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UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/PolygonModelingModule.cpp

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Mesh Editor extensibility (phase 1) - This is the first change toward making it easy to add new polygon modeling features in external plugins (or through scripting!) - Added a new 'PolygonModeling' module to the MeshEditor plugin and moved the TessellatePolygon feature there - New UMeshEditorPolygonCommand ABC class (and friends) for polygon editing features to inherit from - MeshEditor now has a very minimal public API - Experimenting with using multiple protected 'contract interfaces' for FMeshEditorMode to reduce public API size - Some initial clean-ups to how selection/deselection works (reduce boilerplate.) - Removed a bad use of 'friend' for FMeshElementViewportTransformable - Moved a few functions around to either make them publicly accessible or to hide them - Slate: Added support for registering UICommandInfos without a 'this' pointer #codereview richard.talbotwatkin #rb none [CL 3367605 by Mike Fricker in Dev-Geometry branch]
2017-03-28 11:13:57 -04:00
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "ModuleManager.h"
IMPLEMENT_MODULE( FDefaultModuleImpl, PolygonModeling )
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