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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065253 by bryan.sefcik #jira #preflight 62d5b3e91062f2e63014598e #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21181817 by bryan sefcik in ue5-main branch]
33 lines
902 B
C++
33 lines
902 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Subsystems/Subsystem.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "EditorSubsystem.generated.h"
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class UObject;
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/**
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* UEditorSubsystem
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* Base class for auto instanced and initialized systems that share the lifetime of the Editor
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*
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* UEditorSubsystems are dynamic and will be initialized when the module is loaded if necessary.
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* This means that after StartupModule() is called on the module containing a subsystem,
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* the subsystem collection with instantiate and initialize the subsystem automatically.
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* If the subsystem collection is created post module load then the instances will be created at
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* collection initialization time.
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*/
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UCLASS(Abstract)
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class EDITORSUBSYSTEM_API UEditorSubsystem : public UDynamicSubsystem
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{
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GENERATED_BODY()
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public:
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UEditorSubsystem();
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};
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