// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" namespace UE::Trace { class FStoreClient; } /** * The public interface to this module */ class IStateTreeModule : public IModuleInterface { public: /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static IStateTreeModule& Get() { return FModuleManager::LoadModuleChecked("StateTreeModule"); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("StateTreeModule"); } /** * Start tracing and enables StateTree debugging related channels (frame + statetree). * If traces are already active we keep track of all channels previously activated to restore them on stop. */ virtual void StartTraces() = 0; /** * Stops the trace service if it was not already connected when StartTraces was called. * Restores previously enabled channels if necessary. */ virtual void StopTraces() = 0; #if WITH_STATETREE_DEBUGGER /** * Gets the store client. */ virtual UE::Trace::FStoreClient* GetStoreClient() = 0; #endif // WITH_STATETREE_DEBUGGER }; #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 #include "CoreMinimal.h" #endif