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Unreal Engine C++ API Reference > Runtime > Core > Unix
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Unix/UnixPlatformProcess.h |
Include | #include "Unix/UnixPlatformProcess.h" |
Syntax
struct FProcState
Remarks
Wrapper around Unix pid_t. Should not be copyable as changes in the process state won't be properly propagated to all copies.
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bFireAndForget | Whether this child is fire-and-forget |
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bool | bHasBeenWaitedFor | Whether the process's return code has been collected |
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bool | bIsRunning | Whether the process has finished or not (cached) |
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pid_t | ProcessId | Process id |
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int32 | ReturnCode | Return code of the process (if negative, means that process did not finish gracefully but was killed/crashed |
Constructors
Type | Name | Description | |
---|---|---|---|
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FProcState () |
Default constructor. | |
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FProcState
(
const FProcState& Other |
Copy constructor - should not be publicly accessible | |
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FProcState
(
pid_t InProcessId, |
Initialization constructor. |
Destructors
Type | Name | Description | |
---|---|---|---|
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~FProcState () |
Destructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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pid_t | GetProcessId () |
Getter for process id |
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bool | GetReturnCode
(
int32* ReturnCodePtr |
Returns child's return code (only valid to call if not running) |
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bool | IsRunning () |
Returns whether this process is running. |
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void | Wait () |
Waits for the process to end. Has a side effect (stores child's return code). |
Operators
Type | Name | Description | |
---|---|---|---|
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FProcState & | operator=
(
const FProcState& Other |
Assignment operator - should not be publicly accessible |