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UnrealEngine/Engine/Source/Runtime/AIModule/Public/AIModule.h
2025-05-18 13:04:45 +08:00

47 lines
1.2 KiB
C++

// 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
};