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| FExec
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Module |
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Header |
/Engine/Source/Runtime/Core/Public/Modules/ModuleManager.h |
Include |
#include "Modules/ModuleManager.h" |
class FModuleManager : private FSelfRegisteringExec
Implements the module manager.
The module manager is used to load and unload modules, as well as to keep track of all of the modules that are currently loaded. You can access this singleton using FModuleManager::Get().
No constructors are accessible with public or protected access.
No destructors are accessible with public or protected access.
Name | Description | ||
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AbandonModule ( |
Abandons a loaded module, leaving it loaded in memory but no longer tracking it in the module manager. |
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AbandonModuleWithCallback ( |
Calls PreUnload then abandons a module in memory. |
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AddBinariesDirectory |
Adds an engine binaries directory. |
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AddExtraBinarySearchPaths() |
Add any extra search paths that may be required |
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AddModule ( |
Adds a module to our list of modules, unless it's already known. |
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AddModuleToModulesList ( |
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DoesLoadedModuleHaveUObjects ( |
Determines whether the specified module contains UObjects. |
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FindModules |
Finds module files on the disk for loadable modules matching the specified wildcard. |
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FModuleManag... |
Get() |
Gets the singleton instance of the module manager. |
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GetGameBinariesDirectory() |
Gets the game binaries directory |
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IModuleInter... |
GetModule ( |
Gets the specified module. |
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TModuleInter... |
GetModuleChecked ( |
Gets a module by name, checking to ensure it exists. |
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GetModuleCount() |
Gets the number of loaded modules. |
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GetModuleFilename ( |
Gets the filename for a module. |
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TModuleInter... |
GetModulePtr ( |
Gets a module by name. |
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const TCHAR ... |
GetUBTConfiguration() |
Gets the build configuration for compiling modules, as required by UBT. |
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HasAnyOverridenModuleFilename() |
Determines if any non-default module instances are loaded (eg. hot reloaded modules) |
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IsModuleLoaded ( |
Checks whether the specified module is currently loaded. This is an O(1) operation. |
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IsModuleUpToDate ( |
Checks to see if the specified module exists and is compatible with the current engine version. |
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FIsPackageLo... |
IsPackageLoadedCallback() |
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IModuleInter... |
LoadModule ( |
Loads the specified module. |
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IModuleInter... |
LoadModuleChecked ( |
Loads the specified module, checking to ensure it exists. |
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TModuleInter... |
LoadModuleChecked ( |
Loads a module by name, checking to ensure it exists. |
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TModuleInter... |
LoadModulePtr ( |
Loads a module by name. |
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LoadModuleWithCallback ( |
Loads a module in memory then calls PostLoad. |
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IModuleInter... |
LoadModuleWithFailureReason ( |
Loads the specified module and returns a result. |
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MakeUniqueModuleFilename |
Generates a unique file name for the specified module name by adding a random suffix and checking for file collisions. |
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ModuleExists ( |
Determines if a module with the given name exists, regardless of whether it is currently loaded. |
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FModulesChan... |
OnModulesChanged() |
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ProcessLoade... |
OnProcessLoadedObjectsCallback() |
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QueryModule ( |
Queries information about a specific module name. |
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QueryModules ( |
Queries information about all of the currently known modules. |
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RefreshModuleFilenameFromManifest ( |
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RegisterStaticallyLinkedModule ( |
Registers an initializer for a module that is statically linked. |
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ResetModulePathsCache() |
Clears module path cache |
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SaveCurrentStateForBootstrap ( |
Save the current module manager's state into a file for bootstrapping other processes. |
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SetGameBinariesDirectory ( |
Set the game binaries directory |
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SetModuleFilename |
Sets the filename for a module. |
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StartProcessingNewlyLoadedObjects() |
Called by the engine at startup to let the Module Manager know that it's now safe to process new UObjects discovered by loading C++ modules. |
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TearDown() |
Destroys singleton if it exists. |
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UnloadModule |
Unloads a specific module |
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UnloadModulesAtShutdown() |
Unloads modules during the shutdown process. |
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UnloadOrAbandonModuleWithCallback ( |
Calls PreUnload then either unloads or abandons a module in memory, depending on whether the module supports unloading. |
Name | Description | ||
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Exec ( |
Exec handler |
Name |
Description |
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FModulesChangedEvent |
Gets an event delegate that is executed when the set of known modules changed, i.e. upon module load or unload. |
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ProcessLoadedObjectsEvent |
Gets a multicast delegate that is executed when any UObjects need processing after a module was loaded. |
Name |
Description |
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FInitializeStaticallyLinkedModule |
Delegate that's used by the module manager to initialize a registered module that we statically linked with (monolithic only) |
FIsPackageLoadedCallback |
Gets a delegate that is executed when a module containing UObjects has been loaded. |
FModuleMap |
Type definition for maps of module names to module infos. |
ModuleInfoPtr |
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ModuleInfoRef |