// Copyright Epic Games, Inc. All Rights Reserved. #include "GeometryFlowMeshProcessingModule.h" #include "Modules/ModuleManager.h" #include "MeshProcessingNodeRegistration.h" DEFINE_LOG_CATEGORY(LogGeometryFlowMeshProcessing); #define LOCTEXT_NAMESPACE "FGeometryFlowMeshProcessingModule" void FGeometryFlowMeshProcessingModule::StartupModule() { // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module UE::GeometryFlow::FMeshProcessingNodeRegistration::RegisterNodes(); } void FGeometryFlowMeshProcessingModule::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. } #undef LOCTEXT_NAMESPACE IMPLEMENT_MODULE(FGeometryFlowMeshProcessingModule, GeometryFlowMeshProcessing)