// Copyright Epic Games, Inc. All Rights Reserved. #include "NamingTokensUncookedOnlyModule.h" #include "Customization/NamingTokensCustomization.h" #include "NamingTokenData.h" #include "NamingTokens.h" #include "NamingTokensStyle.h" #include "PropertyEditorModule.h" void FNamingTokensUncookedOnlyModule::StartupModule() { FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked("PropertyEditor"); PropertyModule.RegisterCustomClassLayout( UNamingTokens::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FNamingTokensCustomization::MakeInstance) ); PropertyModule.RegisterCustomPropertyTypeLayout(FNamingTokenData::StaticStruct()->GetFName(), FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FNamingTokensDataCustomization::MakeInstance)); FNamingTokensStyle::Get(); } void FNamingTokensUncookedOnlyModule::ShutdownModule() { if (UObjectInitialized() && !IsEngineExitRequested()) { if (FPropertyEditorModule* PropertyEditorModule = FModuleManager::GetModulePtr("PropertyEditor")) { PropertyEditorModule->UnregisterCustomClassLayout(UNamingTokens::StaticClass()->GetFName()); PropertyEditorModule->UnregisterCustomPropertyTypeLayout(FNamingTokenData::StaticStruct()->GetFName()); } } } IMPLEMENT_MODULE(FNamingTokensUncookedOnlyModule, NamingTokensUncookedOnly)