Files
UnrealEngineUWP/Engine/Plugins/Experimental/SampleToolsEditorMode/Source/Private/SampleToolsEditorModeModule.cpp
Chris Gagnon 930e33cb48 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.23 From CL 6837861
#rb none

[CL 6838042 by Chris Gagnon in Main branch]
2019-06-04 15:42:48 -04:00

23 lines
1006 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "SampleToolsEditorModeModule.h"
#include "SampleToolsEditorMode.h"
#define LOCTEXT_NAMESPACE "FSampleToolsEditorModeModule"
void FSampleToolsEditorModeModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
FEditorModeRegistry::Get().RegisterMode<FSampleToolsEditorMode>(FSampleToolsEditorMode::EM_SampleToolsEditorModeId, LOCTEXT("SampleToolsEditorModeName", "SampleToolsEditorMode"), FSlateIcon(), true);
}
void FSampleToolsEditorModeModule::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.
FEditorModeRegistry::Get().UnregisterMode(FSampleToolsEditorMode::EM_SampleToolsEditorModeId);
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FSampleToolsEditorModeModule, SampleToolsEditorMode)