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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MonitoredProcess.h>
Inheritance diagram for FSerializedUATProcess:Static Public Member Functions | |
| static CORE_API FString | GetUATPath () |
Additional Inherited Members | |
Protected Member Functions inherited from FMonitoredProcess | |
| CORE_API void | Tick () override |
| CORE_API void | ProcessOutput (const FString &Output) |
| CORE_API void | TickInternal () |
Protected Attributes inherited from FMonitoredProcess | |
| TAtomic< bool > | Canceling = false |
| TAtomic< FDateTime > | EndTime |
| bool | Hidden = false |
| TAtomic< bool > | KillTree = false |
| FString | Params |
| FProcHandle | ProcessHandle |
| void * | ReadPipe = nullptr |
| TAtomic< int > | ReturnCode = 0 |
| TAtomic< FDateTime > | StartTime { 0 } |
| FRunnableThread * | Thread = nullptr |
| TAtomic< bool > | bIsRunning |
| FString | URL |
| FString | WorkingDir |
| void * | WritePipe = nullptr |
| bool | bCreatePipes = false |
| float | SleepInterval = 0.01f |
| FString | OutputBuffer |
| FSimpleDelegate | CanceledDelegate |
| FOnMonitoredProcessCompleted | CompletedDelegate |
| FOnMonitoredProcessOutput | OutputDelegate |
| FSerializedUATProcess::FSerializedUATProcess | ( | const FString & | RunUATCommandline | ) |
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static |
Get the host-platform-specific path to the UAT running script
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overridevirtual |
Run UAT, serially with other FSerializedUATProcess objects. Because the actual call is delayed, this will always return true, and the LaunchFailedDelegate will be called later if an error happens
Reimplemented from FMonitoredProcess.
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inline |
Returns a delegate that is executed when the process has been canceled.