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* Moved workflow tracking of collection manipulations up one level to target user interaction only * Added create/destroy collection workflows * Remove hand-holding utilities aimed to ease verbosity of telemetry event generation #rb wes.hunt #jira UE-155132 #preflight 6463b34f063e77985c259c71 [CL 25492328 by logan buchy in ue5-main branch]
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/NameTypes.h"
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class ICollectionManager;
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class FCollectionManagerModule : public IModuleInterface
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{
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public:
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virtual void StartupModule();
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virtual void ShutdownModule();
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virtual ICollectionManager& Get() const;
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline FCollectionManagerModule& GetModule()
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{
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static const FName CollectionManagerModuleName("CollectionManager");
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FCollectionManagerModule* Module = FModuleManager::GetModulePtr<FCollectionManagerModule>(CollectionManagerModuleName);
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if (Module == nullptr)
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{
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return FModuleManager::LoadModuleChecked<FCollectionManagerModule>(CollectionManagerModuleName);
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}
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else
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{
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return *Module;
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}
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsModuleAvailable()
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{
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static const FName CollectionManagerModuleName("CollectionManager");
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return FModuleManager::Get().IsModuleLoaded(CollectionManagerModuleName);
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}
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private:
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ICollectionManager* CollectionManager;
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class FCollectionManagerConsoleCommands* ConsoleCommands;
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};
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