Files
UnrealEngineUWP/Engine/Plugins/AI/MLAdapter/Source/MLAdapterTestSuite/Public/MLAdapterTestSuiteModule.h
mieszko zielinski 7848b68be0 Renamed UE4ML plugin to MLAdapter and updated all its contents accordingly
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#preflight 606ebe61db0bbb00016e242e

#ROBOMERGE-OWNER: mieszko.zielinski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 15955453 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15975769 by mieszko zielinski in ue5-main branch]
2021-04-12 03:41:10 -04:00

38 lines
982 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
/**
* The public interface to this module
*/
class IMLAdapterTestSuiteModule : 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 IMLAdapterTestSuiteModule& Get()
{
return FModuleManager::LoadModuleChecked<IMLAdapterTestSuiteModule>("MLAdapterTestSuiteModule");
}
/**
* 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("MLAdapterTestSuiteModule");
}
};