// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleManager.h" #include "AI/AISystemBase.h" #if WITH_EDITOR #include "AssetTypeCategories.h" #endif // WITH_EDITOR /** * The public interface to this module */ class IAIModule : public IAISystemModule { 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 IAIModule& Get() { return FModuleManager::LoadModuleChecked< IAIModule >( "AIModule" ); } /** * 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( "AIModule" ); } #if WITH_EDITOR UE_DEPRECATED(5.3, "Should use a UAssetDefinitionDefault and return EAssetCategoryPaths::AI instead.") virtual EAssetTypeCategories::Type GetAIAssetCategoryBit() const = 0; #endif // WITH_EDITOR };