Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeModule.h
yoan stamant 64c8dca7cb [StateTreeDebugger]
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]
2023-03-14 13:35:46 -04:00

53 lines
1.2 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");
}
#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