Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectsModule.cpp
mieszko zielinski c019c2635f Moved GameplayBehaviors out of restricted folder over to Experimental
Moved SmartObjects out of restricted folder
Moved StateTree out of restricted folder
Moved ZoneGraph out of restricted folder
Moved ZoneGraphAnnotations out of restricted folder

#jira UE-115297

#ROBOMERGE-OWNER: mieszko.zielinski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 17648223 via CL 17648246 via CL 17648261 via CL 17648385 via CL 17648390 via CL 17648742
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v875-17642767)

[CL 17648750 by mieszko zielinski in ue5-main branch]
2021-09-28 13:33:17 -04:00

33 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectsModule.h"
#include "Modules/ModuleManager.h"
#define LOCTEXT_NAMESPACE "SmartObjects"
class FSmartObjectsModule : public ISmartObjectsModule
{
// Begin IModuleInterface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
IMPLEMENT_MODULE(FSmartObjectsModule, SmartObjectsModule)
void FSmartObjectsModule::StartupModule()
{
// Called right after the module DLL has been loaded and the module object has been created
// Load dependent modules here, and they will be guaranteed to be available during ShutdownModule. ie:
// FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
}
void FSmartObjectsModule::ShutdownModule()
{
// Called before the module is unloaded, right before the module object is destroyed.
// During normal shutdown, this is called in reverse order that modules finish StartupModule().
// This means that, as long as a module references dependent modules in it's StartupModule(), it
// can safely reference those dependencies in ShutdownModule() as well.
}
#undef LOCTEXT_NAMESPACE