// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlueprintCompilerCppBackendModulePrivatePCH.h" #include "IBlueprintCompilerCppBackendModule.h" #include "ModuleManager.h" #include "BlueprintCompilerCppBackend.h" #include "BlueprintCompilerCppBackendUtils.h" // for FEmitHelper::GetBaseFilename() class FBlueprintCompilerCppBackendModule : public IBlueprintCompilerCppBackendModule { /** IModuleInterface implementation */ virtual void StartupModule() override; virtual void ShutdownModule() override; virtual IBlueprintCompilerCppBackend* Create() override; }; IMPLEMENT_MODULE(FBlueprintCompilerCppBackendModule, BlueprintCompilerCppBackend) void FBlueprintCompilerCppBackendModule::StartupModule() { // This code will execute after your module is loaded into memory (but after global variables are initialized, of course.) } void FBlueprintCompilerCppBackendModule::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. } IBlueprintCompilerCppBackend* FBlueprintCompilerCppBackendModule::Create() { return new FBlueprintCompilerCppBackend(); } FString IBlueprintCompilerCppBackendModule::GetBaseFilename(const UObject* AssetObj) { // use the same function that the backend uses for #includes return FEmitHelper::GetBaseFilename(AssetObj); }