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The SubobjectDataSubsystem is how users can manipulate a given object within Blueprints or Python scripting. Given a Uobject instance in a level or a UBlueprint asset, you can use GatherSubobjectData to get get an array of handles that you can use to manipulate that subobject. This is what the new SubobjectEditor (Previously the SCS editor) will be using instead of having all its logic within slate code. #rb marc.audy #jira UE-64131 #preflight 6082ce4f8de3a60001cf6af8 #preflight 6082d84a92d7e700019f53e0 [CL 16104548 by ben hoffman in ue5-main branch]
20 lines
670 B
C++
20 lines
670 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SubobjectDataInterfaceModule.h"
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#define LOCTEXT_NAMESPACE "FSubobjectDataInterfaceModule"
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void FSubobjectDataInterfaceModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FSubobjectDataInterfaceModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FSubobjectDataInterfaceModule, SubobjectDataInterface) |