Because my future project will be a 3D platform for customers with many advanced features, I’d like to give them the possibility to run external applications, for example Notepad or something different that is installed in Operating System. Is it possible to have any connection with other standalone applications from an UE4 build? Or for example run exe or small game from Unity?
Used that in my code and it worked as expected. Would be nice to have an overload that only required the first parameter, but I’m really happy that it worked so intuitively.
It seems that FPlatformProcess is for Windows only. There’s also FGenericPlatformProcess that works for other platforms, but uses untested code.
Thank you very much for spending your time to solve my problem. I’m a Unity user so UE4 is still an enigma for me :). I have refreshed my C++ knowledge and now I’m going to code in UE4. Running exe from UE4 build is the most important thing in my project, so I’m glad that it is possible.
hi! Have you find the way to Running an external .exe from UE4?
I really need to open Kolor Eyes 360 player when my VR experience end.
Kolor eyes have line command so I’m able to create a .bat
Hope it’s possible.
Thank you so much
How on Earth is this related? That article is about running an external program as part of the project build process. The question here is how to execute an external program from a project that is already built.
Well Android is a bit different in that you do not usually want to directly run some executable. As far as I know, the contract for Android Apps is that they run as a single process. You cannot spawn a new process without breaking that contract. Right now it may run fine on your device, but any update or different OS flavor might cause bugs and crashes.
Use threads and otherwise the native Android functions like intents, activities and whatnot. Have a look at the NDK for more info: Android NDK | Android Developers
How to run external application from UE4 build “seamless”?
I mean, I want from one UE4 build run another UE4 build, without seeing, how first build quits and another build opens.
What I use so far.
FGenericPlatformProcess::CreateProc. But with that, there is a gap between first and another builds.
delay node. But still, there is a gab. And also, that “another build”, is a lot different builds, so it loads in different time.
put loading screen in “another build” start. That gives smaller “gap”. I create empty map, with just loading screen, with opens level.
Hi it works perfectly but ive written it in a C++ Actor script inside the BeginPlay() function. And it opens two windows of my executable. Can you tell me the possible reasons for this? I am very new to Unreal.