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Unreal Engine C++ API Reference > Runtime > Core > Modules
Inheritance Hierarchy
- FExec
- FSelfRegisteringExec
- FModuleManager
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Modules/ModuleManager.h |
Include | #include "Modules/ModuleManager.h" |
Syntax
class FModuleManager : private FSelfRegisteringExec
Remarks
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().
Constructors
Type | Name | Description | |
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FModuleManager
(
FPrivateToken |
Hidden constructor.Use the static Get function to return the singleton instance. | |
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FModuleManager
(
const FModuleManager& |
Destructors
Type | Name | Description | |
---|---|---|---|
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Destructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AbandonModule
(
const FName InModuleName |
Abandons a loaded module, leaving it loaded in memory but no longer tracking it in the module manager. |
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void | AbandonModuleWithCallback
(
const FName InModuleName |
Calls PreUnload then abandons a module in memory. |
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void | AddBinariesDirectory
(
const TCHAR* InDirectory, |
Adds an engine binaries directory. |
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void | Add any extra search paths that may be required | |
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void | Adds a module to our list of modules, unless it's already known. | |
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void | AddModuleToModulesList
(
const FName InModuleName, |
|
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bool | DoesLoadedModuleHaveUObjects
(
const FName ModuleName |
Determines whether the specified module contains UObjects. |
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void | FindModules
(
const TCHAR* WildcardWithoutExtension, |
Finds module files on the disk for loadable modules matching the specified wildcard. |
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FModuleManager & | Get () |
Gets the singleton instance of the module manager. |
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FString | Gets the game binaries directory | |
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IModuleInterface * | Gets the specified module. | |
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TModuleInterface & | GetModuleChecked
(
const FName ModuleName |
Gets a module by name, checking to ensure it exists. |
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int32 | Gets the number of loaded modules. | |
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FString | GetModuleFilename
(
FName ModuleName |
Gets the filename for a module. |
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TModuleInterface * | GetModulePtr
(
const FName ModuleName |
Gets a module by name. |
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const TCHAR * | Gets the build configuration for compiling modules, as required by UBT. | |
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bool | Determines if any non-default module instances are loaded (eg. hot reloaded modules) | |
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bool | IsModuleLoaded
(
const FName InModuleName |
Checks whether the specified module is currently loaded.This is an O(1) operation. |
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bool | IsModuleUpToDate
(
const FName InModuleName |
Checks to see if the specified module exists and is compatible with the current engine version. |
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FIsPackageLoadedCallback & | ||
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IModuleInterface * | LoadModule
(
const FName InModuleName, |
Loads the specified module. |
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void | LoadModuleBinaryOnly
(
FName ModuleName |
Will load the binary without doing initialization. |
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TModuleInterface & | LoadModuleChecked
(
const FName InModuleName |
Loads a module by name, checking to ensure it exists. |
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IModuleInterface & | LoadModuleChecked
(
const FName InModuleName |
Loads the specified module, checking to ensure it exists. |
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TModuleInterface * | LoadModulePtr
(
const FName InModuleName |
Loads a module by name. |
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bool | LoadModuleWithCallback
(
const FName InModuleName, |
Loads a module in memory then calls PostLoad. |
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IModuleInterface * | LoadModuleWithFailureReason
(
const FName InModuleName, |
Loads the specified module and returns a result. |
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void | MakeUniqueModuleFilename
(
const FName InModuleName, |
Generates a unique file name for the specified module name by adding a random suffix and checking for file collisions. |
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bool | ModuleExists
(
const TCHAR* ModuleName |
Determines if a module with the given name exists, regardless of whether it is currently loaded. |
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FModulesChangedEvent & | ||
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ProcessLoadedObjectsEvent & | ||
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bool | QueryModule
(
const FName InModuleName, |
Queries information about a specific module name. |
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void | QueryModules
(
TArray< FModuleStatus >& OutModuleStatuses |
Queries information about all of the currently known modules. |
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void | RefreshModuleFilenameFromManifest
(
const FName InModuleName |
|
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void | RegisterStaticallyLinkedModule
(
const FLazyName InModuleName, |
Registers an initializer for a module that is statically linked. |
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void | Clears module path cache | |
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void | SaveCurrentStateForBootstrap
(
const TCHAR* Filename |
Save the current module manager's state into a file for bootstrapping other processes. |
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void | SetGameBinariesDirectory
(
const TCHAR* InDirectory |
Set the game binaries directory |
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void | SetModuleFilename
(
FName ModuleName, |
Sets the filename for a module. |
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void | 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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void | TearDown () |
Destroys singleton if it exists. |
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bool | UnloadModule
(
const FName InModuleName, |
Unloads a specific module NOTE: You can manually unload a module before the normal shutdown occurs with this, but be careful as you may be unloading another module's dependency too early! |
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void | Unloads modules during the shutdown process. | |
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void | UnloadOrAbandonModuleWithCallback
(
const FName InModuleName, |
Calls PreUnload then either unloads or abandons a module in memory, depending on whether the module supports unloading. |
Overridden from FExec
Type | Name | Description | |
---|---|---|---|
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bool | Exec_Dev
(
UWorld* InWorld, |
Implementation of Exec that is only called in non-shipping targets |
Operators
Type | Name | Description | |
---|---|---|---|
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FModuleManager & | operator=
(
const FModuleManager& |
Classes
Type | 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. |
Typedefs
Name | Description |
---|---|
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 | |
ModuleInfoRef |