// Copyright Epic Games, Inc. All Rights Reserved. #include "SmartObjectsModule.h" #include "Modules/ModuleManager.h" #define LOCTEXT_NAMESPACE "SmartObjects" class FSmartObjectsModule : public ISmartObjectsModule { // Begin IModuleInterface virtual void StartupModule() override; virtual void ShutdownModule() override; }; IMPLEMENT_MODULE(FSmartObjectsModule, SmartObjectsModule) void FSmartObjectsModule::StartupModule() { // Called right after the module DLL has been loaded and the module object has been created // Load dependent modules here, and they will be guaranteed to be available during ShutdownModule. ie: // FModuleManager::Get().LoadModuleChecked(TEXT("HTTP")); } void FSmartObjectsModule::ShutdownModule() { // Called before the module is unloaded, right before the module object is destroyed. // During normal shutdown, this is called in reverse order that modules finish StartupModule(). // This means that, as long as a module references dependent modules in it's StartupModule(), it // can safely reference those dependencies in ShutdownModule() as well. } #undef LOCTEXT_NAMESPACE