_GAME 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 0
#define WITH_PERF_AUTOMATION_TESTS 0
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 1
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 0
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 0
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 0
#define WITH_EDITORONLY_DATA 0
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 0
#define WITH_CEF3 1
#define WITH_LIVE_CODING 0
#define UBT_MODULE_MANIFEST "UE4-Win64-Shipping.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Game
#define UE_APP_NAME "UE4"
#define UE_ENGINE_DIRECTORY "D:/UnrealEngine4/Engines/UE_4.27/Engine/"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_SHIPPING 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME Ivazowsky
#define UE_TARGET_NAME Ivazowsky
#define UE_MODULE_NAME "createProcess"
#define UE_PLUGIN_NAME "createProcess"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 0
#define CORE_API
#define TRACELOG_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 0
#define ENGINE_API
#define NETCORE_API
#define APPLICATIONCORE_API
#define RHI_API
#define JSON_API
#define WITH_FREETYPE 1
#define SLATECORE_API
#define INPUTCORE_API
#define SLATE_API
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API
#define MESSAGING_API
#define MESSAGINGCOMMON_API
#define RENDERCORE_API
#define ANALYTICSET_API
#define ANALYTICS_API
#define SOCKETS_PACKAGE 1
#define SOCKETS_API
#define NETCOMMON_API
#define ASSETREGISTRY_API
#define ENGINEMESSAGES_API
#define ENGINESETTINGS_API
#define SYNTHBENCHMARK_API
#define RENDERER_API
#define GAMEPLAYTAGS_API
#define DEVELOPERSETTINGS_API
#define PACKETHANDLER_API
#define RELIABILITYHANDLERCOMPONENT_API
#define AUDIOPLATFORMCONFIGURATION_API
#define MESHDESCRIPTION_API
#define STATICMESHDESCRIPTION_API
#define PAKFILE_API
#define RSA_API
#define NETWORKREPLAYSTREAMING_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API
#define INTEL_ISPC 1
#define VORONOI_API
#define WITH_PHYSX_RELEASE 1
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API
#define AUDIOEXTENSIONS_API
#define AUDIOMIXERCORE_API
#define PROPERTYACCESS_API
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API
#define AUDIOMIXER_API
#define TARGETPLATFORM_API
#define ANIMATIONCORE_API
#define CREATEPROCESS_API
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcess.cpp"
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcessBPLibrary.cpp"
@@ -0,0 +1,6 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4\Shipping\createProcess\Definitions.createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcess.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcessBPLibrary.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcessBPLibrary.h
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4\Inc\createProcess\createProcessBPLibrary.generated.h
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcess.init.gen.cpp"
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcessBPLibrary.gen.cpp"
@@ -0,0 +1,7 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4\Shipping\createProcess\Definitions.createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcess.init.gen.cpp
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/GeneratedCppIncludes.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/MetaData.h
E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4/Inc/createProcess/createProcessBPLibrary.gen.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess/Public/createProcessBPLibrary.h
e:\projects\ivazowsky\plugins\createprocess\intermediate\build\win64\ue4\inc\createprocess\createProcessBPLibrary.generated.h
@@ -0,0 +1,6 @@
{
"OutputFiles": [
"Module.createProcess.cpp.obj",
"Module.createProcess.gen.cpp.obj"
]
}
@@ -0,0 +1,289 @@
#undef CREATEPROCESS_API
#undef UE_IS_ENGINE_MODULE
#undef DEPRECATED_FORGAME
#define DEPRECATED_FORGAME DEPRECATED
#undef UE_DEPRECATED_FORGAME
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define IS_PROGRAM 0
#define UE_EDITOR 1
#define ENABLE_PGO_PROFILE 0
#define USE_VORBIS_FOR_STREAMING 1
#define USE_XMA2_FOR_STREAMING 1
#define WITH_DEV_AUTOMATION_TESTS 1
#define WITH_PERF_AUTOMATION_TESTS 1
#define UNICODE 1
#define _UNICODE 1
#define __UNREAL__ 1
#define IS_MONOLITHIC 0
#define WITH_ENGINE 1
#define WITH_UNREAL_DEVELOPER_TOOLS 1
#define WITH_APPLICATION_CORE 1
#define WITH_COREUOBJECT 1
#define USE_STATS_WITHOUT_ENGINE 0
#define WITH_PLUGIN_SUPPORT 0
#define WITH_ACCESSIBILITY 1
#define WITH_PERFCOUNTERS 1
#define USE_LOGGING_IN_SHIPPING 0
#define WITH_LOGGING_TO_MEMORY 0
#define USE_CACHE_FREED_OS_ALLOCS 1
#define USE_CHECKS_IN_SHIPPING 0
#define USE_ESTIMATED_UTCNOW 0
#define WITH_EDITOR 1
#define WITH_SERVER_CODE 1
#define WITH_PUSH_MODEL 1
#define WITH_CEF3 1
#define WITH_LIVE_CODING 1
#define UBT_MODULE_MANIFEST "UE4Editor.modules"
#define UBT_MODULE_MANIFEST_DEBUGGAME "UE4Editor-Win64-DebugGame.modules"
#define UBT_COMPILED_PLATFORM Win64
#define UBT_COMPILED_TARGET Editor
#define UE_APP_NAME "UE4Editor"
#define NDIS_MINIPORT_MAJOR_VERSION 0
#define WIN32 1
#define _WIN32_WINNT 0x0601
#define WINVER 0x0601
#define PLATFORM_WINDOWS 1
#define PLATFORM_MICROSOFT 1
#define OVERRIDE_PLATFORM_HEADER_NAME Windows
#define RHI_RAYTRACING 1
#define NDEBUG 1
#define UE_BUILD_DEVELOPMENT 1
#define UE_IS_ENGINE_MODULE 0
#define UE_PROJECT_NAME Ivazowsky
#define UE_TARGET_NAME UE4Editor
#define UE_MODULE_NAME "createProcess"
#define UE_PLUGIN_NAME "createProcess"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UNIQUENETID_ESPMODE ESPMode::Fast
#define COREUOBJECT_API DLLIMPORT
#define UE_ENABLE_ICU 1
#define WITH_VS_PERF_PROFILER 0
#define WITH_DIRECTXMATH 0
#define WITH_MALLOC_STOMP 1
#define CORE_API DLLIMPORT
#define TRACELOG_API DLLIMPORT
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define GPUPARTICLE_LOCAL_VF_ONLY 0
#define WITH_ODSC 0
#define ENGINE_API DLLIMPORT
#define NETCORE_API DLLIMPORT
#define APPLICATIONCORE_API DLLIMPORT
#define RHI_API DLLIMPORT
#define JSON_API DLLIMPORT
#define WITH_FREETYPE 1
#define SLATECORE_API DLLIMPORT
#define INPUTCORE_API DLLIMPORT
#define SLATE_API DLLIMPORT
#define WITH_UNREALPNG 1
#define WITH_UNREALJPEG 1
#define WITH_LIBJPEGTURBO 1
#define WITH_UNREALEXR 1
#define IMAGEWRAPPER_API DLLIMPORT
#define MESSAGING_API DLLIMPORT
#define MESSAGINGCOMMON_API DLLIMPORT
#define RENDERCORE_API DLLIMPORT
#define ANALYTICSET_API DLLIMPORT
#define ANALYTICS_API DLLIMPORT
#define SOCKETS_PACKAGE 1
#define SOCKETS_API DLLIMPORT
#define NETCOMMON_API DLLIMPORT
#define ASSETREGISTRY_API DLLIMPORT
#define ENGINEMESSAGES_API DLLIMPORT
#define ENGINESETTINGS_API DLLIMPORT
#define SYNTHBENCHMARK_API DLLIMPORT
#define RENDERER_API DLLIMPORT
#define GAMEPLAYTAGS_API DLLIMPORT
#define DEVELOPERSETTINGS_API DLLIMPORT
#define PACKETHANDLER_API DLLIMPORT
#define RELIABILITYHANDLERCOMPONENT_API DLLIMPORT
#define AUDIOPLATFORMCONFIGURATION_API DLLIMPORT
#define MESHDESCRIPTION_API DLLIMPORT
#define STATICMESHDESCRIPTION_API DLLIMPORT
#define PAKFILE_API DLLIMPORT
#define RSA_API DLLIMPORT
#define NETWORKREPLAYSTREAMING_API DLLIMPORT
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define PHYSICSCORE_API DLLIMPORT
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_MEMORY_TRACKING 0
#define CHAOS_API DLLIMPORT
#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
#define INCLUDE_CHAOS 0
#define CHAOS_CHECKED 0
#define CHAOSCORE_API DLLIMPORT
#define INTEL_ISPC 1
#define VORONOI_API DLLIMPORT
#define WITH_PHYSX_RELEASE 0
#define UE_PHYSX_SUFFIX PROFILE
#define UE_APEX_SUFFIX PROFILE
#define APEX_UE4 1
#define APEX_STATICALLY_LINKED 0
#define WITH_APEX_LEGACY 1
#define SIGNALPROCESSING_API DLLIMPORT
#define AUDIOEXTENSIONS_API DLLIMPORT
#define AUDIOMIXERCORE_API DLLIMPORT
#define PROPERTYACCESS_API DLLIMPORT
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define WITH_RECAST 1
#define WITH_NAVMESH_SEGMENT_LINKS 1
#define WITH_NAVMESH_CLUSTER_LINKS 1
#define UNREALED_API DLLIMPORT
#define DIRECTORYWATCHER_API DLLIMPORT
#define DOCUMENTATION_API DLLIMPORT
#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 1
#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 1
#define PROJECTS_API DLLIMPORT
#define SANDBOXFILE_API DLLIMPORT
#define EDITORSTYLE_API DLLIMPORT
#define SOURCE_CONTROL_WITH_SLATE 1
#define SOURCECONTROL_API DLLIMPORT
#define UNREALEDMESSAGES_API DLLIMPORT
#define GAMEPLAYDEBUGGER_API DLLIMPORT
#define BLUEPRINTGRAPH_API DLLIMPORT
#define EDITORSUBSYSTEM_API DLLIMPORT
#define HTTP_PACKAGE 1
#define CURL_ENABLE_DEBUG_CALLBACK 1
#define CURL_ENABLE_NO_TIMEOUTS_OPTION 1
#define WITH_WINHTTP 1
#define HTTP_API DLLIMPORT
#define UNREALAUDIO_API DLLIMPORT
#define FUNCTIONALTESTING_API DLLIMPORT
#define AUTOMATIONCONTROLLER_API DLLIMPORT
#define LOCALIZATION_API DLLIMPORT
#define WITH_SNDFILE_IO 1
#define AUDIOEDITOR_API DLLIMPORT
#define AUDIOMIXER_API DLLIMPORT
#define TARGETPLATFORM_API DLLIMPORT
#define LEVELEDITOR_API DLLIMPORT
#define SETTINGS_API DLLIMPORT
#define INTROTUTORIALS_API DLLIMPORT
#define HEADMOUNTEDDISPLAY_API DLLIMPORT
#define VREDITOR_API DLLIMPORT
#define COMMONMENUEXTENSIONS_API DLLIMPORT
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define LANDSCAPE_API DLLIMPORT
#define PROPERTYEDITOR_API DLLIMPORT
#define ACTORPICKERMODE_API DLLIMPORT
#define SCENEDEPTHPICKERMODE_API DLLIMPORT
#define DETAILCUSTOMIZATIONS_API DLLIMPORT
#define CLASSVIEWER_API DLLIMPORT
#define GRAPHEDITOR_API DLLIMPORT
#define STRUCTVIEWER_API DLLIMPORT
#define CONTENTBROWSER_API DLLIMPORT
#define CONTENTBROWSERDATA_API DLLIMPORT
#define COLLECTIONMANAGER_API DLLIMPORT
#define UELIBSAMPLERATE_API DLLIMPORT
#define ENABLE_HTTP_FOR_NFS 1
#define NETWORKFILESYSTEM_API DLLIMPORT
#define UMG_API DLLIMPORT
#define MOVIESCENE_API DLLIMPORT
#define TIMEMANAGEMENT_API DLLIMPORT
#define MOVIESCENETRACKS_API DLLIMPORT
#define ANIMATIONCORE_API DLLIMPORT
#define PROPERTYPATH_API DLLIMPORT
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define WITH_RECAST 1
#define WITH_NAVMESH_SEGMENT_LINKS 1
#define WITH_NAVMESH_CLUSTER_LINKS 1
#define NAVIGATIONSYSTEM_API DLLIMPORT
#define MESHBUILDER_API DLLIMPORT
#define MATERIALSHADERQUALITYSETTINGS_API DLLIMPORT
#define INTERACTIVETOOLSFRAMEWORK_API DLLIMPORT
#define TOOLMENUSEDITOR_API DLLIMPORT
#define TOOLMENUS_API DLLIMPORT
#define WITH_OGGVORBIS 1
#define XAUDIO2_API DLLIMPORT
#define AUDIOMIXERXAUDIO2_API DLLIMPORT
#define ASSETTAGSEDITOR_API DLLIMPORT
#define ADDCONTENTDIALOG_API DLLIMPORT
#define USE_EMBREE 1
#define MESHUTILITIES_API DLLIMPORT
#define MESHMERGEUTILITIES_API DLLIMPORT
#define HIERARCHICALLODUTILITIES_API DLLIMPORT
#define MESHREDUCTIONINTERFACE_API DLLIMPORT
#define ASSETTOOLS_API DLLIMPORT
#define KISMETCOMPILER_API DLLIMPORT
#define GAMEPLAYTASKS_API DLLIMPORT
#define WITH_RECAST 1
#define WITH_GAMEPLAY_DEBUGGER 1
#define AIMODULE_API DLLIMPORT
#define KISMET_API DLLIMPORT
#define INCLUDE_CHAOS 0
#define WITH_PHYSX 1
#define WITH_CHAOS 0
#define WITH_CHAOS_CLOTHING 0
#define WITH_CHAOS_NEEDS_TO_BE_FIXED 0
#define PHYSICS_INTERFACE_PHYSX 1
#define WITH_APEX 1
#define WITH_APEX_CLOTHING 1
#define WITH_CLOTH_COLLISION_DETECTION 1
#define WITH_PHYSX_COOKING 1
#define WITH_NVCLOTH 1
#define WITH_CUSTOM_SQ_STRUCTURE 0
#define WITH_IMMEDIATE_PHYSX 0
#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API DLLIMPORT
#define CREATEPROCESS_API DLLEXPORT
@@ -0,0 +1,13 @@
{
"RemapUnityFiles":
{
"Module.createProcess.cpp.obj": [
"createProcess.cpp.obj",
"createProcessBPLibrary.cpp.obj"
],
"Module.createProcess.gen.cpp.obj": [
"createProcess.init.gen.cpp.obj",
"createProcessBPLibrary.gen.cpp.obj"
]
}
}
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcess.cpp"
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcessBPLibrary.cpp"
@@ -0,0 +1,6 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4Editor\Development\createProcess\Definitions.createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcess.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Source/createProcess/Private/createProcessBPLibrary.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcessBPLibrary.h
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4Editor\Inc\createProcess\createProcessBPLibrary.generated.h
@@ -0,0 +1,3 @@
// This file is automatically generated at compile-time to include some subset of the user-created cpp files.
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4Editor/Inc/createProcess/createProcess.init.gen.cpp"
#include "E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4Editor/Inc/createProcess/createProcessBPLibrary.gen.cpp"
@@ -0,0 +1,7 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Intermediate\Build\Win64\UE4Editor\Development\createProcess\Definitions.createProcess.h
E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4Editor/Inc/createProcess/createProcess.init.gen.cpp
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/GeneratedCppIncludes.h
D:\UnrealEngine4\Engines\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/MetaData.h
E:/Projects/Ivazowsky/Plugins/createProcess/Intermediate/Build/Win64/UE4Editor/Inc/createProcess/createProcessBPLibrary.gen.cpp
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess/Public/createProcessBPLibrary.h
e:\projects\ivazowsky\plugins\createprocess\intermediate\build\win64\ue4editor\inc\createprocess\createProcessBPLibrary.generated.h
@@ -0,0 +1 @@
E:\Projects\Ivazowsky\Plugins\createProcess\Source\createProcess\Public\createProcessBPLibrary.h
@@ -0,0 +1,35 @@
// 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"
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable : 4883)
#endif
PRAGMA_DISABLE_DEPRECATION_WARNINGS
void EmptyLinkFunctionForGeneratedCodecreateProcess_init() {}
UPackage* Z_Construct_UPackage__Script_createProcess()
{
static UPackage* ReturnPackage = nullptr;
if (!ReturnPackage)
{
static const UE4CodeGen_Private::FPackageParams PackageParams = {
"/Script/createProcess",
nullptr,
0,
PKG_CompiledIn | 0x00000000,
0x15E8A36A,
0x85419042,
METADATA_PARAMS(nullptr, 0)
};
UE4CodeGen_Private::ConstructUPackage(ReturnPackage, PackageParams);
}
return ReturnPackage;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#ifdef _MSC_VER
#pragma warning (pop)
#endif
@@ -0,0 +1,217 @@
// 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<FString> 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<UcreateProcessBPLibrary>::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<UcreateProcessBPLibrary>()
{
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
@@ -0,0 +1,105 @@
// 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/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
#ifdef CREATEPROCESS_createProcessBPLibrary_generated_h
#error "createProcessBPLibrary.generated.h already included, missing '#pragma once' in createProcessBPLibrary.h"
#endif
#define CREATEPROCESS_createProcessBPLibrary_generated_h
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_SPARSE_DATA
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS \
\
DECLARE_FUNCTION(execRunSystemCommand); \
DECLARE_FUNCTION(execcreateProc);
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS_NO_PURE_DECLS \
\
DECLARE_FUNCTION(execRunSystemCommand); \
DECLARE_FUNCTION(execcreateProc);
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUcreateProcessBPLibrary(); \
friend struct Z_Construct_UClass_UcreateProcessBPLibrary_Statics; \
public: \
DECLARE_CLASS(UcreateProcessBPLibrary, UBlueprintFunctionLibrary, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/createProcess"), NO_API) \
DECLARE_SERIALIZER(UcreateProcessBPLibrary)
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS \
private: \
static void StaticRegisterNativesUcreateProcessBPLibrary(); \
friend struct Z_Construct_UClass_UcreateProcessBPLibrary_Statics; \
public: \
DECLARE_CLASS(UcreateProcessBPLibrary, UBlueprintFunctionLibrary, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/createProcess"), NO_API) \
DECLARE_SERIALIZER(UcreateProcessBPLibrary)
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_STANDARD_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API UcreateProcessBPLibrary(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UcreateProcessBPLibrary) \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UcreateProcessBPLibrary); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UcreateProcessBPLibrary); \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API UcreateProcessBPLibrary(UcreateProcessBPLibrary&&); \
NO_API UcreateProcessBPLibrary(const UcreateProcessBPLibrary&); \
public:
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
NO_API UcreateProcessBPLibrary(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()) : Super(ObjectInitializer) { }; \
private: \
/** Private move- and copy-constructors, should never be used */ \
NO_API UcreateProcessBPLibrary(UcreateProcessBPLibrary&&); \
NO_API UcreateProcessBPLibrary(const UcreateProcessBPLibrary&); \
public: \
DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UcreateProcessBPLibrary); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UcreateProcessBPLibrary); \
DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UcreateProcessBPLibrary)
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_PRIVATE_PROPERTY_OFFSET
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_26_PROLOG
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_GENERATED_BODY_LEGACY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_PRIVATE_PROPERTY_OFFSET \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_SPARSE_DATA \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_STANDARD_CONSTRUCTORS \
public: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#define Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_PRIVATE_PROPERTY_OFFSET \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_SPARSE_DATA \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_RPC_WRAPPERS_NO_PURE_DECLS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_INCLASS_NO_PURE_DECLS \
Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h_29_ENHANCED_CONSTRUCTORS \
static_assert(false, "Unknown access specifier for GENERATED_BODY() macro in class createProcessBPLibrary."); \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
template<> CREATEPROCESS_API UClass* StaticClass<class UcreateProcessBPLibrary>();
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID Ivazowsky_Plugins_createProcess_Source_createProcess_Public_createProcessBPLibrary_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS
@@ -0,0 +1,10 @@
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#pragma once