// Some copyright should be here... #include "SpoutPluginPrivatePCH.h" #include "Core.h" #include "ModuleManager.h" //#include "IPluginManager.h" DEFINE_LOG_CATEGORY(SpoutLog); #define LOCTEXT_NAMESPACE "FSpoutModule" void FSpoutModule::StartupModule() { /// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module // Get the base directory of this plugin //FString BaseDir = IPluginManager::Get().FindPlugin("SpoutUE4")->GetBaseDir(); /* // Add on the relative location of the third party dll and load it FString LibraryPath; #if PLATFORM_WINDOWS LibraryPath = FPaths::Combine(*BaseDir, TEXT("Binaries/ThirdParty/SpoutUE4Library/Win64/Spout.dll")); #elif PLATFORM_MAC //LibraryPath = FPaths::Combine(*BaseDir, TEXT("Source/ThirdParty/SpoutUE4Library/Mac/Release/libExampleLibrary.dylib")); #endif // PLATFORM_WINDOWS ExampleLibraryHandle = !LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr; if (ExampleLibraryHandle) { UE_LOG(SpoutLog, Warning, TEXT("Modulo Spout Cargado")); // Call the test function in the third party library that opens a message box //ExampleLibraryFunction(); } else { FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load example third party library")); }*/ UE_LOG(SpoutLog, Warning, TEXT("Modulo Spout Cargado")); } void FSpoutModule::ShutdownModule() { // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, // we call this function before unloading the module. // Free the dll handle /*FPlatformProcess::FreeDllHandle(ExampleLibraryHandle); ExampleLibraryHandle = nullptr;*/ UE_LOG(SpoutLog, Warning, TEXT("Modulo Spout Descargado")); } IMPLEMENT_MODULE(FSpoutModule, SpoutPlugin) #undef LOCTEXT_NAMESPACE