Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavigationSystemModule.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

42 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
//#include "AI/NavigationSystemBase.h"
#if WITH_EDITOR
#include "Developer/AssetTools/Public/AssetTypeCategories.h"
#endif // WITH_EDITOR
/**
* The public interface to this module
*/
class INavSysModule : 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 inline INavSysModule& Get()
{
return FModuleManager::LoadModuleChecked<INavSysModule>("NavigationSystem");
}
/**
* 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 inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("NavigationSystem");
}
};