// Copyright Epic Games, Inc. All Rights Reserved. #include "TextureShareDLL.h" #include "Modules/ModuleManager.h" #include "Windows/AllowWindowsPlatformTypes.h" /** public functions **/ BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved) { // Perform actions based on the reason for calling. switch (fdwReason) { case DLL_PROCESS_ATTACH: // Initialize once for each new process. // Return FALSE to fail DLL load. break; case DLL_THREAD_ATTACH: // Do thread-specific initialization. break; case DLL_THREAD_DETACH: // Do thread-specific cleanup. break; case DLL_PROCESS_DETACH: // Perform any necessary cleanup. break; } return TRUE; // Successful DLL_PROCESS_ATTACH. } #include "Windows/HideWindowsPlatformTypes.h" //AB If we don't have to implement a module, or application, and we can save 200kb by not depending on "Projects" module, so borrow some code from UnrealGame.cpp to bypass it TCHAR GInternalProjectName[64] = TEXT(""); IMPLEMENT_FOREIGN_ENGINE_DIR() //AB \bypass