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Engine and Editor subsystems
- Dynamic subsystems for fixed module startup wrt subsystem initialization - Python Gettter exposed for both eg: import_subsystem = unreal.get_editor_subsystem(unreal.ImportSubsystem) - Import Subsystem with python exposed import events #rb Matt.Kuhlenschmidt, Rex.Hill #codereview Matt.Kuhlenschmidt, Rex.Hill [CL 4725117 by Chris Gagnon in Dev-Editor branch]
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class EditorSubsystem : ModuleRules
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{
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public EditorSubsystem(ReadOnlyTargetRules Target)
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: base(Target)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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});
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}
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}
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "EditorSubsystem.h"
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UEditorSubsystem::UEditorSubsystem()
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: UDynamicSubsystem()
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{
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}
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "EditorSubsystemModule.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_MODULE(FEditorSubsystemModule, EditorSubsystem);
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void FEditorSubsystemModule::StartupModule()
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{
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}
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void FEditorSubsystemModule::ShutdownModule()
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{
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}
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Subsystems/Subsystem.h"
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#include "EditorSubsystem.generated.h"
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/**
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* UEditorSubsystem
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* Base class for auto instanced and initialized systems that share the lifetime of the Editor
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*
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* UEditorSubsystems are dynamic and will be initialized when the module is loaded if necessary.
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* This means that after StartupModule() is called on the module containing a subsystem,
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* the subsystem collection with instantiate and initialize the subsystem automatically.
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* If the subsystem collection is created post module load then the instances will be created at
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* collection initialization time.
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*/
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UCLASS(Abstract)
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class EDITORSUBSYSTEM_API UEditorSubsystem : public UDynamicSubsystem
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{
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GENERATED_BODY()
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public:
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UEditorSubsystem();
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};
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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class EDITORSUBSYSTEM_API FEditorSubsystemModule : public IModuleInterface
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{
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public:
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// IModuleInterface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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};
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