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43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintCompilerCppBackendModulePrivatePCH.h"
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#include "IBlueprintCompilerCppBackendModule.h"
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#include "ModuleManager.h"
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#include "BlueprintCompilerCppBackend.h"
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#include "BlueprintCompilerCppBackendUtils.h" // for FEmitHelper::GetBaseFilename()
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class FBlueprintCompilerCppBackendModule : public IBlueprintCompilerCppBackendModule
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{
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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virtual IBlueprintCompilerCppBackend* Create() override;
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};
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IMPLEMENT_MODULE(FBlueprintCompilerCppBackendModule, BlueprintCompilerCppBackend)
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void FBlueprintCompilerCppBackendModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
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}
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void FBlueprintCompilerCppBackendModule::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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IBlueprintCompilerCppBackend* FBlueprintCompilerCppBackendModule::Create()
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{
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return new FBlueprintCompilerCppBackend();
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}
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FString IBlueprintCompilerCppBackendModule::GetBaseFilename(const UObject* AssetObj)
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{
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// use the same function that the backend uses for #includes
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return FEmitHelper::GetBaseFilename(AssetObj);
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}
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