Files
UnrealEngineUWP/Engine/Source/Developer/CollectionManager/Public/CollectionManagerModule.h
logan buchy 8cb8cff1ba Feedback changes to Collections telemetry
* 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]
2023-05-16 13:02:13 -04:00

55 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "UObject/NameTypes.h"
class ICollectionManager;
class FCollectionManagerModule : public IModuleInterface
{
public:
virtual void StartupModule();
virtual void ShutdownModule();
virtual ICollectionManager& Get() const;
/**
* 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 FCollectionManagerModule& GetModule()
{
static const FName CollectionManagerModuleName("CollectionManager");
FCollectionManagerModule* Module = FModuleManager::GetModulePtr<FCollectionManagerModule>(CollectionManagerModuleName);
if (Module == nullptr)
{
return FModuleManager::LoadModuleChecked<FCollectionManagerModule>(CollectionManagerModuleName);
}
else
{
return *Module;
}
}
/**
* 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 IsModuleAvailable()
{
static const FName CollectionManagerModuleName("CollectionManager");
return FModuleManager::Get().IsModuleLoaded(CollectionManagerModuleName);
}
private:
ICollectionManager* CollectionManager;
class FCollectionManagerConsoleCommands* ConsoleCommands;
};