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// Copyright Epic Games, Inc. All Rights Reserved.
# include "TextureShareDLL.h"
# include "Modules/ModuleManager.h"
# include "Windows/AllowWindowsPlatformTypes.h"
/** public functions **/
BOOL WINAPI DllMain ( HINSTANCE hinstDLL , DWORD fdwReason , LPVOID lpReserved )
{
// Perform actions based on the reason for calling.
switch ( fdwReason )
{
case DLL_PROCESS_ATTACH :
// Initialize once for each new process.
// Return FALSE to fail DLL load.
break ;
case DLL_THREAD_ATTACH :
// Do thread-specific initialization.
break ;
case DLL_THREAD_DETACH :
// Do thread-specific cleanup.
break ;
case DLL_PROCESS_DETACH :
// Perform any necessary cleanup.
break ;
}
return TRUE ; // Successful DLL_PROCESS_ATTACH.
}
# include "Windows/HideWindowsPlatformTypes.h"
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//AB If we don't have to implement a module, or application, and we can save 200kb by not depending on "Projects" module, so borrow some code from UnrealGame.cpp to bypass it
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TCHAR GInternalProjectName [ 64 ] = TEXT ( " " ) ;
IMPLEMENT_FOREIGN_ENGINE_DIR ( )
//AB \bypass