// Copyright Epic Games, Inc. All Rights Reserved. #include "Messaging/CommonMessagingSubsystem.h" #include "Containers/Array.h" #include "Engine/GameInstance.h" #include "Engine/LocalPlayer.h" #include "Templates/Casts.h" #include "UObject/Object.h" #include "UObject/UObjectHash.h" class FSubsystemCollectionBase; class UClass; void UCommonMessagingSubsystem::Initialize(FSubsystemCollectionBase& Collection) { Super::Initialize(Collection); } void UCommonMessagingSubsystem::Deinitialize() { Super::Deinitialize(); } bool UCommonMessagingSubsystem::ShouldCreateSubsystem(UObject* Outer) const { if (!CastChecked(Outer)->GetGameInstance()->IsDedicatedServerInstance()) { TArray ChildClasses; GetDerivedClasses(GetClass(), ChildClasses, false); // Only create an instance if there is no override implementation defined elsewhere return ChildClasses.Num() == 0; } return false; } void UCommonMessagingSubsystem::ShowConfirmation(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback) { } void UCommonMessagingSubsystem::ShowError(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback) { }