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- 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]
28 lines
820 B
C++
28 lines
820 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "IMassZoneGraphNavigationModule.h"
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class FMassZoneGraphNavigationModule : public IMassZoneGraphNavigationModule
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{
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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IMPLEMENT_MODULE(FMassZoneGraphNavigationModule, MassZoneGraphNavigation)
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void FMassZoneGraphNavigationModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
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}
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void FMassZoneGraphNavigationModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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