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| FGenericPlatformProcess
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Module |
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Header |
/Engine/Source/Runtime/Core/Public/GenericPlatform/GenericPlatformProcess.h |
Include |
#include "GenericPlatform/GenericPlatformProcess.h" |
struct FGenericPlatformProcess
Generic implementation for most platforms, these tend to be unused and unimplemented
Name | Description | ||
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AddDllDirectory ( |
Adds a directory to search in when resolving implicitly loaded or filename-only DLLs. |
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const TCHAR ... |
ApplicationSettingsDir() |
Get application settings directory. Only one return value is valid at a time! |
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const TCHAR ... |
BaseDir() |
Get startup directory. Only one return value is valid at a time! |
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CanLaunchURL ( |
Checks if the platform can launch a uniform resource locator (i.e. http://www.epicgames.com/unreal). |
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CleanShaderWorkingDir() |
Clean the shader working directory. Clean the shader working directory |
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ClosePipe |
Closes an anonymous pipe. |
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CloseProc ( |
Cleans up FProcHandle after we're done with it. |
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const TCHAR ... |
ComputerName() |
Get computer name. Only one return value is valid at a time! |
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ConditionalSleep ( |
Sleep thread until condition is satisfied. |
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CreatePipe |
Creates a writable anonymous pipe. |
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CreateProc |
Creates a new process and its primary thread, with separate std pipes. |
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CreateProc |
Creates a new process and its primary thread. |
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FRunnableThr... |
CreateRunnableThread() |
Creates the platform-specific runnable thread. |
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Daemonize() |
Makes process run as a system service (daemon), i.e. detaches it from whatever user session it was initially run from. |
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DeleteInterprocessSynchObject ( |
Deletes an interprocess synchronization object. |
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DumpThreadInfo ( |
Output information about the currently active thread |
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ExecElevatedProcess |
Executes a process as administrator, requesting elevation as necessary. |
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ExecProcess |
Executes a process, returning the return code, stdout, and stderr. |
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const TCHAR ... |
ExecutableName ( |
Return the name of the currently running executable |
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const TCHAR ... |
ExecutablePath() |
Return the path to the currently running executable |
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ExploreFolder ( |
Attempt to "explore" the folder specified by the provided file path |
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FlushPoolSyncEvents() |
Deletes all the recycled sync events contained by the pools |
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FreeDllHandle ( |
Free a DLL. |
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GenerateApplicationPath ( |
Generates the path to the specified application or game. |
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GetApplicationMemoryUsage |
Outputs the virtual memory usage, of the process with the specified PID |
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GetApplicationName ( |
Returns the Name of process given by the PID. Returns Empty string "" if PID not found. |
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const TCHAR ... |
GetBinariesSubdirectory() |
Used only by platforms with DLLs, this gives the subdirectory from binaries to find the executables |
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GetCurrentCoreNumber() |
Retrieves the current hardware CPU core |
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GetCurrentProcessId() |
Retrieves the ProcessId of this process. |
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GetCurrentWorkingDirectory() |
Get the current working directory (only really makes sense on desktop platforms) |
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ENamedThread... |
GetDesiredThreadForUObjectReferenceCollector() |
Specifies the thread to use for UObject reference collection |
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GetDllDirectories |
Get the list of registered directories to search in when resolving implicitly loaded or filename-only DLLs. |
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void * |
GetDllExport |
Lookup the address of a DLL function. |
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void * |
GetDllHandle ( |
Load a DLL. |
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GetGameBundleId() |
Retrieves the platform-specific bundle identifier or package name of the game |
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const TCHAR ... |
GetModuleExtension() |
Return the extension of dynamic library |
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const TCHAR ... |
GetModulePrefix() |
Return the prefix of dynamic library (e.g. lib) |
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const FStrin... |
GetModulesDirectory() |
Used only by platforms with DLLs, this gives the full path to the main directory containing modules |
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GetProcReturnCode ( |
Retrieves the termination status of the specified process. |
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GetStackSize() |
Get the active stack size for the currently running thread |
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FEvent * |
GetSynchEventFromPool ( |
Gets an event from the pool or creates a new one if necessary. |
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IsApplicationRunning ( |
Returns true if the specified application is running |
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IsApplicationRunning ( |
Returns true if the specified application is running |
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IsFirstInstance() |
Checks if we're the first instance. |
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IsProcRunning ( |
Returns true if the specified process is running |
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LaunchFileInDefaultExternalApplication ( |
Attempt to launch the provided file name in its default external application. |
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LaunchURL |
Launch a uniform resource locator (i.e. http://www.epicgames.com/unreal). |
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ModifyThreadAssignmentForUObjectReferenceCollector ( |
Allows a platform to override the threading configuration for reference collection |
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FSemaphore &... |
NewInterprocessSynchObject |
Creates or opens an interprocess synchronization object. |
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FSemaphore &... |
NewInterprocessSynchObject |
Creates or opens an interprocess synchronization object. |
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OpenProcess ( |
Opens an existing process. |
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PopDllDirectory ( |
Unsets a directory to look for DLL files. |
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PushDllDirectory ( |
Set a directory to look for DLL files. NEEDS to have a Pop call when complete |
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ReadPipe ( |
Reads all pending data from an anonymous pipe, such as STDOUT or STDERROR of a process. |
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ReadPipeToArray |
Reads all pending data from an anonymous pipe, such as STDOUT or STDERROR of a process. |
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ReturnSynchEventToPool ( |
Returns an event to the pool. |
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SetCurrentWorkingDirectoryToBaseDir() |
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SetProcessLimits ( |
Sets the process limits. |
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SetRealTimeMode() |
Enables Real Time Mode on the current thread. |
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SetShaderDir ( |
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SetThreadAffinityMask ( |
Change the thread processor affinity |
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SetThreadName ( |
Helper function to set thread name of the current thread. |
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SetThreadPriority ( |
Change the thread processor priority |
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SetupAudioThread() |
Allow the platform to do anything it needs for audio thread |
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SetupGameThread() |
Allow the platform to do anything it needs for game thread |
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SetupRenderThread() |
Allow the platform to do anything it needs for render thread |
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SetupRHIThread() |
Allow the platform to do anything it needs for the RHI thread |
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const TCHAR ... |
ShaderDir() |
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const FStrin... |
ShaderWorkingDir() |
Get the shader working directory. Get the shader working directory |
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ShouldSaveToUserDir() |
Content saved to the game or engine directories should be rerouted to user directories instead |
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SkipWaitForStats() |
Force skip calling FThreadStats::WaitForStats() |
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Sleep ( |
Sleep this thread for Seconds. |
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SleepInfinite() |
Sleep this thread infinitely. |
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SleepNoStats ( |
Sleep this thread for Seconds. |
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SupportsMultithreading() |
Gets whether this platform can use multiple threads. |
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TearDown() |
Tears down allocated process resources. |
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TeardownAudioThread() |
Allow the platform to tear down the audio thread |
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TerminateProc ( |
Terminates a process |
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const TCHAR ... |
UserDir() |
Get user directory. Only one return value is valid at a time! |
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const TCHAR ... |
UserHomeDir() |
Get the user home directory. Only one return value is valid at a time! |
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const TCHAR ... |
UserName ( |
Get user name. Only one return value is valid at a time! |
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const TCHAR ... |
UserSettingsDir() |
Get the user settings directory. Only one return value is valid at a time! |
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const TCHAR ... |
UserTempDir() |
Get the user temporary directory. Only one return value is valid at a time! |
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EWaitAndFork... |
WaitAndFork() |
Waits for process signals and forks child processes. |
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WaitForProc ( |
Waits for a process to stop |
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WritePipe |
Sends the message to process through pipe |
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WritePipe |
Sends data to process through pipe |
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Yield() |
Tells the processor to pause for implementation-specific amount of time. |
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YieldCycles ( |
Tells the processor to pause for at least the amount of cycles given. |
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YieldThread() |
Yield this thread so another may run for a while. |
Name |
Description |
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FSemaphore |
Generic representation of a interprocess semaphore |
Name |
Description |
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EWaitAndForkResult |
Name | Description | ||
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FEvent * |
CreateSynchEvent ( |
Please use GetSynchEventFromPool to create a new event, and ReturnSynchEventToPool to release the event. |