raise with UE5, bitch

This commit is contained in:
2023-07-14 21:08:34 +05:00
parent cee3223d7d
commit b73b78f88e
155 changed files with 11998 additions and 378 deletions
@@ -0,0 +1,14 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
class FcreateProcessModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
@@ -0,0 +1,36 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GenericPlatform/GenericPlatformProcess.h"
#include "createProcessBPLibrary.generated.h"
/*
* Function library class.
* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
*
* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
* Its lets you name the node using characters not allowed in C++ function names.
* CompactNodeTitle - the word(s) that appear on the node.
* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
* Good example is "Print String" node which you can find also by using keyword "log".
* Category - the category your node will be under in the Blueprint drop-down menu.
*
* For more info on custom blueprint nodes visit documentation:
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
*/
UCLASS()
class UcreateProcessBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = "createProcess")
static void createProc(FString FullPathOfProgramToRun, TArray<FString> CommandlineArgs, bool Detach, bool Hidden, int32 Priority, FString OptionalWorkingDirectory);
UFUNCTION(BlueprintCallable, Category = "createProcess")
static void RunSystemCommand(FString Command);
};