Files
UnrealEngineUWP/Engine/Plugins/AI/MassAI/Source/MassZoneGraphNavigation/Private/MassZoneGraphNavigationModule.cpp
mikko mononen f21d1720b8 Mass Movement and Navigation cleanup
- Removed ununed processors and fragments
- Separated ZoneGraph specific things from common movement and navigation fragments and processors
- First attempt at cleaner separation between Mass Movement and Mass Navigation
- Moved configs and hard coded values to shared fragments
- Simplified and clarified parameters

#jira none
#rb Aris.Theophanidis
#preflight 61f283b61e5d78c383072b4a

#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 18752305 in //UE5/Release-5.0/... via CL 18752314 via CL 18752372
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18752384 by mikko mononen in ue5-main branch]
2022-01-27 07:28:47 -05:00

28 lines
820 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "IMassZoneGraphNavigationModule.h"
class FMassZoneGraphNavigationModule : public IMassZoneGraphNavigationModule
{
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
IMPLEMENT_MODULE(FMassZoneGraphNavigationModule, MassZoneGraphNavigation)
void FMassZoneGraphNavigationModule::StartupModule()
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
}
void FMassZoneGraphNavigationModule::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.
}