Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeDeveloper/Private/StateTreeDeveloperModule.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

38 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Features/IModularFeatures.h"
#include "Modules/ModuleManager.h"
#include "RewindDebuggerRuntimeInterface/IRewindDebuggerRuntimeExtension.h"
#include "StateTreeRewindDebuggerRecordingExtension.h"
#include "StateTreeStyle.h"
class FStateTreeDeveloperModule final : public IModuleInterface
{
//~ Begin IModuleInterface
virtual void StartupModule() override
{
FStateTreeStyle::Register();
#if WITH_STATETREE_TRACE
RewindDebuggerRecordingExtension = MakeUnique<UE::StateTreeDebugger::FRewindDebuggerRecordingExtension>();
IModularFeatures::Get().RegisterModularFeature(IRewindDebuggerRuntimeExtension::ModularFeatureName, RewindDebuggerRecordingExtension.Get());
#endif // WITH_STATETREE_TRACE
}
virtual void ShutdownModule() override
{
FStateTreeStyle::Unregister();
#if WITH_STATETREE_TRACE
IModularFeatures::Get().UnregisterModularFeature(IRewindDebuggerRuntimeExtension::ModularFeatureName, RewindDebuggerRecordingExtension.Get());
#endif // WITH_STATETREE_TRAC
}
//~ End IModuleInterface
#if WITH_STATETREE_TRACE
TUniquePtr<UE::StateTreeDebugger::FRewindDebuggerRecordingExtension> RewindDebuggerRecordingExtension;
#endif // WITH_STATETREE_TRACE
};
IMPLEMENT_MODULE(FStateTreeDeveloperModule, StateTreeDeveloper)