Files
UnrealEngineUWP/Engine/Plugins/Experimental/SampleToolsEditorMode/Source/Private/SampleToolsEditorModeModule.cpp
Marc Audy 360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00

23 lines
996 B
C++

// Copyright 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)