Files
UnrealEngineUWP/Engine/Source/Editor/EditorSubsystem/Public/EditorSubsystem.h
bryan sefcik 98b51354ed Ran IWYU on Public headers under Engine/Source/Editor/...
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]
2022-07-20 11:56:29 -04:00

33 lines
902 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Subsystems/Subsystem.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "EditorSubsystem.generated.h"
class UObject;
/**
* UEditorSubsystem
* Base class for auto instanced and initialized systems that share the lifetime of the Editor
*
* UEditorSubsystems are dynamic and will be initialized when the module is loaded if necessary.
* This means that after StartupModule() is called on the module containing a subsystem,
* the subsystem collection with instantiate and initialize the subsystem automatically.
* If the subsystem collection is created post module load then the instances will be created at
* collection initialization time.
*/
UCLASS(Abstract)
class EDITORSUBSYSTEM_API UEditorSubsystem : public UDynamicSubsystem
{
GENERATED_BODY()
public:
UEditorSubsystem();
};