// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" class UCustomizableObject; /** * The public interface of the CustomizableObject module */ class ICustomizableObjectPopulationModule : public IModuleInterface { public: /** * Singleton-like access to ICustomizableObjectPopulationModule * * @return Returns CustomizableObjectModule singleton instance, loading the module on demand if needed */ static inline ICustomizableObjectPopulationModule& Get() { return FModuleManager::LoadModuleChecked< ICustomizableObjectPopulationModule >("CustomizableObjectPopulation"); } /** * 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 IsAvailable() { return FModuleManager::Get().IsModuleLoaded("CustomizableObjectPopulation"); } // Return a string representing the plugin version. virtual FString GetPluginVersion() const = 0; // Recompiles all the populations referenced in the Customizabled Object virtual void RecompilePopulations(UCustomizableObject* Object) {} };