Go to the source code of this file.
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| enum class | EModuleLoadResult {
Success
, FileNotFound
, FileIncompatible
, CouldNotBeLoadedByOS
,
FailedToInitialize
, NotLoadedByGameThread
} |
| |
| enum class | EModuleUnloadResult { Success
, UnloadNotSupported
} |
| |
| enum class | EModuleChangeReason { ModuleLoaded
, ModuleUnloaded
, PluginDirectoryChanged
} |
| |
| enum class | ECheckModuleCompatibilityFlags { None = 0x00
, DisplayUpToDateModules = 0x01
} |
| |
| enum class | ELoadModuleFlags { None = 0x0
, LogFailures = 1 << 0
} |
| |
| enum class | EActiveReloadType { None
, Reinstancing
} |
| |
◆ IMPLEMENT_FOREIGN_ENGINE_DIR
| #define IMPLEMENT_FOREIGN_ENGINE_DIR |
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Macro for declaring the engine directory to check for foreign or nested projects.
◆ IMPLEMENT_GAME_MODULE
◆ IMPLEMENT_MODULE
Value: \
\
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#define UE_STATIC_ASSERT_WARN(bExpression, Message)
Definition CoreMiscDefines.h:431
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition ModuleManager.h:852
Definition ModuleInterface.h:14
◆ IMPLEMENT_PRIMARY_GAME_MODULE
Value:IMPLEMENT_PRIMARY_GAME_MODULE must be used for at least one game module in your game. It sets the "name" your game when compiling in monolithic mode. This is passed in by UBT from the .uproject name, and manually specifying a name is no longer necessary.
◆ IMPLEMENT_TARGET_NAME_REGISTRATION
| #define IMPLEMENT_TARGET_NAME_REGISTRATION |
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Value:
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} \
#define PREPROCESSOR_TO_STRING(Token)
Definition PreprocessorHelpers.h:103
◆ UE_LIST_ARGUMENT
Macro for passing a list argument to a macro
◆ UE_REGISTER_ENCRYPTION_KEY
| #define UE_REGISTER_ENCRYPTION_KEY |
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... | ) |
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Value:
{ \
} \
static void Callback(
unsigned char OutKey[32]) \
{ \
{ \
} \
} \
CORE_API void RegisterEncryptionKeyCallback(TEncryptionKeyFunc InCallback)
Definition CoreDelegates.cpp:368
Macro for registering encryption key for a project.
◆ UE_REGISTER_SIGNING_KEY
Value:
{ \
} \
{ \
{ \
{ \
} \
} \
CORE_API void RegisterSigningKeyCallback(TSigningKeyFunc InCallback)
Definition CoreDelegates.cpp:360
#define UE_ARRAY_COUNT(array)
Definition UnrealTemplate.h:212
Macro for registering signing keys for a project.
◆ FInitializeModuleFunctionPtr
Function pointer type for InitializeModule().
All modules must have a FModuleInitializerEntry instance or an InitializeModule() function. Usually this is declared automatically using the IMPLEMENT_MODULE macro below. If using the function it must be declared using as 'extern "C"' so that the name remains undecorated. The object returned will be "owned" by the caller, and will be deleted by the caller before the module is unloaded.
◆ EActiveReloadType
Enumerates the type of reload in progress
| Enumerator |
|---|
| None | |
| Reinstancing | |
◆ ECheckModuleCompatibilityFlags
| Enumerator |
|---|
| None | |
| DisplayUpToDateModules | |
◆ ELoadModuleFlags
| Enumerator |
|---|
| None | |
| LogFailures | |
◆ EModuleChangeReason
Enumerates reasons for modules to change.
Values of this type will be passed into OnModuleChanged() delegates.
| Enumerator |
|---|
| ModuleLoaded | A module has been loaded and is ready to be used.
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| ModuleUnloaded | |
| PluginDirectoryChanged | The paths controlling which plug-ins are loaded have been changed and the given module has been found, but not yet loaded.
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◆ EModuleLoadResult
Enumerates reasons for failed module loads.
| Enumerator |
|---|
| Success | Module loaded successfully.
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| FileNotFound | The specified module file could not be found.
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| FileIncompatible | The specified module file is incompatible with the module system.
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| CouldNotBeLoadedByOS | The operating system failed to load the module file.
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| FailedToInitialize | Module initialization failed.
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| NotLoadedByGameThread | A thread attempted to load the module before the Game thread did.
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◆ EModuleUnloadResult
Enumerates reasons for failed module unloads.
◆ GetActiveReloadInterface()
| IReload * GetActiveReloadInterface |
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inline |
◆ GetActiveReloadType()
◆ IsReloadActive()
◆ LexToString()