// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" struct FSlateBrush; /** * The public interface to this module */ class IUATHelperModule : 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 IUATHelperModule& Get() { return FModuleManager::LoadModuleChecked< IUATHelperModule >( "UATHelper" ); } /** * 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( "UATHelper" ); } /** Used to callback into calling code when a UAT task completes. First param is the result type, second param is the runtime in sec. */ typedef TFunction UatTaskResultCallack; /** Creates and starts up a UAT Task * @param ResultLocation The folder where the result of the task will be stored */ virtual void CreateUatTask(const FString& CommandLine, const FText& PlatformDisplayName, const FText& TaskName, const FText &TaskShortName, const FSlateBrush* TaskIcon, const TArray* OptionalAnalyticsParamArray = nullptr, UatTaskResultCallack ResultCallback = UatTaskResultCallack(), const FString& ResultLocation = FString()) = 0; };