Files
UnrealEngine/Engine/Source/Editor/UATHelper/Public/IUATHelperModule.h
2025-05-18 13:04:45 +08:00

49 lines
1.7 KiB
C++

// 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<void(FString, double)> 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<struct FAnalyticsEventAttribute>* OptionalAnalyticsParamArray = nullptr, UatTaskResultCallack ResultCallback = UatTaskResultCallack(), const FString& ResultLocation = FString()) = 0;
};