// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" #include "UObject/NameTypes.h" class ICollectionManager; class FCollectionManagerModule : public IModuleInterface { public: virtual void StartupModule(); virtual void ShutdownModule(); virtual ICollectionManager& Get() const; /** * 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 FCollectionManagerModule& GetModule() { static const FName CollectionManagerModuleName("CollectionManager"); FCollectionManagerModule* Module = FModuleManager::GetModulePtr(CollectionManagerModuleName); if (Module == nullptr) { return FModuleManager::LoadModuleChecked(CollectionManagerModuleName); } else { return *Module; } } /** * 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 IsModuleAvailable() { static const FName CollectionManagerModuleName("CollectionManager"); return FModuleManager::Get().IsModuleLoaded(CollectionManagerModuleName); } private: ICollectionManager* CollectionManager; class FCollectionManagerConsoleCommands* ConsoleCommands; };