// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" namespace UE::InsightsEditor { class IInsightsEditorModule : 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 IInsightsEditorModule& Get() { static const FName ModuleName = "InsightsEditor"; return FModuleManager::LoadModuleChecked(ModuleName); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() during shutdown if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { static const FName ModuleName = "InsightsEditor"; return FModuleManager::Get().IsModuleLoaded(ModuleName); } virtual void SetStartAnalysisOnInsightsWindowCreated(bool InValue) = 0; }; } // namespace UE::InsightsEditor