Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintCompilerCppBackend/Private/BlueprintCompilerCppBackendModule.cpp

43 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintCompilerCppBackendModulePrivatePCH.h"
#include "IBlueprintCompilerCppBackendModule.h"
#include "ModuleManager.h"
#include "BlueprintCompilerCppBackend.h"
#include "BlueprintCompilerCppBackendUtils.h" // for FEmitHelper::GetBaseFilename()
class FBlueprintCompilerCppBackendModule : public IBlueprintCompilerCppBackendModule
{
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
virtual IBlueprintCompilerCppBackend* Create() override;
};
IMPLEMENT_MODULE(FBlueprintCompilerCppBackendModule, BlueprintCompilerCppBackend)
void FBlueprintCompilerCppBackendModule::StartupModule()
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
}
void FBlueprintCompilerCppBackendModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
IBlueprintCompilerCppBackend* FBlueprintCompilerCppBackendModule::Create()
{
return new FBlueprintCompilerCppBackend();
}
FString IBlueprintCompilerCppBackendModule::GetBaseFilename(const UObject* AssetObj)
{
// use the same function that the backend uses for #includes
return FEmitHelper::GetBaseFilename(AssetObj);
}