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Initial version of the debugger - currently compiled by StateTreeModule and StateTreeEditorModule using WITH_STATETREE_DEBUGGER - currently not exposed to UI by StateTree settings 'bUseDebugger' - in this version only one instance per asset can be debugged - using Trace services to read events generated by statetree instances. - can connect to any traces (Editor, Client, Server) as long as the compiled statetree matches #rb mieszko.zielinski #preflight 641088a30e1f02786b509663 [CL 24639409 by yoan stamant in ue5-main branch]
53 lines
1.2 KiB
C++
53 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleManager.h"
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namespace UE::Trace
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{
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class FStoreClient;
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}
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/**
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* The public interface to this module
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*/
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class IStateTreeModule : public IModuleInterface
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{
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public:
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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 IStateTreeModule& Get()
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{
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return FModuleManager::LoadModuleChecked<IStateTreeModule>("StateTreeModule");
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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 bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("StateTreeModule");
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}
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#if WITH_STATETREE_DEBUGGER
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/**
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* Gets the store client.
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*/
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virtual UE::Trace::FStoreClient* GetStoreClient() = 0;
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#endif // WITH_STATETREE_DEBUGGER
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};
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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#include "CoreMinimal.h"
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#endif
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