Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/GeometryProcessingAdapters/Private/GeometryProcessingAdaptersModule.cpp
michael balzer 1e3a3267f4 MeshModelingToolset: Split plugin into non-experimental and experimental
#jira UETOOL-3823
#rb ryan.schmidt
#preflight 6101fb4b2b002800014f7007

[CL 17003092 by michael balzer in ue5-main branch]
2021-07-29 20:04:58 -04:00

38 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryProcessingAdaptersModule.h"
#include "Features/IModularFeatures.h"
#define LOCTEXT_NAMESPACE "FGeometryProcessingAdaptersModule"
using namespace UE::Geometry;
void FGeometryProcessingAdaptersModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
ApproximateActors = MakeShared<FApproximateActorsImpl>();
if (ApproximateActors.IsValid())
{
IModularFeatures::Get().RegisterModularFeature(IGeometryProcessing_ApproximateActors::GetModularFeatureName(), ApproximateActors.Get());
}
}
void FGeometryProcessingAdaptersModule::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.
if ( ApproximateActors.IsValid() )
{
IModularFeatures::Get().UnregisterModularFeature(IGeometryProcessing_ApproximateActors::GetModularFeatureName(), ApproximateActors.Get());
ApproximateActors = nullptr;
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FGeometryProcessingAdaptersModule, GeometryProcessingAdapters)