1using System.Collections.Generic;
188 List<UnrealPlatform>? PlatformAllowList =
null,
189 List<UnrealPlatform>? PlatformDenyList =
null,
190 List<UnrealTargetType>? TargetAllowList =
null,
191 List<UnrealTargetType>? TargetDenyList =
null,
192 List<UnrealConfig>? TargetConfigurationAllowList =
null,
193 List<UnrealConfig>? TargetConfigurationDenyList =
null,
194 List<string>? ProgramAllowList =
null,
195 List<string>? ProgramDenyList =
null,
196 List<string>? AdditionalDependencies =
null,
197 bool? HasExplicitPlatforms = null
ModuleLoadingPhase
Indicates when the engine should attempt to load this module.
@ EarliestPossible
Loaded as soon as plugins can possibly be loaded (need GConfig)
@ PostConfigInit
Loaded before the engine is fully initialized, immediately after the config system has been initializ...
@ PreEarlyLoadingScreen
After PostConfigInit and before coreUobject initialized. used for early boot loading screens before t...
@ PostEngineInit
After the engine has been initialized.
@ None
Do not automatically load this module.
@ PreDefault
Right before the default phase.
@ PostSplashScreen
The first screen to be rendered after system splash screen.
@ PreLoadingScreen
Loaded before the engine is fully initialized for modules that need to hook into the loading screen b...
@ PostDefault
Right after the default phase.
record class ModuleDescriptor(string? Name=null, ModuleHostType? Type=null, ModuleLoadingPhase? LoadingPhase=null, List< UnrealPlatform >? PlatformAllowList=null, List< UnrealPlatform >? PlatformDenyList=null, List< UnrealTargetType >? TargetAllowList=null, List< UnrealTargetType >? TargetDenyList=null, List< UnrealConfig >? TargetConfigurationAllowList=null, List< UnrealConfig >? TargetConfigurationDenyList=null, List< string >? ProgramAllowList=null, List< string >? ProgramDenyList=null, List< string >? AdditionalDependencies=null, bool? HasExplicitPlatforms=null)
Class containing information about a code module.
ModuleHostType
The type of host that can load a module.
@ ClientOnly
Loaded only by clients, and commandlets, and editor....
@ UncookedOnly
Loaded only in uncooked builds.
@ Developer
Loaded only when the engine has support for developer tools enabled.
@ EditorAndProgram
Loaded by the editor or program targets.
@ Program
Loaded only by programs.
@ ClientOnlyNoCommandlet
Loaded only by clients and editor (editor can run PIE which is kinda a commandlet)
@ DeveloperTool
Loads on any targets where bBuildDeveloperTools is enabled.
@ ServerOnly
Loaded only by servers.
@ CookedOnly
Loaded only in cooked builds.
@ RuntimeAndProgram
Any target or program.
@ Runtime
Any target using the UE runtime.
@ RuntimeNoCommandlet
Any target except for commandlet.
@ EditorNoCommandlet
Loaded only by the editor, except when running commandlets.