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34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DataLayerEditorModule.h"
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#include "PropertyEditorModule.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Editor.h"
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#include "Modules/ModuleManager.h"
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#include "DataLayer/DataLayerPropertyTypeCustomization.h"
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#include "DataLayer/SDataLayerBrowser.h"
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#include "WorldPartition/DataLayer/DataLayer.h"
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IMPLEMENT_MODULE(FDataLayerEditorModule, DataLayerEditor );
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static const FName NAME_ActorDataLayer(TEXT("ActorDataLayer"));
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void FDataLayerEditorModule::StartupModule()
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{
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FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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PropertyModule.RegisterCustomPropertyTypeLayout(NAME_ActorDataLayer, FOnGetPropertyTypeCustomizationInstance::CreateLambda([] { return MakeShared<FDataLayerPropertyTypeCustomization>(); }));
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}
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void FDataLayerEditorModule::ShutdownModule()
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{
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if (FPropertyEditorModule* PropertyModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor"))
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{
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PropertyModule->UnregisterCustomPropertyTypeLayout(NAME_ActorDataLayer);
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}
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}
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TSharedRef<SWidget> FDataLayerEditorModule::CreateDataLayerBrowser()
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{
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return SNew(SDataLayerBrowser);
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} |