Files
UnrealEngineUWP/Engine/Source/Editor/GeometryCacheEd/Public/GeometryCacheEdModule.h
Jurre DeBaare 33f862bc49 GeomCache/ABCImporter
ADDED thumbnail renderer for GeometryCache
ADDED BP creation from GeometryCache asset
ADDED de-registering of handlers during GeomCacheModule shutdown
FIXED bug with importing Materials, though recreating a clean scene in Maya also fixed it (bad Maya history)

[CL 2682433 by Jurre DeBaare in Main branch]
2015-09-07 09:32:51 -04:00

42 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
/**
* The public interface to this module
*/
class FGeometryCacheEdModule : public IModuleInterface
{
public:
FGeometryCacheEdModule() {}
virtual void StartupModule();
virtual void ShutdownModule();
/**
* 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 FGeometryCacheEdModule& Get()
{
return FModuleManager::LoadModuleChecked< FGeometryCacheEdModule >("GeometryCacheEd");
}
/**
* 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( "GeometryCacheEd" );
}
private:
class FAssetTypeActions_GeometryCache* AssetAction;
class FGeometryCacheAssetBroker* AssetBroker;
};