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Engine source (Main branch up to CL 2026164)
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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#include "SkillSystemEditorModulePrivatePCH.h"
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#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
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#include "AttributeDetails.h"
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#include "AttributeSet.h"
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class FSkillSystemEditorModule : public ISkillSystemEditorModule
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{
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// Begin IModuleInterface
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virtual void StartupModule() OVERRIDE;
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virtual void ShutdownModule() OVERRIDE;
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// End IModuleInterface
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};
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IMPLEMENT_MODULE( FSkillSystemEditorModule, SkillSystemEditor )
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void FSkillSystemEditorModule::StartupModule()
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{
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// Register the details customizer
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FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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PropertyModule.RegisterStructPropertyLayout( "GameplayAttribute", FOnGetStructCustomizationInstance::CreateStatic( &FAttributePropertyDetails::MakeInstance ) );
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PropertyModule.RegisterStructPropertyLayout( "ScalableFloat", FOnGetStructCustomizationInstance::CreateStatic( &FScalableFloatDetails::MakeInstance ) );
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PropertyModule.RegisterStructPropertyLayout( "FlexTableRowHandle", FOnGetStructCustomizationInstance::CreateStatic( &FFlexTableRowHandleDetails::MakeInstance ) );
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PropertyModule.RegisterCustomPropertyLayout( "AttributeSet", FOnGetDetailCustomizationInstance::CreateStatic( &FAttributeDetails::MakeInstance ) );
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}
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void FSkillSystemEditorModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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