Files
UnrealEngineUWP/Engine/Source/Programs/UnrealSync/Private/ProcessHelper.h
Jaroslaw Palczynski 2477b5bd67 UnrealSync3 improvements:
- Moved UAT functionality to US3 -- now the GUI doesn't need UAT anymore.
- The tool is syncing itself at startup and by default runs from copy. It assumes that Binaries/Win64 is writable, but I think its fine cause this tool is needed for syncing anyway.
- User have to provide P4 port and P4 user from command line or from environment variables. It is also assumed that p4.exe is runnable from standard cmd.exe without providing a path.

[CL 2094445 by Jaroslaw Palczynski in Main branch]
2014-06-04 11:01:22 -04:00

37 lines
1.2 KiB
C

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
DECLARE_DELEGATE_RetVal_OneParam(bool, FOnProcessMadeProgress, const FString&)
/**
* Helper function to run custom command line.
*
* @param ExecutablePath Path to executable to run.
* @param CommandLine Command line to run custom process.
*
* @returns True if succeeded. False otherwise.
*/
bool RunProcess(const FString& ExecutablePath, const FString& CommandLine);
/**
* Helper function to run custom command line and catch output.
*
* @param ExecutablePath Path to executable to run.
* @param CommandLine Command line to run custom process.
* @param Output Collected output.
*
* @returns True if succeeded. False otherwise.
*/
bool RunProcessOutput(const FString& ExecutablePath, const FString& CommandLine, FString& Output);
/**
* Helper function to run custom command line and catch output.
*
* @param ExecutablePath Path to executable to run.
* @param CommandLine Command line to run custom process.
* @param OnUATMadeProgress Called when process make progress.
*
* @returns True if succeeded. False otherwise.
*/
bool RunProcessProgress(const FString& ExecutablePath, const FString& CommandLine, const FOnProcessMadeProgress& OnUATMadeProgress);