Files
UnrealEngineUWP/Engine/Source/Editor/SparseVolumeTexture/Private/SparseVolumeTextureModule.cpp
tim doerries 5fd9a992ec SparseVolumeTexture asset now stores the source file and cooks using that source file instead of data generated during the import.
#rb Sebastien.Hillaire
#rnx
#preflight 6380ba724004f73f62bf4ad7

[CL 23265965 by tim doerries in ue5-main branch]
2022-11-25 09:18:31 -05:00

34 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SparseVolumeTextureModule.h"
#include "SparseVolumeTextureOpenVDB.h"
#include "SparseVolumeTexture/SparseVolumeTexture.h"
#include "SparseVolumeTextureOpenVDBUtility.h"
#define LOCTEXT_NAMESPACE "SparseVolumeTextureModule"
IMPLEMENT_MODULE(FSparseVolumeTextureModule, SparseVolumeTexture);
void FSparseVolumeTextureModule::StartupModule()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools")).Get();
AssetTypeActionsForSparseVolumeTexture = MakeShareable(new FAssetTypeActions_SparseVolumeTexture);
AssetTools.RegisterAssetTypeActions(AssetTypeActionsForSparseVolumeTexture.ToSharedRef());
#if PLATFORM_WINDOWS
// Global registration of the vdb types.
openvdb::initialize();
#endif
// USparseVolumeTexture needs to access (only) this function for cooking.
OnConvertOpenVDBToSparseVolumeTexture().BindStatic(ConvertOpenVDBToSparseVolumeTexture);
}
void FSparseVolumeTextureModule::ShutdownModule()
{
OnConvertOpenVDBToSparseVolumeTexture().Unbind();
}
#undef LOCTEXT_NAMESPACE