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FQuestSystemEditorModule Class Reference

#include <QuestSystemEditor.h>

Inheritance diagram for FQuestSystemEditorModule:

Public Member Functions

virtual void StartupModule () override
 
virtual void ShutdownModule () override
 
UQuestSystemEditorSettingsGetSettings () const
 
void RegisterQuestEditorWidget ()
 

Static Public Member Functions

static FQuestSystemEditorModuleGet ()
 
static bool IsAvailable ()
 

Protected Attributes

UQuestSystemEditorSettingsModuleSettings
 

Member Function Documentation

◆ Get()

static FQuestSystemEditorModule & FQuestSystemEditorModule::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
27 {
28 return FModuleManager::LoadModuleChecked<FQuestSystemEditorModule>("QuestSystemEditor");
29 }

◆ GetSettings()

UQuestSystemEditorSettings * FQuestSystemEditorModule::GetSettings ( ) const

Getter for internal settings object to support runtime configuration changes

◆ IsAvailable()

static bool FQuestSystemEditorModule::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
36 {
37 return FModuleManager::Get().IsModuleLoaded("QuestSystemEditor");
38 }

◆ RegisterQuestEditorWidget()

void FQuestSystemEditorModule::RegisterQuestEditorWidget ( )

◆ ShutdownModule()

void FQuestSystemEditorModule::ShutdownModule ( )
overridevirtual
24{
25 //----------------------------------------------------------------------
26 //-----------------------------------Settings
27 //----------------------------------------------------------------------
28 if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
29 {
30 SettingsModule->UnregisterSettings("Project", "Plugins", "Quest System");
31 }
32
33 if (!GExitPurge)
34 {
35 ModuleSettings->RemoveFromRoot();
36 }
37 else
38 {
39 ModuleSettings = nullptr;
40 }
41
42}
UQuestSystemEditorSettings * ModuleSettings
Definition QuestSystemEditor.h:50

◆ StartupModule()

void FQuestSystemEditorModule::StartupModule ( )
overridevirtual
9{
10 ModuleSettings = NewObject<UQuestSystemEditorSettings>(GetTransientPackage(), "QuestSystemEditorSettings", RF_Standalone);
11 ModuleSettings->AddToRoot();
12 // Register settings
13 if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
14 {
15 SettingsModule->RegisterSettings("Project", "Plugins", "Quest System",
16 LOCTEXT("RuntimeSettingsName", "Quest System"),
17 LOCTEXT("RuntimeSettingsDescription", "Configure Quest System Plugin settings"),
19 }
20
21}

Member Data Documentation

◆ ModuleSettings

UQuestSystemEditorSettings* FQuestSystemEditorModule::ModuleSettings
protected

Quest Editor Module settings


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