47 lines
1.2 KiB
C++
47 lines
1.2 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/ModuleManager.h"
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#include "AI/AISystemBase.h"
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#if WITH_EDITOR
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#include "AssetTypeCategories.h"
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#endif // WITH_EDITOR
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/**
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* The public interface to this module
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*/
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class IAIModule : public IAISystemModule
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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 IAIModule& Get()
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{
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return FModuleManager::LoadModuleChecked< IAIModule >( "AIModule" );
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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( "AIModule" );
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}
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#if WITH_EDITOR
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UE_DEPRECATED(5.3, "Should use a UAssetDefinitionDefault and return EAssetCategoryPaths::AI instead.")
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virtual EAssetTypeCategories::Type GetAIAssetCategoryBit() const = 0;
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#endif // WITH_EDITOR
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};
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