Engine source (Main branch up to CL 2026164)

This commit is contained in:
Tim Sweeney
2014-03-14 14:13:41 -04:00
commit 324683ce78
10199 changed files with 3908382 additions and 0 deletions

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