I will search for the two class what you say~ thanks again.
Thanks yeah the hardcoded is def temporary, had trouble finding info on relative pathing.
Thanks a lot~
So those two methods are not useful for my task at all, maybe there is a mysterious UE function can deal with my issue.
It’s just like an emulator’s feature, just same like a background system which is just like mobile’s background system.
Thanks very much~
If I have some results, I will note here
If you are using CloseProc that means you are creating and running process manually, which I don’t suggest. There are two classes you can use, FMonitoredProcess and FInteractiveProcess. Either of them will handle the process properly from executing till termination. Just select one and go with it.
As a side note, both FMonitoredProcess and FInteractiveProcess uses TerminateProc. Maybe some further consideration should be put about it. However it doesn’t create a problem, and it should be fine to use it.
If i use CreateProc, whether i can quit it. I use CloseProc but not quit .exe that i had created by CreateProc
I’m also looking at creating a VR game launcher. drag00nkkk , did you figure out a way how to launch the new game and give the Vive control in the new game? Also, any code examples you could share? Any help would be greatly appreciated. Thanks.
@drag00nkkk Did you figure out a way to do that? I am using Oculus but doing similar thing. I created a VR experience where there is a button which can open an external exe, which is also a VR experience that is not created by Unreal. Right now I can launch the new VR game and play in the external exe, but when it’s done and go back to Unreal application, the Unreal app is just got stuck at the place right before it launches the external exe, even though the blueprint is showing hmd is enable and connected.