Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintCompilerCppBackend/Private/BlueprintCompilerCppBackendModule.cpp
bruce nesbit af5562165a Fixed non-unity compile in BlueprintCompilerCppBackendModule.cpp
#codereview Maciej.Mroz

[CL 2496840 by bruce nesbit in Main branch]
2015-03-31 02:49:50 -04:00

36 lines
1.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintCompilerCppBackendModulePrivatePCH.h"
#include "IBlueprintCompilerCppBackendModule.h"
#include "ModuleManager.h"
#include "BlueprintCompilerCppBackend.h"
class FBlueprintCompilerCppBackendModule : public IBlueprintCompilerCppBackendModule
{
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
virtual IBlueprintCompilerCppBackend* Create(FKismetCompilerContext& InContext) 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(FKismetCompilerContext& InContext)
{
return new FBlueprintCompilerCppBackend(InContext);
}