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