// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "AssetTypeCategories.h" struct FAssetCategoryPath; class UBlueprint; /** * The public interface of BlutilityModule */ class IBlutilityModule : public IModuleInterface { public: /** Returns if the blueprint is an editor utility blueprint or widget */ virtual bool IsEditorUtilityBlueprint( const UBlueprint* Blueprint ) const = 0; /** Global Find Results workspace menu item */ virtual TSharedPtr GetMenuGroup() const = 0; UE_DEPRECATED(5.3, "Use GetAssetCategories instead") virtual EAssetTypeCategories::Type GetAssetCategory() const = 0; virtual TConstArrayView GetAssetCategories() const = 0; virtual void AddLoadedScriptUI(class UEditorUtilityWidgetBlueprint* InBlueprint) = 0; virtual void RemoveLoadedScriptUI(class UEditorUtilityWidgetBlueprint* InBlueprint) = 0; };