// Copyright Epic Games, Inc. All Rights Reserved. #include "CoreMinimal.h" #include "Modules/ModuleManager.h" #include "IUMGModule.h" #include "UMGStyle.h" #include "UMGPrivate.h" #include "EntitySystem/MovieSceneEntityManager.h" DEFINE_LOG_CATEGORY(LogUMG); class FUMGModule : public IUMGModule { public: /** Constructor, set up console commands and variables **/ FUMGModule() { } /** Called right after the module DLL has been loaded and the module object has been created */ virtual void StartupModule() override { #if WITH_EDITOR if (GIsEditor) { FUMGStyle::Initialize(); } // This is done so that the compiler is available in non-cooked builds when the widget blueprint is // compiled again in the running game. FModuleManager::Get().LoadModule(TEXT("UMGEditor")); #endif } /** Called before the module is unloaded, right before the module object is destroyed. */ virtual void ShutdownModule() override { #if WITH_EDITOR if (GIsEditor) { FUMGStyle::Shutdown(); } #endif } TArray CustomFloatPropertyIDs; TArray CustomTransformPropertyIDs; }; IMPLEMENT_MODULE(FUMGModule, UMG);