Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Private/NavigationSystemModule.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

48 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NavigationSystemModule.h"
#include "EngineDefines.h"
#include "AI/NavigationSystemBase.h"
#include "Templates/SubclassOf.h"
#include "Engine/World.h"
#define LOCTEXT_NAMESPACE "NavigationSystem"
DEFINE_LOG_CATEGORY_STATIC(LogNavSysModule, Log, All);
class FNavigationSystemModule : public INavSysModule
{
// Begin IModuleInterface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
//virtual UNavigationSystemBase* CreateNavigationSystemInstance(UWorld& World) override;
// End IModuleInterface
};
IMPLEMENT_MODULE(FNavigationSystemModule, NavigationSystem)
void FNavigationSystemModule::StartupModule()
{
// mz@todo bind to all the delegates in FNavigationSystem
// also, to
}
void FNavigationSystemModule::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.
}
//UNavigationSystemBase* FNavigationSystemModule::CreateNavigationSystemInstance(UWorld& World)
//{
// UE_LOG(LogNavSysModule, Log, TEXT("Creating NavigationSystem for world %s"), *World.GetName());
//
// /*TSubclassOf<UNavigationSystemBase> NavSystemClass = LoadClass<UNavigationSystemBase>(NULL, *UNavigationSystemBase::GetNavigationSystemClassName().ToString(), NULL, LOAD_None, NULL);
// return NewObject<UNavigationSystemBase>(&World, NavSystemClass);*/
// return nullptr;
//}
#undef LOCTEXT_NAMESPACE