Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeModule.h
yoan stamant 62bc0c3239 [StateTreeDebugger]
- timeline tracks can be marked as stale (from a previous PIE session) to change their look
- added world simulation timestamp for traces to represent the tracks in simulation time and not trace session time
- create dedicated methods on the StateTree module to Start/Stop traces
- unneeded trace channels are deactivated and restored if possible for a StateTree debug session in order to reduce trace size
- DebuggerView can now auto start new trace on a new PIE session (new settings 'bShouldDebuggerAutoRecordOnPIE'') or user can control with dedicated button (similar to RewindDebugger)
- moved StateTree editor settings under section "Plugins"
#rnx
#rb mikko.mononen
#preflight 646e18e46c2a2532b1d92984

[CL 25644105 by yoan stamant in ue5-main branch]
2023-05-26 11:59:58 -04:00

65 lines
1.6 KiB
C++

// 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<IStateTreeModule>("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