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AIToolKitEditor.h
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1#pragma once
2
3#include "CoreMinimal.h"
4#include "Modules/ModuleManager.h"
5
6#if WITH_GAMEPLAY_DEBUGGER
7#include "GameplayDebugger.h"
9#endif // WITH_GAMEPLAY_DEBUGGER
10
11
12DECLARE_LOG_CATEGORY_EXTERN(LogAIToolKitEditor, Log, All);
13
14
16
17class FAIToolKitEditorModule : public IModuleInterface
18{
19
20public:
21 virtual void StartupModule() override;
22 virtual void ShutdownModule() override;
23 // TSharedPtr<FSlateStyleSet> StyleSet;
24
25
32 static inline FAIToolKitEditorModule& Get()
33 {
34 return FModuleManager::LoadModuleChecked<FAIToolKitEditorModule>("AIToolKitEditor");
35 }
41 static inline bool IsAvailable()
42 {
43 return FModuleManager::Get().IsModuleLoaded("AIToolKitEditor");
44 }
45
46
49
50 /* Register editor widget on the PerProjectUserSettings config to make the widget load on start.*/
52
53protected:
54
57
58};
DECLARE_LOG_CATEGORY_EXTERN(LogAIToolKitEditor, Log, All)
Definition AIToolKitEditor.h:18
UAIToolKitEditorSettings * ModuleSettings
Definition AIToolKitEditor.h:56
virtual void ShutdownModule() override
Definition AIToolKitEditor.cpp:33
virtual void StartupModule() override
Definition AIToolKitEditor.cpp:13
static FAIToolKitEditorModule & Get()
Definition AIToolKitEditor.h:32
UAIToolKitEditorSettings * GetSettings() const
static bool IsAvailable()
Definition AIToolKitEditor.h:41
void RegisterAIToolKitEditorWidget()
Definition AIToolKitEditorSettings.h:15