Files
UnrealEngineUWP/Engine/Source/Programs/TextureShare/TextureShareSDK/Private/TextureShareDLL.cpp
mark lintott 7ab5930888 #jira UE-104767
#rb Graeme.Thornton
#autosubmit

Renamed UE4Game to UnrealGame.

Horde tested (Editor,Tools & Monolithics). Local ShooterGame + Cook + PIE

[CL 14990929 by mark lintott in ue5-main branch]
2021-01-05 09:53:17 -04:00

40 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TextureShareDLL.h"
#include "Modules/ModuleManager.h"
#include "Windows/AllowWindowsPlatformTypes.h"
/** public functions **/
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved)
{
// Perform actions based on the reason for calling.
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
// Initialize once for each new process.
// Return FALSE to fail DLL load.
break;
case DLL_THREAD_ATTACH:
// Do thread-specific initialization.
break;
case DLL_THREAD_DETACH:
// Do thread-specific cleanup.
break;
case DLL_PROCESS_DETACH:
// Perform any necessary cleanup.
break;
}
return TRUE; // Successful DLL_PROCESS_ATTACH.
}
#include "Windows/HideWindowsPlatformTypes.h"
//AB If we don't have to implement a module, or application, and we can save 200kb by not depending on "Projects" module, so borrow some code from UnrealGame.cpp to bypass it
TCHAR GInternalProjectName[64] = TEXT("");
IMPLEMENT_FOREIGN_ENGINE_DIR()
//AB \bypass