Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/UMGModule.cpp
Marc Audy a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00

56 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "IUMGModule.h"
#include "UMGStyle.h"
#include "UMGPrivate.h"
#include "EntitySystem/MovieSceneEntityManager.h"
DEFINE_LOG_CATEGORY(LogUMG);
#if !IS_MONOLITHIC
UE::MovieScene::FEntityManager*& GEntityManagerForDebugging = UE::MovieScene::GEntityManagerForDebuggingVisualizers;
#endif
class FUMGModule : public IUMGModule
{
public:
/** Constructor, set up console commands and variables **/
FUMGModule()
{
}
/** Called right after the module DLL has been loaded and the module object has been created */
virtual void StartupModule() override
{
#if WITH_EDITOR
if (GIsEditor)
{
FUMGStyle::Initialize();
}
// This is done so that the compiler is available in non-cooked builds when the widget blueprint is
// compiled again in the running game.
FModuleManager::Get().LoadModule(TEXT("UMGEditor"));
#endif
}
/** Called before the module is unloaded, right before the module object is destroyed. */
virtual void ShutdownModule() override
{
#if WITH_EDITOR
if (GIsEditor)
{
FUMGStyle::Shutdown();
}
#endif
}
TArray<int32> CustomFloatPropertyIDs;
TArray<int32> CustomTransformPropertyIDs;
};
IMPLEMENT_MODULE(FUMGModule, UMG);