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FAIToolKitEditorModule Class Reference

#include <AIToolKitEditor.h>

Inheritance diagram for FAIToolKitEditorModule:

Public Member Functions

virtual void StartupModule () override
 
virtual void ShutdownModule () override
 
UAIToolKitEditorSettingsGetSettings () const
 
void RegisterAIToolKitEditorWidget ()
 

Static Public Member Functions

static FAIToolKitEditorModuleGet ()
 
static bool IsAvailable ()
 

Protected Attributes

UAIToolKitEditorSettingsModuleSettings
 

Member Function Documentation

◆ Get()

static FAIToolKitEditorModule & FAIToolKitEditorModule::Get ( )
inlinestatic

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.

Returns
Returns singleton instance, loading the module on demand if needed
33 {
34 return FModuleManager::LoadModuleChecked<FAIToolKitEditorModule>("AIToolKitEditor");
35 }

◆ GetSettings()

UAIToolKitEditorSettings * FAIToolKitEditorModule::GetSettings ( ) const

Getter for internal settings object to support runtime configuration changes

◆ IsAvailable()

static bool FAIToolKitEditorModule::IsAvailable ( )
inlinestatic

Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.

Returns
True if the module is loaded and ready to use
42 {
43 return FModuleManager::Get().IsModuleLoaded("AIToolKitEditor");
44 }

◆ RegisterAIToolKitEditorWidget()

void FAIToolKitEditorModule::RegisterAIToolKitEditorWidget ( )

◆ ShutdownModule()

void FAIToolKitEditorModule::ShutdownModule ( )
overridevirtual
34{
35 //----------------------------------------------------------------------
36 //-----------------------------------Settings
37 //----------------------------------------------------------------------
38 if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
39 {
40 SettingsModule->UnregisterSettings("Project", "Plugins", "Quest System");
41 }
42
43 if (!GExitPurge)
44 {
45 ModuleSettings->RemoveFromRoot();
46 }
47 else
48 {
49 ModuleSettings = nullptr;
50 }
51
52#if WITH_GAMEPLAY_DEBUGGER
53 if (IGameplayDebugger::IsAvailable())
54 {
55 IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
56 GameplayDebuggerModule.UnregisterCategory("AIToolKit");
57 GameplayDebuggerModule.NotifyCategoriesChanged();
58 }
59#endif // WITH_GAMEPLAY_DEBUGGER
60
61
62}
UAIToolKitEditorSettings * ModuleSettings
Definition AIToolKitEditor.h:56

◆ StartupModule()

void FAIToolKitEditorModule::StartupModule ( )
overridevirtual
14{
15 ModuleSettings = NewObject<UAIToolKitEditorSettings>(GetTransientPackage(), "AIToolKitEditorSettings", RF_Standalone);
16 ModuleSettings->AddToRoot();
17 // Register settings
18 if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
19 {
20 SettingsModule->RegisterSettings("Project", "Plugins", "AIToolKit",
21 LOCTEXT("RuntimeSettingsName", "AIToolKit"),
22 LOCTEXT("RuntimeSettingsDescription", "Configure AI Tool Kit Plugin settings"),
24 }
25#if WITH_GAMEPLAY_DEBUGGER
26 IGameplayDebugger& GameplayDebuggerModule = IGameplayDebugger::Get();
27 GameplayDebuggerModule.RegisterCategory("AIToolKit", IGameplayDebugger::FOnGetCategory::CreateStatic(&FGameplayDebuggerCategory_AIToolKit::MakeInstance));
28 GameplayDebuggerModule.NotifyCategoriesChanged();
29#endif
30
31}

Member Data Documentation

◆ ModuleSettings

UAIToolKitEditorSettings* FAIToolKitEditorModule::ModuleSettings
protected

Quest Editor Module settings


The documentation for this class was generated from the following files: