Files
UnrealEngineUWP/Engine/Source/Editor/ClothingSystemEditorInterface/Private/ClothingSystemEditorInterfaceModule.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

59 lines
1.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "ClothingSystemEditorInterfaceModule.h"
#include "SimulationEditorExtender.h"
#include "ClothingAssetFactoryInterface.h"
#include "Features/IModularFeatures.h"
#include "Modules/ModuleManager.h"
#include "UObject/Class.h"
IMPLEMENT_MODULE(FClothingSystemEditorInterfaceModule, ClothingSystemEditorInterface);
const FName FClothingSystemEditorInterfaceModule::ExtenderFeatureName(TEXT("ClothingSimulationEditorExtender"));
FClothingSystemEditorInterfaceModule::FClothingSystemEditorInterfaceModule()
{
}
void FClothingSystemEditorInterfaceModule::StartupModule()
{
}
void FClothingSystemEditorInterfaceModule::ShutdownModule()
{
}
UClothingAssetFactoryBase* FClothingSystemEditorInterfaceModule::GetClothingAssetFactory()
{
TArray<IClothingAssetFactoryProvider*> Providers = IModularFeatures::Get().GetModularFeatureImplementations<IClothingAssetFactoryProvider>(IClothingAssetFactoryProvider::FeatureName);
// If we have providers, take the last one to register so clothing asst factories can be overridden
if(Providers.Num() > 0)
{
IClothingAssetFactoryProvider* Provider = Providers.Last();
return Provider->GetFactory();
}
return nullptr;
}
ISimulationEditorExtender* FClothingSystemEditorInterfaceModule::GetSimulationEditorExtender(FName InSimulationClassName)
{
TArray<ISimulationEditorExtender*> Extenders = IModularFeatures::Get().GetModularFeatureImplementations<ISimulationEditorExtender>(ExtenderFeatureName);
for(ISimulationEditorExtender* Extender : Extenders)
{
UClass* SupportedClass = Extender->GetSupportedSimulationFactoryClass();
if(SupportedClass && SupportedClass->GetFName() == InSimulationClassName)
{
return Extender;
}
}
return nullptr;
}