Files
UnrealEngineUWP/Engine/Source/Editor/SkillSystemEditor/Private/SkillSystemEditorModule.cpp
2014-04-02 18:09:23 -04:00

33 lines
1.4 KiB
C++

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
#include "SkillSystemEditorModulePrivatePCH.h"
#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
#include "AttributeDetails.h"
#include "AttributeSet.h"
class FSkillSystemEditorModule : public ISkillSystemEditorModule
{
// Begin IModuleInterface
virtual void StartupModule() OVERRIDE;
virtual void ShutdownModule() OVERRIDE;
// End IModuleInterface
};
IMPLEMENT_MODULE( FSkillSystemEditorModule, SkillSystemEditor )
void FSkillSystemEditorModule::StartupModule()
{
// Register the details customizer
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterStructPropertyLayout( "GameplayAttribute", FOnGetStructCustomizationInstance::CreateStatic( &FAttributePropertyDetails::MakeInstance ) );
PropertyModule.RegisterStructPropertyLayout( "ScalableFloat", FOnGetStructCustomizationInstance::CreateStatic( &FScalableFloatDetails::MakeInstance ) );
PropertyModule.RegisterCustomPropertyLayout( "AttributeSet", FOnGetDetailCustomizationInstance::CreateStatic( &FAttributeDetails::MakeInstance ) );
}
void FSkillSystemEditorModule::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.
}