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UnrealEngine/Engine/Plugins/TraceUtilities/Source/InsightsEditor/Public/IInsightsEditorModule.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

40 lines
1.1 KiB
C++

// 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<IInsightsEditorModule>(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