Files
UnrealEngine/Engine/Source/Editor/ClothingSystemEditorInterface/Private/ClothingSystemEditorInterfaceModule.cpp
2025-05-18 13:04:45 +08:00

62 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ClothingSystemEditorInterfaceModule.h"
#include "ClothingAssetFactoryInterface.h"
#include "Containers/Array.h"
#include "Features/IModularFeatures.h"
#include "HAL/Platform.h"
#include "Modules/ModuleManager.h"
#include "SimulationEditorExtender.h"
#include "UObject/Class.h"
IMPLEMENT_MODULE(FClothingSystemEditorInterfaceModule, ClothingSystemEditorInterface);
const FName FClothingSystemEditorInterfaceModule::ExtenderFeatureName(TEXT("ClothingSimulationEditorExtender"));
FClothingSystemEditorInterfaceModule::FClothingSystemEditorInterfaceModule()
{
}
void FClothingSystemEditorInterfaceModule::StartupModule()
{
}
void FClothingSystemEditorInterfaceModule::ShutdownModule()
{
}
UClothingAssetFactoryBase* FClothingSystemEditorInterfaceModule::GetClothingAssetFactory()
{
TArray<IClothingAssetFactoryProvider*> Providers = IModularFeatures::Get().GetModularFeatureImplementations<IClothingAssetFactoryProvider>(IClothingAssetFactoryProvider::FeatureName);
// If we have providers, take the last one to register so clothing asst factories can be overridden
if(Providers.Num() > 0)
{
IClothingAssetFactoryProvider* Provider = Providers.Last();
return Provider->GetFactory();
}
return nullptr;
}
ISimulationEditorExtender* FClothingSystemEditorInterfaceModule::GetSimulationEditorExtender(FName InSimulationClassName)
{
TArray<ISimulationEditorExtender*> Extenders = IModularFeatures::Get().GetModularFeatureImplementations<ISimulationEditorExtender>(ExtenderFeatureName);
for(ISimulationEditorExtender* Extender : Extenders)
{
UClass* SupportedClass = Extender->GetSupportedSimulationFactoryClass();
if(SupportedClass && SupportedClass->GetFName() == InSimulationClassName)
{
return Extender;
}
}
return nullptr;
}