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#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]
40 lines
1.0 KiB
C++
40 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TextureShareDLL.h"
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#include "Modules/ModuleManager.h"
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#include "Windows/AllowWindowsPlatformTypes.h"
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/** public functions **/
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BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved)
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{
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// Perform actions based on the reason for calling.
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switch (fdwReason)
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{
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case DLL_PROCESS_ATTACH:
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// Initialize once for each new process.
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// Return FALSE to fail DLL load.
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break;
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case DLL_THREAD_ATTACH:
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// Do thread-specific initialization.
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break;
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case DLL_THREAD_DETACH:
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// Do thread-specific cleanup.
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break;
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case DLL_PROCESS_DETACH:
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// Perform any necessary cleanup.
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break;
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}
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return TRUE; // Successful DLL_PROCESS_ATTACH.
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}
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#include "Windows/HideWindowsPlatformTypes.h"
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//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
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TCHAR GInternalProjectName[64] = TEXT("");
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IMPLEMENT_FOREIGN_ENGINE_DIR()
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//AB \bypass
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