// 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("PropertyEditor"); PropertyModule.RegisterStructPropertyLayout( "GameplayAttribute", FOnGetStructCustomizationInstance::CreateStatic( &FAttributePropertyDetails::MakeInstance ) ); PropertyModule.RegisterStructPropertyLayout( "ScalableFloat", FOnGetStructCustomizationInstance::CreateStatic( &FScalableFloatDetails::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. }