Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/UMGModule.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

49 lines
1023 B
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "IUMGModule.h"
#include "UMGStyle.h"
#include "UMGPrivate.h"
DEFINE_LOG_CATEGORY(LogUMG);
class FUMGModule : public IUMGModule
{
public:
/** Constructor, set up console commands and variables **/
FUMGModule()
{
}
/** Called right after the module DLL has been loaded and the module object has been created */
virtual void StartupModule() override
{
#if WITH_EDITOR
if (GIsEditor)
{
FUMGStyle::Initialize();
}
// This is done so that the compiler is available in non-cooked builds when the widget blueprint is
// compiled again in the running game.
FModuleManager::Get().LoadModule(TEXT("UMGEditor"));
#endif
}
/** Called before the module is unloaded, right before the module object is destroyed. */
virtual void ShutdownModule() override
{
#if WITH_EDITOR
if (GIsEditor)
{
FUMGStyle::Shutdown();
}
#endif
}
};
IMPLEMENT_MODULE(FUMGModule, UMG);