// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "SampleToolsEditorModeModule.h" #include "SampleToolsEditorMode.h" #define LOCTEXT_NAMESPACE "FSampleToolsEditorModeModule" void FSampleToolsEditorModeModule::StartupModule() { // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module FEditorModeRegistry::Get().RegisterMode(FSampleToolsEditorMode::EM_SampleToolsEditorModeId, LOCTEXT("SampleToolsEditorModeName", "SampleToolsEditorMode"), FSlateIcon(), true); } void FSampleToolsEditorModeModule::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. FEditorModeRegistry::Get().UnregisterMode(FSampleToolsEditorMode::EM_SampleToolsEditorModeId); } #undef LOCTEXT_NAMESPACE IMPLEMENT_MODULE(FSampleToolsEditorModeModule, SampleToolsEditorMode)