// 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(); };