49 lines
1.7 KiB
C++
49 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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struct FSlateBrush;
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/**
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* The public interface to this module
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*/
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class IUATHelperModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IUATHelperModule& Get()
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{
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return FModuleManager::LoadModuleChecked< IUATHelperModule >( "UATHelper" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded( "UATHelper" );
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}
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/** Used to callback into calling code when a UAT task completes. First param is the result type, second param is the runtime in sec. */
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typedef TFunction<void(FString, double)> UatTaskResultCallack;
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/** Creates and starts up a UAT Task
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* @param ResultLocation The folder where the result of the task will be stored
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*/
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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;
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};
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